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Disjoin soul, Final version?
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<blockquote data-quote="Cheiromancer" data-source="post: 2468159" data-attributes="member: 141"><p>A few last thoughts (and probably silly ones, since now *I'm* sleepy).  </p><ul> <li data-xf-list-type="ul">About the material component; if it is 50 gp, it should probably be obsidian dust again.  Black opals are for things that cost 1000s of gp.<br /> </li> <li data-xf-list-type="ul">If someone thinks the no SR feature is too powerful (even for a touch spell), then <a href="http://www.enworld.org/showthread.php?p=2362333" target="_blank">this thread</a> might be of interest.  It talks about <em>assay resistance</em>, <em>spell vulnerability</em> and <em>lower resistance</em>.  Enough to make bypassing SR look like a fairly routine task, not a huge plus for the spell.<br /> </li> <li data-xf-list-type="ul">I also remembered why the fort saves are DC 15; that's the same as a save from massive damage, and is due to the trauma of having your soul ripped from your body.  Critters immune to massive damage shouldn't have to make the save.  That means undead and constructs aren't affected, and the discussion about "die or be destroyed" is off topic. This is just logic and flavor, not balance, but should be in the spell somewhere.  Also, if the massive damage save is house ruled, it should affect this number.  Wording it as follows should do it:<br /> <br /> <br /> </li> <li data-xf-list-type="ul">Alternatively, make the Fort save the same DC as the spell, but make it do 3d6 damage.  This makes it symmetrical with the first save.  You can forget all about references to massive damage.  You can just drop the "DC 15" from "DC 15 Fort save" since the default value for a saving throw is the value for the spell.  I think I kinda like this version better.<br /> </li> <li data-xf-list-type="ul">The Wisdom check to find your way back was modeled after the Intelligence check in <em>maze</em>.  Modified a little since there are Wisdom penalties incurred by this spell.  But if <em>maze</em> doesn't improve at higher levels, neither should this spell.  So I'm still cool to Fieari's idea... at least for the ability check.  The Fort saves can scale.<br /> </li> <li data-xf-list-type="ul">Talking about symmetry in the spell; if the target succeeds in both initial saves, have it still be sickened for the rest of that round and the next.  It is only a -2, but the wizard will have something to show for having to get in close and waste a 9th level spell slot.  And it ties in nicely with what happens when the soul finally makes its way back; it is as if the initial saves succeeded.</li> </ul><p></p><p>So the spell would look like this:</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>This spell disjoins the target’s soul, separating it from the body and casting it into a hostile plane. On a successful Will save the target of the spell must make a Fortitude save or take 3d6 points of damage and become nauseated for the rest of that round and sickened the next.  If both saves are successful the character is sickened for the rest of that round.  On a failed Will save the character's soul is slung in a hostile realm that threatens to destroy it. In such a case the character takes a Wisdom penalty of 1d6 points and falls unconscious, and must succeed in a further Fortitude save or take 3d6 points of lethal damage. </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 Fortitude save or take 3d6 points of lethal damage. </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. 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 of failed Fortitude saves or for some other reason) the body remains dead, but can be raised normally. 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.  If the target is a living creature, it dies; otherwise it is destroyed. 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 character is treated as having succeeded in the Wisdom check (and so is sickened until its next turn). Other magic may have analogous effects on undead; <em>harm</em>, for example, benefits undead as <em>heal</em> does living beings.</p><p></p><p><em>Disjoin soul</em> affects any creature that can be affected by the <em>raise dead</em> spell (including native outsiders). Creatures who can't be raised generally can't have their souls disjoined either, with two exceptions. First, undead are susceptible to the spell, since the spirits which animate their bodies are similar to living souls except for being composed of negative energy. Second, constructs can be affected if their construction involves one or more conjuration (healing) or necromancy spells, since these spells create a disjoinable life force (most spells use <em>wish</em> or <em>limited wish</em> instead, and so can't be disjoined).</p><p></p><p>Material Component: 50 gp of powdered obsidian.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2468159, member: 141"] A few last thoughts (and probably silly ones, since now *I'm* sleepy). [list] [*]About the material component; if it is 50 gp, it should probably be obsidian dust again. Black opals are for things that cost 1000s of gp. [*]If someone thinks the no SR feature is too powerful (even for a touch spell), then [URL=http://www.enworld.org/showthread.php?p=2362333]this thread[/URL] might be of interest. It talks about [i]assay resistance[/i], [i]spell vulnerability[/i] and [i]lower resistance[/i]. Enough to make bypassing SR look like a fairly routine task, not a huge plus for the spell. [*]I also remembered why the fort saves are DC 15; that's the same as a save from massive damage, and is due to the trauma of having your soul ripped from your body. Critters immune to massive damage shouldn't have to make the save. That means undead and constructs aren't affected, and the discussion about "die or be destroyed" is off topic. This is just logic and flavor, not balance, but should be in the spell somewhere. Also, if the massive damage save is house ruled, it should affect this number. Wording it as follows should do it: [*]Alternatively, make the Fort save the same DC as the spell, but make it do 3d6 damage. This makes it symmetrical with the first save. You can forget all about references to massive damage. You can just drop the "DC 15" from "DC 15 Fort save" since the default value for a saving throw is the value for the spell. I think I kinda like this version better. [*]The Wisdom check to find your way back was modeled after the Intelligence check in [i]maze[/i]. Modified a little since there are Wisdom penalties incurred by this spell. But if [i]maze[/i] doesn't improve at higher levels, neither should this spell. So I'm still cool to Fieari's idea... at least for the ability check. The Fort saves can scale. [*]Talking about symmetry in the spell; if the target succeeds in both initial saves, have it still be sickened for the rest of that round and the next. It is only a -2, but the wizard will have something to show for having to get in close and waste a 9th level spell slot. And it ties in nicely with what happens when the soul finally makes its way back; it is as if the initial saves succeeded. [/list] So the spell would look like this: 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 This spell disjoins the target’s soul, separating it from the body and casting it into a hostile plane. On a successful Will save the target of the spell must make a Fortitude save or take 3d6 points of damage and become nauseated for the rest of that round and sickened the next. If both saves are successful the character is sickened for the rest of that round. On a failed Will save the character's soul is slung in a hostile realm that threatens to destroy it. In such a case the character takes a Wisdom penalty of 1d6 points and falls unconscious, and must succeed in a further Fortitude save or take 3d6 points of lethal damage. 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 Fortitude save or take 3d6 points of lethal damage. 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. 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 of failed Fortitude saves or for some other reason) the body remains dead, but can be raised normally. 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. If the target is a living creature, it dies; otherwise it is destroyed. 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 character is treated as having succeeded in the Wisdom check (and so is sickened until its next turn). Other magic may have analogous effects on undead; [I]harm[/I], for example, benefits undead as [I]heal[/I] does living beings. [I]Disjoin soul[/I] affects any creature that can be affected by the [I]raise dead[/I] spell (including native outsiders). Creatures who can't be raised generally can't have their souls disjoined either, with two exceptions. First, undead are susceptible to the spell, since the spirits which animate their bodies are similar to living souls except for being composed of negative energy. Second, constructs can be affected if their construction involves one or more conjuration (healing) or necromancy spells, since these spells create a disjoinable life force (most spells use [I]wish[/I] or [I]limited wish[/I] instead, and so can't be disjoined). Material Component: 50 gp of powdered obsidian. [/QUOTE]
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