So like just treat the spell as if it had the [Light] tag or something? It would make it somewhat vulnerable to [Darkness] spells, but that mostly just means the light isn't shed in magical darkness so I'm not sure if that's problematic. Searing Light isn't a [Light] spell, though Sunburst is. Go figure on that one. How would doing something like that match your intent? I might have to examine a few [Light] and [Darkness] effects to check for interesting interactions, but if it's just generating light then I suppose that would also be relatively simple, though how it interacts with magical darkness is probably a good question to answer.
Oh, sunburst looks just like I wanted. Replaced it in the maneuvers details at start, plus clause about 50% damage against creatures that are specifically vulnerable to light.
Seems like a weird penalty considering that most of the melee spells are superior when allowed to apply like this. There are a lot of really nasty melee touch spells that work very well with these maneuvers with no investment added, but ranged spells require two extra feats just to make work? Anyway, might want to clarify the relevant penalties right up front in a separate bit to be sure about what's relevant.
Also you added my bit on multiple projectiles, but forgot to take down the old bit.
Melee spells will use (probaly inferior) Str to hit instead of Dex unless you burn a feat for Weapon Finesse.
And you won't get penalties for firing in melee if your allies are just smart enough to stay out of your line of fire.
Fixed bits, added more clauses, added spoiler to the general stuff.
Then you try and break through that ceiling. Especially if you packed something that does nasty damage to objects.
That's the spirit!
Even if it not may be the wisest course of action if you're, say, under a volcano/lake.
Hmm, could you release a spell stored in the weapon on an Attack of Opportunity?
Yes.
Also if you're trying to use your book and have the broom on hand, then now you still wouldn't be able to use the broom/quarterstaff as a weapon since it's a 2-hander (unless a nice club broom will do). Personally I think it'd be a neat thing if you could have up to one book floating with you hands free, but I'm still kind of whatever on attacking at all with this class as is anyway so I wouldn't say it's necessary per se.
Added clauses for combining a Magical Furnace/Grimoire with it.
Eesh. Lemme give that a tweak:
"If you hit and the spell required an attack roll, then the spell is treated as if any required attack rolls were hits and the DC (if any) is increased by 4. Creatures within a burst of up to 5 feet per IL are affected as well, but at this maneuver's normal DC."
Thanks again!
Maybe replace the first sentence with:
"You may initiate this maneuver after the result of an attack against you is determined to be successful, but before you suffer its effects."
Done
A bit inspired by Iron Man, but this one of Marisa that I picked off of google image search might fit the bill.
Indeed it does. Marisa steals everything!
(where did I put that Double Mega Beam Rifle Marisa pic?)
As a side note, if you ever need any opinions on wording you can feel free to shoot me a PM. I can't promise that I will necessarily be prompt in answering, but I could always use a bit of editing practice when I have the time.
Edit: Addendum
First fight tonight. I had one problem come up, and afterwards we leveled up to 5 so I started skimming level 3 spells and came up with a couple interesting cases that could use clarification.
-For Meteoric Shower, it's stated that if they fail the save then they're pushed. But what if the spell you cast doesn't have a save? It doesn't specify any particular save, so my GM had to ad hoc rule it in as fort (it should probably default to something if the spell doesn't have a specified save).
Good idea.
-Explosive Runes. This one is weird, but it fits the criteria of dealing damage and standard action to cast so it works with most of the maneuvers, even if not especially well with stances. Considering all the items the average adventurer probably carries on their person, you can probably make them explode just by touching every single object on their person via the AoE and watching the fireworks, and that's just what they have on them. Pebbles, marbles, volleys of arrows or other ammunition meant to simply litter a field with lightweight objects could convert simple debris into a minefield of epic proportions. Now this is kind of rife with abuse held at bay by sane GM interpretation I think, but it strikes me as one of the more interesting spells you can turn into an AoE. Additional point, since you're exploding objects and they take damage too, you'll probably be destroying your own loot by using this tactic so it's a bit of a scorched earth tactic. Still kind of a funny broken trick, though I'd be interested to hear your interpretation of it.
Well I would say that's more of a problem with Explosive Runes itself. You don't need this school to abuse the heck out of it.
Anyway in my view Explosive Runes wouldn't qualify since it doesn't actually deals the damage directly, it creates runes that must be read to deal damage. Like you can't make a Master Spark out of Summon Monster despite the summons being able to deal damage. Added clause to clarify that you can't combined the maneuvers with spells that demand extra conditions/discharges to actually deal the damage.
-Manyjaws. I don't even know where to begin with this one. I'm inclined to say something like the jaws being able to fly around within the AoE, and any individual jaw being treated as a projectile per hit when it connects with a target. It's got so many fiddly bits going on that I'm not sure you can even make it work with this school, without just having to make a special rule just for it. Any thoughts on unraveling this potential headache?
Counting each jaw as a projectile seems simple and sensible enough. They'll only last 1 round anyway.
-Vampiric Touch. Its usefulness mainly hinges on whether an AoE Vampiric touch is just one application across multiple targets or multiple applications of the same effect (the latter doesn't stack). Also how's that cap on temp HP work out when you're hitting multiple targets? If the limit only applies on a per target basis then you can get a whole heap of Temp HP.
They're not supposed to stack. My head isn't exactly very fresh right now to discuss fine details.
Anyway thanks again! Also your big post at the Oni thread gave me a lot to think about. Alas my weekend seems like it'll be quite busy and I'll probably only be able to reply to it next week if not next weekend.