Henry
Autoexreginated
Inspired by Pathfinder's Horror Adventures Curse mechanic, I find myself taunting one of my Wizard Players who has willingly delved too deeply into dark Netherese Necromancy secrets, and is progressively becoming more Lichlike as he both seeks to break the curse, and yet keeps willingly accepting dark boons I give him. So far, it's been stuff like minor bonuses to AC and INT/WIS/CHA, at the expense of 1 hit point per level max being removed from his hit point total. He recently accepted a boon for increased necromantic spell power. (INFO: He is currently a Level 9 Necromancy Wizard, and he's already been told that the "removes all hit point maximum penalties doesn't apply to this curse)
However, I'm choking on the appropriate level of benefit and penalty to give, and am hoping for advice from the homebrewers and rule designers of the forum to give me some lateral thinking because I'm having a bit of writer's block.
Here's my current plan:
Arcane Recovery: Once per Long Rest, in addition to the regular Arcane Recovery, he may, as a Bonus action, regain his level in spell slots. SUPER powerful, I know. But meant to be tempting.
PENALTY: Either:
1) He casts all NON-necromancy spells with spell attack bonus and save DC at half proficiency, OR
2) He casts all NON-necromancy spells with spell attack bonus and save DC with NO proficiency bonus.
In addition, I'm adding some RP touches that give him a reason to be fearful of the change (e.g. food and drink are losing all taste for him, sleep is getting more difficult, getting just enough to restore his spells, etc.)
#2 Feels too hard of a hit, even for such a powerful ability, but I'm unsure if #1 is too light. I want him to be tempted by these ancient and powerful abilities, but also to carry a penalty stiff enough that he would still have a strong reason to keep seeking the elements to lift the curse. At the same time I don't want to cripple his usefulness to the party.
OR, if you have other suggestions on good boons and penalties to fit the Lich-Curse theme, I'm all ears. Thanks to everyone in advance!
However, I'm choking on the appropriate level of benefit and penalty to give, and am hoping for advice from the homebrewers and rule designers of the forum to give me some lateral thinking because I'm having a bit of writer's block.
Here's my current plan:
Arcane Recovery: Once per Long Rest, in addition to the regular Arcane Recovery, he may, as a Bonus action, regain his level in spell slots. SUPER powerful, I know. But meant to be tempting.
PENALTY: Either:
1) He casts all NON-necromancy spells with spell attack bonus and save DC at half proficiency, OR
2) He casts all NON-necromancy spells with spell attack bonus and save DC with NO proficiency bonus.
In addition, I'm adding some RP touches that give him a reason to be fearful of the change (e.g. food and drink are losing all taste for him, sleep is getting more difficult, getting just enough to restore his spells, etc.)
#2 Feels too hard of a hit, even for such a powerful ability, but I'm unsure if #1 is too light. I want him to be tempted by these ancient and powerful abilities, but also to carry a penalty stiff enough that he would still have a strong reason to keep seeking the elements to lift the curse. At the same time I don't want to cripple his usefulness to the party.
OR, if you have other suggestions on good boons and penalties to fit the Lich-Curse theme, I'm all ears. Thanks to everyone in advance!