In a pathfinder game I'm running something has come up that I've never gone through before. A player is about to be lvl 17. He is about to get his first 9th level spell and wants to make a signature spell that the world will know him by so he would like to research a brand new custom spell.
I'm not sure if it's too much, too little or just fine. Truth is I've never done a custom spell before and I thought it would be a learning experience for both of us. Anyway here it is.
Viscerate's Hunting Ground
School: evocation (darkness) (shadow) [darkness] [shadow] (and or) illusion (darkness) (shadow) [darkness] [shadow]
Level: sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Area: 40-ft.-radius emanation
Duration: 1 round/level (D)
Saving Throw Will negates
Spell Resistance yes
Viscerate's Hunting Ground has four functions.
The Dark: You radiate an area of total darkness. The darkness is impenetrable even to darkvision, but you (and any familiar you have) can see normally within it. Creatures outside the spell’s area cannot see through it. As you move the area of effect of darkness persists in any area it has touched until the duration of the spell has ended. Hunting ground counters or dispels any light spell of equal or lower level. Any light spell of equal level counters or dispels Hunting Ground.
The Step: While Hunting Ground is active as a swift action you can transport yourself (and any familiar you have) to any spot under the affect of The Dark. If you are subject to a reflex save that would normally deal half damage to you and pass you may as an immediate action transport yourself (and any familiar you have) up to 40 ft. away negating any damage that would normally happen, so long as the new loacation is within the area of The Dark.
The Trap: You pin all creatures except yourself (and any familiar you have) within the area of effect of The Dark to their current location, causing the targets to become entangled and preventing them from moving farther than 5 feet from their original positions. Each round on its turn, a target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. Spell Resistance applies to this part.
The Kill: if you use The Step function to transport yourself to a spot where you threaten an enemy with a melee attack you may use a full attack to gain an extra attack per normal attack you have at a -2 for the first attack roll and an additional -2 for each extra attack after.
I can tell he is trying to combine Shadow Trap, Shadow Step and BlackLight. I'm not sure where he got more attacks from if he did get it from anywhere but it makes sense for his PC he likes to to get in the thick of it so buffed his melee. I like the theme of the spell and he does have all the spells listed above so his PC experimenting and trying to combine them into one can make sense
So i have six questions:
- Should this be a 9th level spell?
- Is this spell overpowered?
- Is it underpowered?
- Should it be reworded?
- If it should be reworded how so?
- And out of the two schools which should it be or can it be a mix of the two?