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<blockquote data-quote="Cheiromancer" data-source="post: 3190255" data-attributes="member: 141"><p>Taken from the big thread, and reworked a bit.</p><p></p><p>[edit] See post #5</p><p></p><p>[sblock]This is not that different from a <em>greater bestow curse</em>, but that is mostly due to the fact that GBC gives twice the effect of a <em>bestow curse</em>, 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 <em>feeblemind</em> 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.</p><p></p><p>I was a bit whimsical in the section that emulates <em>blindness</em>; 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.</p><p></p><p><strong>Afflict</strong></p><p>Necromancy </p><p></p><p><strong>Root Spell:</strong> <em>Blindness/deafness, bestow curse</em> </p><p><strong>Components:</strong> V,S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 1200 ft.</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> Will negates </p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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:</p><ul> <li data-xf-list-type="ul">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.<br /> <strong>Factor:</strong> Each sense affected changes the Spellcraft Prerequisite by 4.<br /> </li> <li data-xf-list-type="ul">Assign a total penalty of –16 to the target's ability scores. This cannot reduce a score to less than 1. <br /> <strong>Factor:</strong> Each –1 penalty assessed to ability scores changes the Spellcraft Prerequisite by 1. <br /> </li> <li data-xf-list-type="ul">Afflict the target with a –8 morale penalty on attack rolls, ability checks, skill checks and saving throws. <br /> <strong>Factor:</strong> Each –1 penalty assessed to all four of these categories changes the Spellcraft Prerequisite by 2. <br /> </li> <li data-xf-list-type="ul">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. <br /> <strong>Factor:</strong> Each –1 penalty assessed to these categories changes the Spellcraft Prerequisite by 2.<br /> </li> <li data-xf-list-type="ul">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).<br /> <strong>Mitigating Factor:</strong> To only reduce the chance of action to 50%, decrease the Spellcraft Prerequisite by 8.</li> </ul><p>You may also invent your own curse using these options as guidelines. Add a specialized curse to the above list at a cost of +2 SP. </p><p></p><p><strong>Mitigating Factor: </strong>If you choose the effect of [afflict] during spell development instead of at the time of casting, reduce the Spellcraft Prerequisite by 4.</p><p></p><p><strong>Special</strong>: Only a <em>wish, miracle</em> or epic spell which uses the [dispel] seed can remove the effects of an [afflict] seed from the target.</p><p></p><p><strong>Mitigating factor:</strong> To make [afflict] subject to standard measures of removal (<em>dispel magic</em>, etc.) reduce the Spellcraft Prerequisite by 4. </p><p></p><p><strong>Mitigating factor:</strong> 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]</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3190255, member: 141"] Taken from the big thread, and reworked a bit. [edit] See post #5 [sblock]This is not that different from a [i]greater bestow curse[/i], but that is mostly due to the fact that GBC gives twice the effect of a [i]bestow curse[/i], 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 [i]feeblemind[/i] 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 [i]blindness[/i]; 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. [b]Afflict[/b] Necromancy [B]Root Spell:[/B] [I]Blindness/deafness, bestow curse[/I] [B]Components:[/B] V,S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 1200 ft. [B]Target:[/B] One creature [B]Duration:[/B] Permanent [B]Saving Throw:[/B] Will negates [B]Spell Resistance:[/B] 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: [list][*]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. [b]Factor:[/b] 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. [b]Factor:[/b] 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. [b]Factor:[/b] 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. [b]Factor:[/b] 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). [b]Mitigating Factor:[/b] To only reduce the chance of action to 50%, decrease the Spellcraft Prerequisite by 8.[/list] You may also invent your own curse using these options as guidelines. Add a specialized curse to the above list at a cost of +2 SP. [b]Mitigating Factor: [/b]If you choose the effect of [afflict] during spell development instead of at the time of casting, reduce the Spellcraft Prerequisite by 4. [b]Special[/b]: Only a [i]wish, miracle[/i] or epic spell which uses the [dispel] seed can remove the effects of an [afflict] seed from the target. [b]Mitigating factor:[/b] To make [afflict] subject to standard measures of removal ([i]dispel magic[/i], etc.) reduce the Spellcraft Prerequisite by 4. [b]Mitigating factor:[/b] 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] [/QUOTE]
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