A Spell & Power for Us to Discuss
I've been working on how best to model magical duels. Here's one idea I've come up with. 

1. Would you use this power in your game?

2.  How many class powers would you assess it as being worth to an arcane or divine caster? [I assess it as somewhere between 2 and 3 class powers]

3. If it were a spell with a duration of 1 turn, what level would you make it? [I assess it as somewhere between 2nd and 3rd level]

4.  If it were a spell with a duration of 1 day, what level would you make it? [I assess it as around 6th level]

5. Other thoughts?

Spellwarding: Whenever the character makes a saving throw against a spell, elemental effect, or spell-like effect, he can expend one or more spell slots to gain a bonus to the saving throw. The bonus is +3 per level of spell slot expended.  After the saving throw (if any) is resolved, the character can expend one or more spell slots to reduce the damage. The damage is reduced by 2 points per caster level per level of spell slot  expended. If the damage is reduced to 0 or less, the character does not suffer an interruption of concentration or other effects that may accrue upon being hit. Spellwarding is resolved after the character’s saving throw, if any, is resolved.

EXAMPLE: Quintus, a 6th level caster, is in a magical duel! He is in the midst of casting battering ram when his opponent strikes him with an ice storm that deals 27 points of damage. Quintus expends one 1st level spell slot to gain a +3 bonus on the saving throw. His save then succeeds, halving the damage to 13 points. He then expends one 1st level and one 2nd level spell slot to reduce the damage by (1x6 + 2x6) 18 points. Since the damage has been reduced to 0 or less, his spell is not interrupted. On his initiative number, he blasts his opponent with battering ram!


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