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<blockquote data-quote="El Mahdi" data-source="post: 4932363" data-attributes="member: 59506"><p>I can't really think of any way to "fix" the spell so it's not so dangerous other than suggesting you find something similiar in the standard D&D Players Handbook and do a swap (just reflavor the fluff). Or, you could simply swap it out for Balefire.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>The first step in fixing this is to sit down with the player in question and talk about how this spell, and also her lack of adherence to the Oaths, are unbalancing your game. Ask her to come to a compromise with you. Other than that, I think the only other fix, short of swapping the spell out or adhering to the Oaths, would be to start introducing some Wheel of Time aspects to your campaign setting.</p><p> </p><p>The major check and balance on Ais Sedai (including Initiates) in the Wheel of Time, is that they are bound by their oaths. If you are using a WoT character in a non-WoT world, you may have eliminated the one real control on an Initiate character. (Yes, I know an initiate hasn't necessarily taken the Oath on the Oath Rod yet, as your player's character also hasn't, but they are still taught to adhere to these oaths, they just aren't physically compelled due to the magic of the Oath Rod.) I'd start with beginning to enforce these. If she doesn't want to do it voluntarily, have a full fledged Ais Sedai "find" her. An Aes Sedai would treat her like a wayward or runaway child and take it upon herself to, at the least, reinstill some discipline in your recalcitrant Initiate. If the Initiate doesn't want to comply, have the Aes Sedai threaten to take her home, by force if necessary.</p><p> </p><p>For an Aes Sedai in a non-WoT world/campaign setting, IMO adhering to the Oaths means only demons/devils, undead, liches, etc. would be fair game to attack. Any other creature can't be attacked unless, and until, the Initiate or her companions are being threatened, and then can only use what force is necessary. If she can avoid bloodshed or death of a monster/enemy, she is compelled to do just that, or at the very least attempt to disable.</p><p> </p><p>Secondly, I'd start allowing all magic users and magical creatures (including Dragons) to sense when she is embracing the source. It's kind of like a Jedi sensing other Force users and uses of the Force. As a result of magic users suddenly sensing this strange new power, they are going to start to be curious and seek out this new source of power. Start letting your npc spellcasters and magical creatures start learning WoT weaves, especially <em>Shield</em> (cuts a magic user off from embracing the One Power for as long as the caster maintains the weave - and can be tied off).</p><p> </p><p>The Wheel of Time campaign setting itself, provides checks and balances on wielders of the one power. Allowing one to roam a standard D&D world without those checks and balances is a recipe for disaster.</p><p> </p><p> </p><p>I hope some of this may have helped.</p><p> </p><p>And welcome to ENWorld.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4932363, member: 59506"] I can't really think of any way to "fix" the spell so it's not so dangerous other than suggesting you find something similiar in the standard D&D Players Handbook and do a swap (just reflavor the fluff). Or, you could simply swap it out for Balefire.;) The first step in fixing this is to sit down with the player in question and talk about how this spell, and also her lack of adherence to the Oaths, are unbalancing your game. Ask her to come to a compromise with you. Other than that, I think the only other fix, short of swapping the spell out or adhering to the Oaths, would be to start introducing some Wheel of Time aspects to your campaign setting. The major check and balance on Ais Sedai (including Initiates) in the Wheel of Time, is that they are bound by their oaths. If you are using a WoT character in a non-WoT world, you may have eliminated the one real control on an Initiate character. (Yes, I know an initiate hasn't necessarily taken the Oath on the Oath Rod yet, as your player's character also hasn't, but they are still taught to adhere to these oaths, they just aren't physically compelled due to the magic of the Oath Rod.) I'd start with beginning to enforce these. If she doesn't want to do it voluntarily, have a full fledged Ais Sedai "find" her. An Aes Sedai would treat her like a wayward or runaway child and take it upon herself to, at the least, reinstill some discipline in your recalcitrant Initiate. If the Initiate doesn't want to comply, have the Aes Sedai threaten to take her home, by force if necessary. For an Aes Sedai in a non-WoT world/campaign setting, IMO adhering to the Oaths means only demons/devils, undead, liches, etc. would be fair game to attack. Any other creature can't be attacked unless, and until, the Initiate or her companions are being threatened, and then can only use what force is necessary. If she can avoid bloodshed or death of a monster/enemy, she is compelled to do just that, or at the very least attempt to disable. Secondly, I'd start allowing all magic users and magical creatures (including Dragons) to sense when she is embracing the source. It's kind of like a Jedi sensing other Force users and uses of the Force. As a result of magic users suddenly sensing this strange new power, they are going to start to be curious and seek out this new source of power. Start letting your npc spellcasters and magical creatures start learning WoT weaves, especially [I]Shield[/I] (cuts a magic user off from embracing the One Power for as long as the caster maintains the weave - and can be tied off). The Wheel of Time campaign setting itself, provides checks and balances on wielders of the one power. Allowing one to roam a standard D&D world without those checks and balances is a recipe for disaster. I hope some of this may have helped. And welcome to ENWorld. [/QUOTE]
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