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[Afflict]
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<blockquote data-quote="Cheiromancer" data-source="post: 3191112" data-attributes="member: 141"><p>Here's a draft of the Tenacious [afflict]. This format (with lower SP to develop a <em>blindness</em> effect) might be a better approach than the one above. I wonder if [curse] is a better name for this seed.</p><p></p><p><strong>[Afflict]</strong></p><p>Necromancy </p><p></p><p><strong>Root Spell:</strong> <em>Blindness/deafness, bestow curse, lesser geas</em>. Also the Tenacious Spell feat and the Mummy Rot disease.</p><p><strong>Preferred Mitigation:</strong> Any</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 (D)</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. There are several versions available, some of which have a higher or lower Spellcraft Prerequisite to develop. You may choose to default to any version for which you have adequately increased the Spellcraft Prerequisite when you cast the spell.</p><p></p><p><strong>Mitigating Factor: </strong>If you choose the version of [afflict] during spell development instead of at the time of casting, 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.</p><p></p><p><strong><em>Sensory Deprivation</em></strong> (–4 SP)</p><p>Afflict one of the target's senses: sight, hearing, smell (includes taste), touch, or a special sense that the target possesses, such as blindsight or tremorsense. If the target fails its saving throw, that sense doesn't function for the spell's duration, with all attendant penalties. </p><p></p><p><strong>Factor:</strong> Afflict an additional sense for +4 SP.</p><p></p><p></p><p><strong><em>Ability Penalty</em></strong></p><p>Assign a penalty of up to –8 to one ability score. This cannot reduce a score to less than 1. You may divide the penalty between ability scores, as long as the total penalty is -8 or less. </p><p></p><p><strong>Factor:</strong> Increase the penalty by –1 for +1 SP. </p><p></p><p></p><p><strong><em>Dice Penalties</em></strong></p><p>Afflict the target with a –4 penalty on attack rolls, ability checks, skill checks and saving throws. </p><p></p><p><strong>Factor:</strong> Increase the penalty by –1 for +2 SP. </p><p></p><p></p><p><strong><em>Other Penalties</em></strong></p><p>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. </p><p></p><p><strong>Factor:</strong> Increase by penalty by –1 for +1 SP.</p><p></p><p></p><p><strong><em>Inaction</em></strong></p><p>Afflict the target's capacity to act. Each turn, the subject has a 50% chance to act normally; otherwise, it takes no action (treat as dazed).</p><p></p><p><strong>Factor:</strong> Reduce the chance to act to 25% for +8 SP.</p><p></p><p></p><p><strong><em>Geas</em></strong> (+4 SP)</p><p>A geas places a magical command on a creature to refrain from some action or course of activity, as desired by you. If it does not comply with your command it immediately suffers your choice of either the Sensory Deprivation (two senses), Inaction, Dice Penalty or Ability Penalty afflictions. You may include a provision whereby the penalty can be lifted (such as being in a particular place or performing a particular action), but the penalty will be reincurred upon an additional violation of the geas.</p><p></p><p><strong>Special:</strong> You may increase the effect of the penalty by paying for the relevant additional factors. You may also decrease the effect of the penalty, or tie its effect to the number of violations of your command.</p><p></p><p><em>Note:</em> This geas cannot directly require that someone do something. But it can impose a penalty for a common action (such as eating, speaking or sleeping) and include a provision for relief which is the desired course of action.</p><p></p><p></p><p><strong><em>Rotting Curse</em></strong> (+6 SP)</p><p>Afflict the target with magical decay. The target takes 1d6 points of damage to Constitution and another 1d6 points of damage to Charisma. Each day thereafter the target must attempt another save or take additional damage. A character attempting to cast any conjuration (healing) spell on a creature afflicted with a rotting curse must succeed on a DC 30 caster level check, or the spell has no effect on the afflicted character. A character who is immune to ability damage or magical disease takes a 1d6 penalty instead; this penalty overlaps with itself, but does not stack. It can be mitigated by an effect that cures ability damage (provided the caster level check is successful). </p><p></p><p><strong>Factors:</strong> Increase the ability damage/penalty by +1 for +4 SP. Increase the DC on the caster level check by +2 for +1 SP. Afflict an additional ability score for +2 SP. You may cause ability drain instead of ability damage for +4 SP; in this case an immune character takes a cumulative penalty that cannot lower an ability below 1, but which can be mitigated by any effect that cures ability drain (provided the caster level check is successful).