Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Disjoin soul, Final version?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cheiromancer" data-source="post: 2376327" data-attributes="member: 141"><p>The wording of <em>disjoin soul</em> has been nagging at me, so I finally sat down and wrote it all out. This is the full bells-and-whistles version that affects corporeal undead and constructs as well as living creatures. The wording is tricky; it's a kinda complicated spell.</p><p></p><p><span style="font-size: 15px">Disjoin Soul</span></p><p>Conjuration (Teleportation)</p><p><strong>Level:</strong> Sor/Wiz 8</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Effect:</strong> Corporeal creature touched</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will special (see text)</p><p><strong>Spell resistance:</strong> No</p><p></p><p>This spell attempts to rip the vital principle from a creature. The only requirement is that the target have a body; <em>disjoin soul</em> is effective against constructs and undead as well as living creatures. The subject is allowed a Will save. Even if successful it must also make a DC 15 Fortitude save or be dazed for one round. If the Will save is failed, the subject takes a 1d6 wisdom penalty and falls unconscious; it must also make a DC 15 Fortitude save or perish. In other words, if the Fortitude save is unsuccessful a living creature dies while an undead or construct is destroyed. The target's soul has been disjoined; most of it has been transported to a horribly alien plane where hostile conditions will soon annihilate it. The fragment that remains with the body will sustain life (or a semblance thereof) for only a brief time. Each round the subject makes a DC 15 wisdom check to see if its soul can intuit the way back to its body (to which it maintains a faint connection); if this check is unsuccessful it takes an additional 1d6 wisdom penalty and its body must make another DC 15 Fortitude save or perish. This process is repeated each round (even if the body dies or is destroyed) until either the subject succeeds in its wisdom check or its effective wisdom has been reduced to zero. If the wisdom check is successful the soul returns to its body; if the body is still alive it regains consciousness, but is dazed for the remainder of that round and the next. Creatures subject to ability damage have the wisdom penalty converted to wisdom damage on a 1 for 1 basis; this wisdom damage persists until it is healed, either naturally or by magic. The wisdom penalty otherwise persists for 24 hours. If the body is dead when the soul returns to it (either because it failed a Fortitude save or for some other reason) there is no additional penalty; the creature may be raised or resurrected as normal. However if <em>disjoin soul</em> reduces a subject's effective wisdom to zero it means the soul has been destroyed before it could return, and the body automatically perishes. Someone whose soul has been destroyed cannot be raised from the dead or reincarnated until the soul has been restored. Even a lich's phylactery will be ineffective if the lich's soul has been destroyed. Restoring a destroyed soul requires a carefully worded <em>wish</em> or <em>miracle</em>. </p><p></p><p>The <em>disjoin soul</em> spell attempts to teleport the soul of an individual to another plane, and effects that block or redirect teleportation or planar travel will negate it. A <em>limited wish</em> or stronger magic will allow a soul to find its way back even if the body is dead. Magic which cures ability damage (like <em>lesser restoration</em> or <em>heal</em>) will restore a soul to a living body; the magic strengthens the tenuous link between body and soul and facilitates an immediate return. In either of these cases the soul is treated as having succeeded in the wisdom check. Other magic may have analogous effects on undead or constructs; <em>harm</em>, for example, benefits undead as <em>heal</em> does living beings.</p><p></p><p><em>Material Component:</em> 5,000 gp of powdered black opals.</p><p></p><p></p><p>Notes: This spell targets an unusual save (Will) for a potentially lethal spell. (Will saves govern teleports and plane shifts.) Even if the Will save is successful there is a small chance that the target will lose a round's worth of actions. If the initial Will save is unsuccessful there is a decent chance that the victim will die and not be able to be raised. Even if it survives it will be out of a fight for several rounds, which in high level combats is almost as bad as being killed. The spell bypasses <em>deathward</em> and despite the Will save is not a mind affecting spell, and so is not blocked by <em>mind blank</em> or resisted by standard immunities to mind affecting effects. It is high level and from a school (conjuration) whose attack spells often ignore spell resistance, but I decided that, like <em>irresistable dance</em>, it should require a touch attack if it didn't allow SR. The material component is reminiscent of <em>Symbol of Death</em>.</p><p></p><p>I made the round by round check a DC 15 check instead of a DC 20 check like that of <em>maze</em>. That's because the spell reduces the ability the check is based on, and so the base DC should be easier. Also the DC for the fortitude save is 15, the same as the save for death from massive damage, and making both numbers the same looked better. I made it a wisdom penalty that may convert to wisdom damage so that it would affect creatures immune to ability damage. Note that the spell specifically mentions undead and constructs, so their blanket immunity to effects requiring fortitude saves does not apply. <em>Disjoin soul</em> is especially good at killing golems.</p><p></p><p>It is almost but not quite a save-or-die spell; even a low wisdom rogue has a chance of recovering their soul naturally and recovering, especially if prompt healing is available, but the odd saving throw and <em>disjoin soul</em>'s way of getting past resistances and immunities reminds me of the typeless damage (and fort save) of <em>horrid wilting</em>. However, like <em>horrid wilting</em> there is a category of creatures who are not affected; in this case it is incorporeal creatures (who I consider "all soul" and so I think should be immune to being disjoined from their bodies). The plane shifting aspect reminds me of <em>maze</em>. Note that, like <em>maze</em>, PCs can't use <em>disjoin soul</em> on a villain they have dimensionally anchored. I don't think it is quite a 9th level spell; even if the soul is destroyed the effect is not as hard to overcome as <em>soul bind</em>. I peg it as a solid 8th level. If it is too strong the limited range and expensive material component should keep it from causing problems in a campaign.