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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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="Ferret" data-source="post: 2462773" data-attributes="member: 4052"><p>Ok this should be the final version I hope. I decided that the spell should effect some constructs but not others (golems and intelligent constructs), and it would effect the Native outsiders etc. like you said.</p><p></p><p>Edit, forgot to post the spell, oops <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </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: No</p><p></p><p>The cast of this spell disjoins the target’s 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 target’s soul. In such a case the character takes a wisdom penalty of 1d6 point 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 ability penalty; the creature may only be resurrected as normal, however the spell <em>raise dead</em> 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; 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, this does not include native outsiders and 20th level monks. Most constructs cannot be affected as they have no soul, Golems and intelligent constructs may be effected due the methods that animate them (for example a Flesh golem is animated by an earth elemental, which is disjoined in place of a soul, however a shield guardian is animated by magic and cannot be affected).</p><p></p><p>Material Component: 5,000 gp of powdered black opals.</p></blockquote><p></p>
[QUOTE="Ferret, post: 2462773, member: 4052"] Ok this should be the final version I hope. I decided that the spell should effect some constructs but not others (golems and intelligent constructs), and it would effect the Native outsiders etc. like you said. Edit, forgot to post the spell, oops :confused: :o 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: No The cast of this spell disjoins the target’s 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 target’s soul. In such a case the character takes a wisdom penalty of 1d6 point 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 ability penalty; the creature may only be resurrected as normal, however the spell [i]raise dead[/i] 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; harm, for example, benefits undead as heal does living beings. All Elementals, and Outsiders are unaffected as they do not have a dual nature, this does not include native outsiders and 20th level monks. Most constructs cannot be affected as they have no soul, Golems and intelligent constructs may be effected due the methods that animate them (for example a Flesh golem is animated by an earth elemental, which is disjoined in place of a soul, however a shield guardian is animated by magic and cannot be affected). Material Component: 5,000 gp of powdered black opals. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Disjoin soul, Final version?
Top