Demi-Shadow Magic
(Illusion/Phantasm)

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Effect: This spell
is similar to the fifth level shadow magic
spell (q.v.),
but in addition to the quasi-real
spells listed thereunder it enables the illusionist to cast a quasi-real
wall of fire, wall of ice,
or cloudkill.
Save: If recognized
as demi-shadow magic (the victim makes its saving throw),
the magic missile, fireball,
et al. do 2 hit points of damage per level of experience of the spell caster,
the wall spells cause 1-4
hit points of damage per level,
and the cloudkill will slay
only creatures with fewer than 2 HD.
DMG: This spell also allows the caster to tap a source of power as noted under shadow magic.
Demi-Shadow Magic:
There is a bizarre
anomaly here with respect
to the wall
spells; victims can take
more damage
from making their saves
than if
they fail them. An
illusionist has to be <replace with Level
Title>
12th level to have
memorised a 6th level
spell; he casts a demi-shadow
wall of ice
in the air above a party.
Those who fail
their saves get 3-30 (average
16.5) points of damage and
those who
make their saves get
12d4
damage (average 30 points).
This is
ludicrous, and there is
a logical unofficial
change. Since characters
failing a save
against, say, a demi-shadow
fireball
take 3.5 points of damage
(on
average) per level of the
illusionist, and
those who make their saves
take 2
points of damage per level
of the illusionist
(this is specified in the
PH), with
respect to the wall spells
one could rule
that damage taken by those
making a
save is 4/7 of that which
would be
taken by those failing (a
messy fraction,
but things are kept consistent).
This
problem obviously requires
an official
rule revision, but the suggestion
here
makes the effects of this
spell uniform
across all applications
causing physical
damage.
(Imagine #29)