</p><p></p><p><em>Note:</em> This is a <em>rotting</em> curse, so it should always affect Constitution and Charisma. If you cast it on an unliving opponent (such as a construct or undead) part of the effect is wasted, but that is intentional: it should be difficult to greatly affect such opponents. </p><p></p><p><strong>Special:</strong> If you are possessed by an entity afflicted with the Rotting Curse, you will become afflicted yourself after 1 day; the accumulating nature of this affliction causes it to spread from soul to body and vice versa. </p><p></p><p></p><p>You may also invent your own affliction using these options as guidelines. Add a specialized affliction to the above list at a cost of +2 SP. </p><p></p><p><strong>Special:</strong> Spells developed using [afflict] are <strong>Pernicious</strong>: You may dispel or dismiss the spell normally, but if it otherwise ends prematurely, it is instead only suppressed for 1d4 rounds. Even this is difficult; suppressing the spell requires a <em>miracle</em>, <em>wish</em> or an epic spell involving [dispel]. A dead magic zone will also suppress it, but not an <em>antimagic field</em>.</p><p></p><p><strong>Mitigating Factors:</strong> To allow the spell to be removed by a <em>miracle</em>, <em>wish</em>, or an epic spell involving [dispel], reduce the Spellcraft Prerequisite by -15. To reduce the duration to 200 minutes (D), reduce the Spellcraft Prerequisite by -20.</p><p></p><p><em>Note:</em> Variable penalties due to [afflict] (such as by the Rotting Curse and certain forms of Geas) are not reset by being suppressed. An affliction is tied to the identity of the being, and so follows that character even through changes of form: a blinded character who <em>magic jars</em> a sighted character, or who <em>shapechanges</em> into another form will still be blind. <em>Remove blindness, heal</em> and the like will work for only 1d4 rounds. Even death (followed by <em>resurrection</em> or <em>reincarnation</em>) is ineffective as a remedy.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3191112, member: 141"] Here's a draft of the Tenacious [afflict]. This format (with lower SP to develop a [i]blindness[/i] effect) might be a better approach than the one above. I wonder if [curse] is a better name for this seed. [b][Afflict][/b] Necromancy [B]Root Spell:[/B] [I]Blindness/deafness, bestow curse, lesser geas[/I]. Also the Tenacious Spell feat and the Mummy Rot disease. [b]Preferred Mitigation:[/b] Any [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 (D) [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. There are several versions available, some of which have a higher or lower Spellcraft Prerequisite to develop. You may choose to default to any version for which you have adequately increased the Spellcraft Prerequisite when you cast the spell. [b]Mitigating Factor: [/b]If you choose the version of [afflict] during spell development instead of at the time of casting, 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. [b][i]Sensory Deprivation[/i][/b] (–4 SP) Afflict one of the target's senses: sight, hearing, smell (includes taste), touch, or a special sense that the target possesses, such as blindsight or tremorsense. If the target fails its saving throw, that sense doesn't function for the spell's duration, with all attendant penalties. [b]Factor:[/b] Afflict an additional sense for +4 SP. [b][i]Ability Penalty[/i][/b] Assign a penalty of up to –8 to one ability score. This cannot reduce a score to less than 1. You may divide the penalty between ability scores, as long as the total penalty is -8 or less. [b]Factor:[/b] Increase the penalty by –1 for +1 SP. [b][i]Dice Penalties[/i][/b] Afflict the target with a –4 penalty on attack rolls, ability checks, skill checks and saving throws. [b]Factor:[/b] Increase the penalty