High Level Spell Slot Idea: Shadowy Apparition 01/30/2017 05:44 PM CST


This is a 'first-strike' and concealment spell which gives the Sorcerer the form of 'an ethereal black mist' which floats about the room unidentifiably
and with evasive qualities from room or spell effects. This could be the Sorc-ish answer of Wizards 'Invisibility' but with a completely Sorcerer like
addition of it being an invaluable spell for battle. When the Sorcerer is a Shadowy Apparition, all the can mostly do is travel around, make limited communications with adventurers, interact with objects on the ground, etc. but not much else. When in battle however, the Shadowy Apparition finds itself
a huge advantage for a few reasons : 1. It gives the Sorcerer unlimited timing advantage for the FOE cannot make any difference to the Shadowy Apparition unless dispelling it or successfully making a TD based ward on it (or perhaps other special manuevers or abilities of critters). The Sorcerer gets the first-strike most of the time. 2. When the Sorcerer decides to strike the Shadowy Apparition will seep into the surroundings and reform at the most tactically advantageous position to touch the enemy as the reformation from the blackish smoggy form returns the Sorcerer into flesh! The positioning and the Intimidation/Disorientation/Spiritual Drain etc. upon the target gives for a base of -30 to TD for the target and a +10 to CS for anything Sorcerer based and with a total negation of any gains from armor that a critter might have, so it's as if they were naked. This is because the Sorcerer will be touching them in a critical spot as they transform themselves back into flesh where the critter was no expecting them, hence they are reaching through the armor! 3. The Warding spell for the bonus of Shadowy Apparition is to strike very similarly to how a Rogue or Ranger does with their Ambush/Camo, as in they are piercing in the weakest spot for concentrated damage. This is identical to the concept of the Shadowy Apparition spell wherein the Sorcerer is doing the same thing with internal pressure, shadow damage and use of illusion. The FOE if warded will struggle against the onslaught if matter and energy coming in 'from the dark side' as the Sorcerer returns themselves to more normal form. The unfortunate enemy will have trouble maintaining its form so that their limbs might suddenly stop working properly as they became shadowy ethereal energy (weapon/shield droppage), they begin to bleed more and more from the shadowy damage being done to their internal organs as they struggle between their lightness and darkness, their confusion and distraction creates RT. and stoppage of attacks while they attempt to regain themselves. This all happens very quickly in a buildup for the final test which is a second warding effect once the cycle is run for a direct challenge to the critter's life. They LIVE or DIE based on a second warding chance with all the advantages being given to the Sorcerer.
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Re: High Level Spell Slot Idea: Shadowy Apparition 01/30/2017 05:59 PM CST


For those of us who like the enter key:

This is a 'first-strike' and concealment spell which gives the Sorcerer the form of 'an ethereal black mist' which floats about the room unidentifiably and with evasive qualities from room or spell effects. This could be the Sorc-ish answer of Wizards 'Invisibility' but with a completely Sorcerer like addition of it being an invaluable spell for battle.

When the Sorcerer is a Shadowy Apparition, all they can mostly do is travel around, make limited communications with adventurers, interact with objects on the ground, etc. but not much else.

When in battle however, the Shadowy Apparition finds itself a huge advantage for a few reasons:

1. It gives the Sorcerer unlimited timing advantage for the FOE cannot make any difference to the Shadowy Apparition unless dispelling it or successfully making a TD based ward on it (or perhaps other special maneuvers or abilities of critters). The Sorcerer gets the first-strike most of the time.

2. When the Sorcerer decides to strike the Shadowy Apparition will seep into the surroundings and reform at the most tactically advantageous position to touch the enemy as the reformation from the blackish smoggy form returns the Sorcerer into flesh! The positioning and the Intimidation/Disorientation/Spiritual Drain etc. upon the target gives for a base of -30 to TD for the target and a +10 to CS for anything Sorcerer based and with a total negation of any gains from armor that a critter might have, so it's as if they were naked. This is because the Sorcerer will be touching them in a critical spot as they transform themselves back into flesh where the critter was no expecting them, hence they are reaching through the armor!

3. The Warding spell for the bonus of Shadowy Apparition is to strike very similarly to how a Rogue or Ranger does with their Ambush/Camo, as in they are piercing in the weakest spot for concentrated damage.

This is identical to the concept of the Shadowy Apparition spell wherein the Sorcerer is doing the same thing with internal pressure, shadow damage and use of illusion. The FOE if warded will struggle against the onslaught if matter and energy coming in 'from the dark side' as the Sorcerer returns themselves to more normal form. The unfortunate enemy will have trouble maintaining its form so that their limbs might suddenly stop working properly as they became shadowy ethereal energy (weapon/shield droppage), they begin to bleed more and more from the shadowy damage being done to their internal organs as they struggle between their lightness and darkness, their confusion and distraction creates RT. and stoppage of attacks while they attempt to regain themselves.

This all happens very quickly in a buildup for the final test which is a second warding effect once the cycle is run for a direct challenge to the critter's life. They LIVE or DIE based on a second warding chance with all the advantages being given to the Sorcerer.
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Re: High Level Spell Slot Idea: Shadowy Apparition 01/30/2017 06:11 PM CST
<For those of us who like the enter key:>

On a different forum, years ago, I saw a post approx the same length with no spaces. Then a follow up post a few days later complaining that no one had responded to it....

Starchitin

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: High Level Spell Slot Idea: Shadowy Apparition 01/31/2017 08:10 AM CST
So correct me if im wrong. You want a spell that is like invisibility but works well vs critters, gives you basically spirit slayers +40 to cs, negates CVA, adds in 701 bleed 708 limb disable, 706/135 CC effects and has a final chance to instant kill at the end like 717?

I mean heck sign me up but it seems a bit much.
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Re: High Level Spell Slot Idea: Shadowy Apparition 02/10/2017 02:07 AM CST
>prep 725
You begin drawing a faint, twisting symbol while softly intoning the words for Minor Summoning...
Your spell is ready.

>summon Alucard



http://vignette2.wikia.nocookie.net/p__/images/a/a4/546px-HellsingAlucardDog.png/revision/latest?cb=20150302040216&path-prefix=protagonist
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