Cheiromancer
Adventurer
Taken from the big thread, and reworked a bit.
[edit] See post #5
[sblock]This is not that different from a greater bestow curse, but that is mostly due to the fact that GBC gives twice the effect of a bestow curse, so does this one. This seed doesn't seem that dramatic, compared to what a failed save will give you anywhere else. However it is not a mind-affecting effect (like feeblemind is) or a death effect. It affects undead and constructs alike. Immunity to ability score damage won't help you. In other words it is hard to avoid. And it's hard to fix.
I was a bit whimsical in the section that emulates blindness; I chose to require multiple saves, and to allow the same sense to be targeted more than once. This blunts the "save negates" part of the spell an awful lot.
Afflict
Necromancy
Root Spell: Blindness/deafness, bestow curse
Components: V,S
Casting Time: 1 standard action
Range: 1200 ft.
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The [afflict] seed bestows some negative condition upon the target as determined by the caster at the time of casting. Choose from one of five effects:
Mitigating Factor: If you choose the effect of [afflict] during spell development instead of at the time of casting, reduce the Spellcraft Prerequisite by 4.
Special: Only a wish, miracle or epic spell which uses the [dispel] seed can remove the effects of an [afflict] seed from the target.
Mitigating factor: To make [afflict] subject to standard measures of removal (dispel magic, etc.) reduce the Spellcraft Prerequisite by 4.
Mitigating factor: If you restrict the target to living creatures, reduce the Spellcraft Prerequisite by -4; if you do this you may change the saving throw to Fortitude: negates.[/sblock]
[edit] See post #5
[sblock]This is not that different from a greater bestow curse, but that is mostly due to the fact that GBC gives twice the effect of a bestow curse, so does this one. This seed doesn't seem that dramatic, compared to what a failed save will give you anywhere else. However it is not a mind-affecting effect (like feeblemind is) or a death effect. It affects undead and constructs alike. Immunity to ability score damage won't help you. In other words it is hard to avoid. And it's hard to fix.
I was a bit whimsical in the section that emulates blindness; I chose to require multiple saves, and to allow the same sense to be targeted more than once. This blunts the "save negates" part of the spell an awful lot.
Afflict
Necromancy
Root Spell: Blindness/deafness, bestow curse
Components: V,S
Casting Time: 1 standard action
Range: 1200 ft.
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The [afflict] seed bestows some negative condition upon the target as determined by the caster at the time of casting. Choose from one of five effects:
- Afflict up to four of the target's senses: sight and/or hearing and/or smell (includes taste) and/or touch and/or special senses that the target possesses. The target attempts a saving throw for each sense. If the target fails its saving throw for a particular sense, that sense doesn't function for the spell's duration, with all attendant penalties. You may choose the same sense multiple times to increase the chance of failing a save.
Factor: Each sense affected changes the Spellcraft Prerequisite by 4.
- Assign a total penalty of –16 to the target's ability scores. This cannot reduce a score to less than 1.
Factor: Each –1 penalty assessed to ability scores changes the Spellcraft Prerequisite by 1.
- Afflict the target with a –8 morale penalty on attack rolls, ability checks, skill checks and saving throws.
Factor: Each –1 penalty assessed to all four of these categories changes the Spellcraft Prerequisite by 2.
- Afflict the target with either a –8 penalty on caster level checks, a –8 penalty to spell resistance, or a –8 penalty to some other aspect of the target which is specified in the development process.
Factor: Each –1 penalty assessed to these categories changes the Spellcraft Prerequisite by 2.
- Afflict the target's capacity to act. Each turn, the subject has a 25% chance to act normally; otherwise, it takes no action (treat as dazed).
Mitigating Factor: To only reduce the chance of action to 50%, decrease the Spellcraft Prerequisite by 8.
Mitigating Factor: If you choose the effect of [afflict] during spell development instead of at the time of casting, reduce the Spellcraft Prerequisite by 4.
Special: Only a wish, miracle or epic spell which uses the [dispel] seed can remove the effects of an [afflict] seed from the target.
Mitigating factor: To make [afflict] subject to standard measures of removal (dispel magic, etc.) reduce the Spellcraft Prerequisite by 4.
Mitigating factor: If you restrict the target to living creatures, reduce the Spellcraft Prerequisite by -4; if you do this you may change the saving throw to Fortitude: negates.[/sblock]
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