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Blasphemy and Disjunction discussion
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<blockquote data-quote="Sepulchrave II" data-source="post: 3175341" data-attributes="member: 4303"><p><em>Blasphemy</em> is a tricky one. On reflection, I think I'm uncomfortable with a 25HD reference - it doen't feel right for a 7th-level spell (which should have some kind of 20HD cap). Right now, I'm thinking that it should be nerfed big time. I'm looking to <em>circle of death</em> and <em>cloudkill</em> for inspiration.</p><p></p><p></p><p><strong>Blasphemy</strong></p><p>Evocation [Evil, Sonic]</p><p></p><p><strong>Level:</strong> Clr 7, Evil 7</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 40 ft.</p><p><strong>Area:</strong> Non-evil creatures in a 40-ft.-radius burst centered on you</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None or Will partial; see text</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>When you utter a <em>blasphemy</em>, nonevil creatures within range are subject to two effects. The first effect of the spell affects 1d4HD worth of creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the burst's point of origin are affected first. Evil creatures, and creatures whose Hit Dice exceed your caster level are unaffected by <em>blasphemy</em>. </p><p></p><ul> <li data-xf-list-type="ul"> Creatures with 4 or fewer Hit Dice are instantly <em>killed</em>, with no saving throw.</li> <li data-xf-list-type="ul"> Creatures with more than 4 Hit Dice, but whose Hit Dice do not exceed half your caster level are entitled to a Saving throw: if they fail, they are <em>dazed</em> and <em>paralyzed</em>. If their Save is successful, they are <em>dazed</em> and <em>weakened</em> instead.</li> <li data-xf-list-type="ul"> Creatures whose Hit Dice are greater than half your caster level (but not greater than your caster level) are <em>dazed</em> and <em>weakened</em> if they fail their save. If their save is successful, they are merely <em>dazed</em>.</li> </ul><p></p><p><em>Dazed</em></p><p>The creature can take no actions for 1 round, though it defends itself normally.</p><p></p><p><em>Weakened</em></p><p>The creature’s Strength score decreases by 2d6 points for 2d4 rounds.</p><p></p><p><em>Paralyzed</em></p><p>The creature is paralyzed and helpless for 1d10 minutes.</p><p></p><p><em>Killed</em></p><p>Living creatures die. Undead creatures are destroyed.</p><p></p><p>The second effect of a <em>blasphemy</em> is to drive nonevil outsiders out of your home plane. If you are on your home plane when you cast this spell, any non-evil extraplanar creatures within the area whose HD do not exceed your caster level are instantly banished back to their home planes if they fail their saves. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3175341, member: 4303"] [I]Blasphemy[/I] is a tricky one. On reflection, I think I'm uncomfortable with a 25HD reference - it doen't feel right for a 7th-level spell (which should have some kind of 20HD cap). Right now, I'm thinking that it should be nerfed big time. I'm looking to [I]circle of death[/I] and [I]cloudkill[/I] for inspiration. [B]Blasphemy[/B] Evocation [Evil, Sonic] [B]Level:[/B] Clr 7, Evil 7 [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 40 ft. [B]Area:[/B] Non-evil creatures in a 40-ft.-radius burst centered on you [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None or Will partial; see text [B]Spell Resistance:[/B] Yes When you utter a [I]blasphemy[/I], nonevil creatures within range are subject to two effects. The first effect of the spell affects 1d4HD worth of creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the burst's point of origin are affected first. Evil creatures, and creatures whose Hit Dice exceed your caster level are unaffected by [I]blasphemy[/I]. [list][*] Creatures with 4 or fewer Hit Dice are instantly [I]killed[/I], with no saving throw. [*] Creatures with more than 4 Hit Dice, but whose Hit Dice do not exceed half your caster level are entitled to a Saving throw: if they fail, they are [I]dazed[/I] and [I]paralyzed[/I]. If their Save is successful, they are [I]dazed[/I] and [I]weakened[/I] instead. [*] Creatures whose Hit Dice are greater than half your caster level (but not greater than your caster level) are [I]dazed[/I] and [I]weakened[/I] if they fail their save. If their save is successful, they are merely [I]dazed[/I].[/list] [I]Dazed[/I] The creature can take no actions for 1 round, though it defends itself normally. [I]Weakened[/I] The creature’s Strength score decreases by 2d6 points for 2d4 rounds. [I]Paralyzed[/I] The creature is paralyzed and helpless for 1d10 minutes. [I]Killed[/I] Living creatures die. Undead creatures are destroyed. The second effect of a [I]blasphemy[/I] is to drive nonevil outsiders out of your home plane. If you are on your home plane when you cast this spell, any non-evil extraplanar creatures within the area whose HD do not exceed your caster level are instantly banished back to their home planes if they fail their saves. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. [/QUOTE]
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