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Defiler/Preserver Basic Idea (Darksun)
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<blockquote data-quote="jgsugden" data-source="post: 7602768" data-attributes="member: 2629"><p>Defiling should be really tempting - both over the long term and in the moment. It should be tempting to start, and harder and harder to stop.</p><p></p><p>My version of defiling has a table of "bad things" that happen when you defile. The bigger the spell, the more potent the effect - but I felt it important for the effect to manifest randomly so that PCs can't turn the "negative" into a positive through strategic use. These range from destroying nearby vegetation, destroying water, damaging random creatures, damaging al creatures, cursing creatures, etc...</p><p></p><p>On the positive side, when you defile, you either get to apply one of several metamagic feats to the spell, or you get to treat it as if cast with a spell slot two levels higher, or you get a spell slot of at least two levels lower back. </p><p></p><p>When you defile, you add a point to your defiler score. If you have more than 20 defiler points, you only add half a defiler point when you cast a defiling spell. When you take a long rest, you may make a wisdom saving throw to reduce your defiler score by one. The DC depends upon your defiler score, but starts at 10 and caps out at 20.</p><p></p><p>While you have a defiler score and cast a spell without defiling, you must make a concentration check. The DC depends upon your defiling score and the level of the spell, but ranges from 10 to 30. If you fail, the spell fails (as if countered).</p><p></p><p>This system makes it tempting to defile a little, but you can easily find yourself getting caught up in a big battle and realizing you're in the thick of it.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7602768, member: 2629"] Defiling should be really tempting - both over the long term and in the moment. It should be tempting to start, and harder and harder to stop. My version of defiling has a table of "bad things" that happen when you defile. The bigger the spell, the more potent the effect - but I felt it important for the effect to manifest randomly so that PCs can't turn the "negative" into a positive through strategic use. These range from destroying nearby vegetation, destroying water, damaging random creatures, damaging al creatures, cursing creatures, etc... On the positive side, when you defile, you either get to apply one of several metamagic feats to the spell, or you get to treat it as if cast with a spell slot two levels higher, or you get a spell slot of at least two levels lower back. When you defile, you add a point to your defiler score. If you have more than 20 defiler points, you only add half a defiler point when you cast a defiling spell. When you take a long rest, you may make a wisdom saving throw to reduce your defiler score by one. The DC depends upon your defiler score, but starts at 10 and caps out at 20. While you have a defiler score and cast a spell without defiling, you must make a concentration check. The DC depends upon your defiling score and the level of the spell, but ranges from 10 to 30. If you fail, the spell fails (as if countered). This system makes it tempting to defile a little, but you can easily find yourself getting caught up in a big battle and realizing you're in the thick of it. [/QUOTE]
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