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Disjoin soul, Final version?
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<blockquote data-quote="Ferret" data-source="post: 2376735" data-attributes="member: 4052"><p>Nice spell! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I will definately chop this up and use it in my version. Unfortunatly it doesn't feel like what I wanted to do (that feeling may disapear), but it's too close for me use both. </p><p></p><p>Very good descisions on some of my problem areas.</p><p></p><p>[Edit: Ok so I've tried to merge your version and my idea into a spell. Unfortuantly I ended up robbing bits of your spell verbatum, but I hope this works and at least makes sense.</p><p></p><p>Disjoin soul</p><p>Conjuration (Teleportation)</p><p>Level: Sor/Wiz 9</p><p>Components: V, S, M</p><p>Casting time: Standard action</p><p>Range: Touch</p><p>Effect: One corporeal creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Will Special (see text)</p><p>Spell resistance: Yes</p><p></p><p>The cast of this spell disjoins the targets soul, separating it from the body and casting it into a hostile plane. Even on a successful save the target of the spell must make a DC 15 Fortitude save or take a 3d6 points of damage and become nauseated for one round. On a failed Will save the characters soul is slung in a hostile realm that threatens to destroy the targets soul. In such a case the character takes 1d6 points of wisdom damage and falls unconscious, if it fails a further DC 15 Fortitude save the creature perishes, in the case of living creatures they die, and undead are destroyed. </p><p></p><p>The soul has been disjoined and must intuit its own way back to the body. 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. </p><p></p><p>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 sickened 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 only be resurrected as normal, the spell raise dead has no effect. However if disjoin soul 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 wish or miracle. </p><p></p><p>The disjoin soul 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 limited wish or stronger magic will allow a soul to find its way back even if the body is dead. Magic which cures ability damage (like lesser restoration or heal) 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; harm, for example, benefits undead as heal does living beings.</p><p></p><p>All Elementals, and Outsiders are unaffected as they do not have a dual nature. </p><p></p><p>Material Component: 5,000 gp of powdered black opals.</p></blockquote><p></p>
[QUOTE="Ferret, post: 2376735, member: 4052"] Nice spell! :) I will definately chop this up and use it in my version. Unfortunatly it doesn't feel like what I wanted to do (that feeling may disapear), but it's too close for me use both. Very good descisions on some of my problem areas. [Edit: Ok so I've tried to merge your version and my idea into a spell. Unfortuantly I ended up robbing bits of your spell verbatum, but I hope this works and at least makes sense. Disjoin soul Conjuration (Teleportation) Level: Sor/Wiz 9 Components: V, S, M Casting time: Standard action Range: Touch Effect: One corporeal creature Duration: Instantaneous Saving Throw: Will Special (see text) Spell resistance: Yes The cast of this spell disjoins the targets soul, separating it from the body and casting it into a hostile plane. Even on a successful save the target of the spell must make a DC 15 Fortitude save or take a 3d6 points of damage and become nauseated for one round. On a failed Will save the characters soul is slung in a hostile realm that threatens to destroy the targets soul. In such a case the character takes 1d6 points of wisdom damage and falls unconscious, if it fails a further DC 15 Fortitude save the creature perishes, in the case of living creatures they die, and undead are destroyed. The soul has been disjoined and must intuit its own way back to the body. 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 sickened 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 only be resurrected as normal, the spell raise dead has no effect. However if disjoin soul 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 wish or miracle. The disjoin soul 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 limited wish or stronger magic will allow a soul to find its way back even if the body is dead. Magic which cures ability damage (like lesser restoration or heal) 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; harm, for example, benefits undead as heal does living beings. All Elementals, and Outsiders are unaffected as they do not have a dual nature. Material Component: 5,000 gp of powdered black opals. [/QUOTE]
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