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Disjoin soul, Final version?
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<blockquote data-quote="Cheiromancer" data-source="post: 2359079" data-attributes="member: 141"><p>A new version! I'll go through it again; might find something I missed the first time through, plus I can comment on the changes.</p><p></p><p></p><p></p><p>So a dimensional anchor or dimensional lock will prevent the spell from working, correct?</p><p></p><p></p><p></p><p>So even if they make the save they are at -8 hit points?! This is better than a save-or-die spell; it is no-save-and-die spell. Being at -8 hit points is almost as bad as being dead. A single blow or <em>magic missile</em> (heck, even an <em>acid splash</em>) will put you over the edge.</p><p></p><p>Oh, I note you don't specify what happens if the victim receives magical healing when at -8 hp. It would be odd to be at positive (or full hit points) and be without a soul.</p><p></p><p></p><p></p><p>"Incorporeal" means "no body" so I have to disagree with your explanation. I accept the effect, though; if the spell can cast a person's soul into a distant plane, it surely can do the same thing to a creature who is "all soul." I might want to say that such a creature is treated as having <em>planeshifted</em> away, but your method works, too. However, I don't think it could be the negative energy plane that souls are being sent to. Suppose you cast this spell on a ghost or other undead; why would it suffer from exposure to a plane that is normally beneficial to undead?</p><p></p><p> </p><p></p><p>Have you simulated the effects of this with some of your NPCs and PCs? A character with a good wisdom score (14 or 15) has a 15% chance of making the check on the first round, but then they pretty much need a natural 20. After the 4th round they are out of luck. This is very deadly for characters who aren't clerics, druids or monks. </p><p></p><p></p><p></p><p>Too many special effects, imho, and they are a little weird. A <em>mage's disjunction</em> generally works like a very efficient <em>dispel magic</em>; if <em>dispel magic</em> returns the soul, why does <em>mage's disjunction</em> totally destroy it? And why disallow a <em>resurrection</em> spell if the soul returns to find its body dead? It should be easier to raise such a character than one who was made undead, and that only requires a <em>resurrection</em>.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2359079, member: 141"] A new version! I'll go through it again; might find something I missed the first time through, plus I can comment on the changes. So a dimensional anchor or dimensional lock will prevent the spell from working, correct? So even if they make the save they are at -8 hit points?! This is better than a save-or-die spell; it is no-save-and-die spell. Being at -8 hit points is almost as bad as being dead. A single blow or [i]magic missile[/i] (heck, even an [i]acid splash[/i]) will put you over the edge. Oh, I note you don't specify what happens if the victim receives magical healing when at -8 hp. It would be odd to be at positive (or full hit points) and be without a soul. "Incorporeal" means "no body" so I have to disagree with your explanation. I accept the effect, though; if the spell can cast a person's soul into a distant plane, it surely can do the same thing to a creature who is "all soul." I might want to say that such a creature is treated as having [i]planeshifted[/i] away, but your method works, too. However, I don't think it could be the negative energy plane that souls are being sent to. Suppose you cast this spell on a ghost or other undead; why would it suffer from exposure to a plane that is normally beneficial to undead? Have you simulated the effects of this with some of your NPCs and PCs? A character with a good wisdom score (14 or 15) has a 15% chance of making the check on the first round, but then they pretty much need a natural 20. After the 4th round they are out of luck. This is very deadly for characters who aren't clerics, druids or monks. Too many special effects, imho, and they are a little weird. A [i]mage's disjunction[/i] generally works like a very efficient [i]dispel magic[/i]; if [i]dispel magic[/i] returns the soul, why does [i]mage's disjunction[/i] totally destroy it? And why disallow a [i]resurrection[/i] spell if the soul returns to find its body dead? It should be easier to raise such a character than one who was made undead, and that only requires a [i]resurrection[/i]. [/QUOTE]
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