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3eRevised Hold Spells: Lower Level?
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<blockquote data-quote="Technik4" data-source="post: 833362" data-attributes="member: 7211"><p><strong>Thought of Something</strong></p><p></p><p>By the way, concerning the above Chainmail mechanic (spells expiring, there was even a line under spell descriptions called "expiration chance"), which was usually a set chance to expire. So on a 1-5 your Spiritual Weapon goes away (just have to point out, Spritual Weapon is so much cooler than Spiritual Hammer of bygone days).</p><p></p><p>It would be interesting if this new "expiration chance" was modified by caster level. So a 3rd level cleric casts Spiritual Weapon and on an attack roll of 1-5 it dissipates at the end of round (and probably missed). A 20th level cleric casts Spiritual Weapon and it dissipates only on a 1, when the weapon would automatically miss. So every 5 caster levels you negate1 point of expiration chance (minimum 1).</p><p></p><p>The big question is "how will hold person work?". I don't think we know whether its a save every round or an expiration chance, but in any event since we know about both systems we can incorperate whichever we like better to our campaigns.</p><p></p><p>Personally I think it would be better on a case by case standpoint, say expiration chance for Spiritual Weapon and save every round for Hold Person (which allow me to be the first to say doesn't totally nerf the spell). I think the new Hold Peson should automatically work 1d4 rounds and then allow saves every round until the spell runs out; this preserves abilities like Slipper Mind and still gives that quality of never knowing when the villain is going to "wake up".</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 833362, member: 7211"] [b]Thought of Something[/b] By the way, concerning the above Chainmail mechanic (spells expiring, there was even a line under spell descriptions called "expiration chance"), which was usually a set chance to expire. So on a 1-5 your Spiritual Weapon goes away (just have to point out, Spritual Weapon is so much cooler than Spiritual Hammer of bygone days). It would be interesting if this new "expiration chance" was modified by caster level. So a 3rd level cleric casts Spiritual Weapon and on an attack roll of 1-5 it dissipates at the end of round (and probably missed). A 20th level cleric casts Spiritual Weapon and it dissipates only on a 1, when the weapon would automatically miss. So every 5 caster levels you negate1 point of expiration chance (minimum 1). The big question is "how will hold person work?". I don't think we know whether its a save every round or an expiration chance, but in any event since we know about both systems we can incorperate whichever we like better to our campaigns. Personally I think it would be better on a case by case standpoint, say expiration chance for Spiritual Weapon and save every round for Hold Person (which allow me to be the first to say doesn't totally nerf the spell). I think the new Hold Peson should automatically work 1d4 rounds and then allow saves every round until the spell runs out; this preserves abilities like Slipper Mind and still gives that quality of never knowing when the villain is going to "wake up". Technik [/QUOTE]
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