Wherever he is...![]()
I think a Vizier's Turban got him.![]()
Alright, here's my take on the VT...
...
Symbiotic Spellcasting (Ex); A creature with an attached vizier's turban can transfer up to 10 points of its Constitution to the vizier's turban each day. For each point of Constitution transferred, the host gains 1 point of spell resistance and one additional spell level. These spell levels can be used to cast additional spells. Spontaneous spellcasters gain additional spell slots totaling a level equal to the sacrificed Constitution. Spellcasters who must prepare their spells may memorize additional spells totaling a level equal to the sacrificed Constitution. The spell levels may be split in any combination, but a single spell slot/prepared spell cannot exceed 5th-level. A 0-level spell counts as a half-level for these purposes. Thus, a sorcerer sacrificing 5 points of Constitution could gain a single 5th-level spell slot, a 4th-level and 1st-level spell slot, a 3rd-level and 2nd-level spell slot, and so forth. A wizard transferring 5 points of Constitution to its attached turban could prepare an additonal 5th-level spell, a 4th-level and 1st-level spell, a 3rd-level and 2nd-level spell, and so forth.
Brilliant! Where were you when we started this monster????
I would include the healing as you suggest, but that's about it. Change the "spellwurm" to a turban, too.![]()
EDIT: responding to Cleon's concern, just say that you can transfer a max of either your CL or 10 Con.
EDIT EDIT: I guess we also need to mention about damage done to the turban probably being shared by the host or something.
That wouldn't necessarily cause the healing of any hit points, though. If a host with base Con 13 and 1 point of Transferred Constitution has that point returned, they'd go from Con 12 to Con 13, resulting in no overall change.
The standard solution is to use +2 steps in the Constitution Transfer so it always give a +1 change in the Con modifier, like we ended up with in the later drafts of Empower Host.
You mean after returning it to the turban again? I'm a little confused about that.Where we including some reference to the permanent HP loss of the original. Maybe we could require the caster to make a Fort save to prevent a point of Constitution transfer being converted into Constitution drain?
This should really appear in our stats, sure. I'd suggest plunking in some version of the FF "Symbiont Traits" section.Well the original text says "For all practical purposes, the vizier’s turban and its host function as a single being", so need we really bother?
Well, if the host needs to, the turban can always transfer +2 points back, even if the minimum transfer is +1. If you allow transfers of +1 Con, then a host with odd Con can get some healing from a return transfer even if the turban has only one rank. I don't see a big problem.
You mean after returning it to the turban again? I'm a little confused about that.
This should really appear in our stats, sure. I'd suggest plunking in some version of the FF "Symbiont Traits" section.
Sounds like you'd prefer a separate ability for the healing, then. How do you want to limit the healing? Something like up to 1d8 per Con transfered, but then each of the Con you use for healing risks becoming Con drain?
But we can't require 2 Con transfers per spell level benefit; 20 Con for 10 spell levels would kill most casters.
As for the symbiont traits, I find we've used them for the peltast:
Symbiont Traits: While attached to a host, a symbiont acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of. If clearly visible, opponents can attack the symbiont instead of the host creature. This works the same way as attacking an object. The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.
A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the "items" that can be affected by the spell. A symbiont uses its host's base saving throw bonuses if they are better than its own.
Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of "You" on the symbiont instead of on itself. The symbiont may do likewise with any spell or spell-like ability it uses. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or the symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.