by –1 for +2 SP. [b][i]Other Penalties[/i][/b] 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] Increase by penalty by –1 for +1 SP. [b][i]Inaction[/i][/b] Afflict the target's capacity to act. Each turn, the subject has a 50% chance to act normally; otherwise, it takes no action (treat as dazed). [b]Factor:[/b] Reduce the chance to act to 25% for +8 SP. [b][i]Geas[/i][/b] (+4 SP) A geas places a magical command on a creature to refrain from some action or course of activity, as desired by you. If it does not comply with your command it immediately suffers your choice of either the Sensory Deprivation (two senses), Inaction, Dice Penalty or Ability Penalty afflictions. You may include a provision whereby the penalty can be lifted (such as being in a particular place or performing a particular action), but the penalty will be reincurred upon an additional violation of the geas. [b]Special:[/b] You may increase the effect of the penalty by paying for the relevant additional factors. You may also decrease the effect of the penalty, or tie its effect to the number of violations of your command. [i]Note:[/i] This geas cannot directly require that someone do something. But it can impose a penalty for a common action (such as eating, speaking or sleeping) and include a provision for relief which is the desired course of action. [b][i]Rotting Curse[/i][/b] (+6 SP) Afflict the target with magical decay. The target takes 1d6 points of damage to Constitution and another 1d6 points of damage to Charisma. Each day thereafter the target must attempt another save or take additional damage. A character attempting to cast any conjuration (healing) spell on a creature afflicted with a rotting curse must succeed on a DC 30 caster level check, or the spell has no effect on the afflicted character. A character who is immune to ability damage or magical disease takes a 1d6 penalty instead; this penalty overlaps with itself, but does not stack. It can be mitigated by an effect that cures ability damage (provided the caster level check is successful). [b]Factors:[/b] Increase the ability damage/penalty by +1 for +4 SP. Increase the DC on the caster level check by +2 for +1 SP. Afflict an additional ability score for +2 SP. You may cause ability drain instead of ability damage for +4 SP; in this case an immune character takes a cumulative penalty that cannot lower an ability below 1, but which can be mitigated by any effect that cures ability drain (provided the caster level check is successful). [i]Note:[/i] This is a [i]rotting[/i] curse, so it should always affect Constitution and Charisma. If you cast it on an unliving opponent (such as a construct or undead) part of the effect is wasted, but that is intentional: it should be difficult to greatly affect such opponents. [b]Special:[/b] If you are possessed by an entity afflicted with the Rotting Curse, you will become afflicted yourself after 1 day; the accumulating nature of this affliction causes it to spread from soul to body and vice versa. You may also invent your own affliction using these options as guidelines. Add a specialized affliction to the above list at a cost of +2 SP. [b]Special:[/b] Spells developed using [afflict] are [b]Pernicious[/b]: You may dispel or dismiss the spell normally, but if it otherwise ends prematurely, it is instead only suppressed for 1d4 rounds. Even this is difficult; suppressing the spell requires a [i]miracle[/i], [i]wish[/i] or an epic spell involving [dispel]. A dead magic zone will also suppress it, but not an [i]antimagic field[/i]. [b]Mitigating Factors:[/b] To allow the spell to be removed by a [i]miracle[/i], [i]wish[/i], or an epic spell involving [dispel], reduce the Spellcraft Prerequisite by -15. To reduce the duration to 200 minutes (D), reduce the Spellcraft Prerequisite by -20. [i]Note:[/i] Variable penalties due to [afflict] (such as by the Rotting Curse and certain forms of Geas) are not reset by being suppressed. An affliction is tied to the identity of the being, and so follows that character even through changes of form: a blinded character who [i]magic jars[/i] a sighted character, or who [i]shapechanges[/i] into another form will still be blind. [i]Remove blindness, heal[/i] and the like will work for only 1d4 rounds. Even death (followed by [i]resurrection[/i] or [i]reincarnation[/i]) is ineffective as a remedy. [/QUOTE]
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