Talk:Aura of Doom (3.5e Spell)

Ratings
== Better Summaries ==

Please put better summaries on this and your other spells. Summaries should rarely be fluff, and should instead tell someone at a glance exactly what the spell does. The SRD summaries are very good examples of this. I have changed this one, to be a better example of what summaries ought to be. Surgo 21:55, 2 August 2012 (UTC)

Divination?
Uh, excuse me? How is this a divination spell? Divinations gather information, and not much else. It looks more like it belongs in the Abjuration or Necromancy school. --Luigifan18 (talk) 21:31, 16 November 2012 (UTC)


 * The logic was the same logic as Divinations only real offense: Unluck. It seems Luck/Unluck is bedfellows with determining the future and detecting things. -- Eiji-kun (talk) 06:27, 17 November 2012 (UTC)


 * The problem with using a minion to carry your Aura of Doom and the problem with this thing's slightly questionable Divination status can both be fixed in one go: make the saving throw penalty only apply to saves you cause, and this suddenly gets to be doing a more solidly Divination thing: timing and placement. --Foxwarrior (talk) 18:19, 17 November 2012 (UTC)


 * ...Divination's not a school that's supposed to have offense, though maybe it can help you plan your attacks better. (True strike is an exception, since it involves peering into the future to anticipate your opponent's defensive actions and catch him off guard, therefore giving you a +20 insight bonus to your next attack roll.) --Luigifan18 (talk) 19:47, 17 November 2012 (UTC)


 * Unluck would say otherwise. Fortune is against you here, it's just people are used to divination granting, not removing it.  On the matter of minions, seems a non-issue.  Similar spells don't stack, so even if 100 Aura of Dooms converge the penalty is still -2.  As for having a minion carry it, sensible act, I'd do the same. -- Eiji-kun (talk) 03:14, 28 July 2013 (UTC)