Gold Bearer wrote:You could use the mechanic I used with my brainwave spell. It can take a hero above their maximum MP but if it does they loose one every turn until it's not above their usual max. That way they could use life force before a big fight and it wouldn't be so op. Not letting it e cast when there's monsters in sight would be a nice option I think. It would still be a hell of a spell. I'd consider dropping it to at least 3BP and MP as well.
Both are good options, and combined I think they still do a good job of keeping the concept intact while also bringing down the potency without being overpowered.
Gold Bearer wrote:Toxic Cloud
The caster conjures a stinking cloud of toxic gasses. Place the toxic cloud tile (2x2 square) so that at least one square of it is in the casters line of sight. Any non undead/Nurgle/swamp based character that starts their turn in a toxic cloud rolls a combat dice. On a skull they miss their turn due to coughing and choking on the foul vapours and on a black shield they miss their turn and suffer one body point of damage. The cloud lasts for as long as the caster is alive.
Great. Now I have to see which spell I have to knock out.... :/
It's loosely based on a spell called stinking cloud from a very old D&D computer game. That was my favourite spell. I don't know if they still use it. They probably still at least use something very similar I would have thought.
Stinking Cloud was around in 3.x as a spell, and in 4e as a power. My guess is it'll probably make an appearance in 5e as a spell as well.