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<blockquote data-quote="Jer" data-source="post: 7454131" data-attributes="member: 19857"><p>I know in 2e the defiler/preserver choice was mostly an "off-screen" thing, but I personally like the idea that a spellcaster can choose to either preserve or defile when they cast a spell rather than when they prepare the spell. And that any caster can be tempted to the dark side if they need the power. And that defiling gives a real trade off. So I'd probably consider allowing any spell cast with a spell slot (no cantrips) to be cast in a defiling manner and then allow the caster to have a number of options - maybe they cast the spell as if it were 1 level higher (for spells that allow that), or the saving throw against it is tougher, or they get a bonus to the attack roll. Or - to go back to the idea that defilers get more spells - that you can make a roll to see if you keep the spell slot instead of expending it (maybe an INT save vs. 11 + level of slot?)</p><p></p><p>As for the trade off - the blight spell that Bitbrain suggests is a good start. But I think there should be some mechanical problem with defiling as well so that it isn't just a roleplaying enforcement for that trade off for real power. And I like the part of 4e where the defiler gets to make a selfish choice to boost their own power at the expense of the rest of the party - to me that fits with the defiler theme from the setting. Maybe everyone else in your party has disadvantage on all rolls for a round? They're resilient enough that the life energy you suck out of the environment doesn't impact them to the level of costing them hp, but they still are disoriented by it and know what you've done and that rattles them. (Or conversely your enemies all get advantage for a round because they know what you've done and it enrages them?)</p></blockquote><p></p>
[QUOTE="Jer, post: 7454131, member: 19857"] I know in 2e the defiler/preserver choice was mostly an "off-screen" thing, but I personally like the idea that a spellcaster can choose to either preserve or defile when they cast a spell rather than when they prepare the spell. And that any caster can be tempted to the dark side if they need the power. And that defiling gives a real trade off. So I'd probably consider allowing any spell cast with a spell slot (no cantrips) to be cast in a defiling manner and then allow the caster to have a number of options - maybe they cast the spell as if it were 1 level higher (for spells that allow that), or the saving throw against it is tougher, or they get a bonus to the attack roll. Or - to go back to the idea that defilers get more spells - that you can make a roll to see if you keep the spell slot instead of expending it (maybe an INT save vs. 11 + level of slot?) As for the trade off - the blight spell that Bitbrain suggests is a good start. But I think there should be some mechanical problem with defiling as well so that it isn't just a roleplaying enforcement for that trade off for real power. And I like the part of 4e where the defiler gets to make a selfish choice to boost their own power at the expense of the rest of the party - to me that fits with the defiler theme from the setting. Maybe everyone else in your party has disadvantage on all rolls for a round? They're resilient enough that the life energy you suck out of the environment doesn't impact them to the level of costing them hp, but they still are disoriented by it and know what you've done and that rattles them. (Or conversely your enemies all get advantage for a round because they know what you've done and it enrages them?) [/QUOTE]
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