Talk:Ishara's Inactivity Incantation (3.5e Spell)

Ratings
== Comments == The backloading here is weird. How does it work if you just use a full-action on a turn, and then want to use a swift on the next? Do you make your save for your full-action on turn 1 and your save for the swift (and maybe another full-action) on turn two? That seems a bit cumbersome. If you spend actions on the last round the spell is in effect, do you still forgo actions on the following round after the spell expires? What if you get slowed or held after taking a full-action and simply doesn't have the actions to forgo on your next turn? It seems like these could be dealt with by making the action sacrifice an up-front thing, where you make a saving throw and if you succeed you act normally and if you fail you lose all of your actions but don't have to make a saving throw next round to use them. It also seems like making it an up-front thing would give it better parity with hold monster - this one is just a recurring save even after success in exchange for SR:No, a reduced spell range, and the lack of paralyzed condition (which works out ok I think).

The fatigue thing needs to be less vague. How many successful saves triggers it (2 at all? 2 in a row? 12?) and whether it lasts longer than the spell duration would be good to know. I'd consider just applying it after the 5th round (or spell end) and having it go away like natural fatigue (which at these levels means a spell). - Tarkisflux Talk 15:17, 28 May 2013 (UTC)


 * Since a swift and full-round are independent of each other (that is, you can take the one swift without any other actions being affected), using a full-round under the spell would allow you to only have a swift or free actions on your next turn. Perhaps a more appropriate rephrasing would be that you are barred from using that action type on your next turn. This reconciles the issue with being slowed or otherwise deprived of actions.


 * I initially didn't want to give saves, but given that the level was a 4 I thought it might be more balanced to do so. That said, it would almost certainly be more streamlined to not have a save. As far as the duration discrepancy, I think it would be best to make it so that the actions are lost even when the last round of the duration was the round in which you were able to act. As for being fatigued, removing the save can justify getting rid of that entirely and I would still feel comfortable with it as a level 4. - TG Cid (talk) 19:43, 28 May 2013 (UTC)


 * The problem I see with the wording now is that it looks like using a full-round action on one turn wouldn't stop you from using a standard and a move or two moves in the next. I'm pretty certain that that isn't what you intended.  I may just be reading it incorrectly, however.


 * I think that's a fair point, and one I could try and correct by stipulating that not only is that type of action barred, but so are any of the less strenuous actions. I think that approach has issues with what constitutes lesser actions (ie. are free actions allowed or pretty much always barred then?). Alternatively, I could say that on your next turn you must spend an amount of actions doing nothing identical to the ones you used on the previous turn. That may require further clarification, since I think it reads funny, but it's a start. - TG Cid (talk) 23:42, 9 June 2013 (UTC)

Transmutation?
Not Enchantment? -- Eiji-kun (talk) 02:22, 14 August 2014 (UTC)


 * Since by SRD all enchantments are Mind-Affecting, making it Trans made the spell more broadly applicable across creature types. - TG Cid (talk) 03:14, 14 August 2014 (UTC)


 * Ehh, seems a weak reason for it. Fair enough, but still... -- Eiji-kun (talk) 03:16, 14 August 2014 (UTC)