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2376327, member: 141"] The wording of [i]disjoin soul[/i] has been nagging at me, so I finally sat down and wrote it all out. This is the full bells-and-whistles version that affects corporeal undead and constructs as well as living creatures. The wording is tricky; it's a kinda complicated spell. [SIZE=4]Disjoin Soul[/SIZE] Conjuration (Teleportation) [B]Level:[/B] Sor/Wiz 8 [B]Components:[/B] V, S, M [B]Casting time:[/B] 1 standard action [B]Range:[/B] Touch [B]Effect:[/B] Corporeal creature touched [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Will special (see text) [B]Spell resistance:[/B] No This spell attempts to rip the vital principle from a creature. The only requirement is that the target have a body; [i]disjoin soul[/i] is effective against constructs and undead as well as living creatures. The subject is allowed a Will save. Even if successful it must also make a DC 15 Fortitude save or be dazed for one round. If the Will save is failed, the subject takes a 1d6 wisdom penalty and falls unconscious; it must also make a DC 15 Fortitude save or perish. In other words, if the Fortitude save is unsuccessful a living creature dies while an undead or construct is destroyed. The target's soul has been disjoined; most of it has been transported to a horribly alien plane where hostile conditions will soon annihilate it. The fragment that remains with the body will sustain life (or a semblance thereof) for only a brief time. Each round the subject makes a DC 15 wisdom check to see if its soul can intuit the way back to its body (to which it maintains a faint connection); if this check is unsuccessful it takes an additional 1d6 wisdom penalty and its body must make another DC 15 Fortitude save or perish. This process is repeated each round (even if the body dies or is destroyed) until either the subject succeeds in its wisdom check or its effective wisdom has been reduced to zero. If the wisdom check is successful the soul returns to its body; if the body is still alive it regains consciousness, but is dazed for the remainder of that round and the next. Creatures subject to ability damage have the wisdom penalty converted to wisdom damage on a 1 for 1 basis; this wisdom damage persists until it is healed, either naturally or by magic. The wisdom penalty otherwise persists for 24 hours. If the body is dead when the soul returns to it (either because it failed a Fortitude save or for some other reason) there is no additional penalty; the creature may be raised or resurrected as normal. However if [i]disjoin soul[/i] reduces a subject's effective wisdom to zero it means the soul has been destroyed before it could return, and the body automatically perishes. Someone whose soul has been destroyed cannot be raised from the dead or reincarnated until the soul has been restored. Even a lich's phylactery will be ineffective if the lich's soul has been destroyed. Restoring a destroyed soul requires a carefully worded [i]wish[/i] or [i]miracle[/i]. The [i]disjoin soul[/i] spell attempts to teleport the soul of an individual to another plane, and effects that block or redirect teleportation or planar travel will negate it. A [i]limited wish[/i] or stronger magic will allow a soul to find its way back even if the body is dead. Magic which cures ability damage (like [i]lesser restoration[/i] or [i]heal[/i]) will restore a soul to a living body; the magic strengthens the tenuous link between body and soul and facilitates an immediate return. In either of these cases the soul is treated as having succeeded in the wisdom check. Other magic may have analogous effects on undead or constructs; [i]harm[/i], for example, benefits undead as [i]heal[/i] does living beings. [i]Material Component:[/i] 5,000 gp of powdered black opals. Notes: This spell targets an unusual save (Will) for a potentially lethal spell. (Will saves govern teleports and plane shifts.) Even if the Will save is successful there is a small chance that the target will lose a round's worth of actions. If the initial Will save is unsuccessful there is a decent chance that the victim will die and not be able to be raised. Even if it survives it will be out of a fight for several rounds, which in high level combats is almost as bad as being killed. The spell bypasses [i]deathward[/i] and despite the Will save is not a mind affecting spell, and so is not blocked by [i]mind blank[/i] or resisted by standard immunities to mind affecting effects. It is high level and from a school (conjuration) whose attack spells often ignore spell resistance, but I decided that, like [i]irresistable dance[/i], it should require a touch attack if it didn't allow SR. The material component is reminiscent of [i]Symbol of Death[/i]. I made the round by round check a DC 15 check instead of a DC 20 check like that of [i]maze[/i]. That's because the spell reduces the ability the check is based on, and so the base DC should be easier. Also the DC for the fortitude save is 15, the same as the save for death from massive damage, and making both numbers the same looked better. I made it a wisdom penalty that may convert to wisdom damage so that it would affect creatures immune to ability damage. Note that the spell specifically mentions undead and constructs, so their blanket immunity to effects requiring fortitude saves does not apply. [i]Disjoin soul[/i] is especially good at killing golems. It is almost but not quite a save-or-die spell; even a low wisdom rogue has a chance of recovering their soul naturally and recovering, especially if prompt healing is available, but the odd saving throw and [i]disjoin soul[/i]'s way of getting past resistances and immunities reminds me of the typeless damage (and fort save) of [i]horrid wilting[/i]. However, like [i]horrid wilting[/i] there is a category of creatures who are not affected; in this case it is incorporeal creatures (who I consider "all soul" and so I think should be immune to being disjoined from their bodies). The plane shifting aspect reminds me of [i]maze[/i]. Note that, like [i]maze[/i], PCs can't use [i]disjoin soul[/i] on a villain they have dimensionally anchored. I don't think it is quite a 9th level spell; even if the soul is destroyed the effect is not as hard to overcome as [i]soul bind[/i]. I peg it as a solid 8th level. If it is too strong the limited range and expensive material component should keep it from causing problems in a campaign. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Disjoin soul, Final version?
Top