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DnD 5e - Degenerate and Greater Harm need help
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<blockquote data-quote="animal chubs" data-source="post: 6654199" data-attributes="member: 6784993"><p>I'm trying to convert Degenerate and Greater Harm to 5e. And am just looking for some advice for these spells. thanks</p><p></p><p> </p><p>Degenerate</p><p> </p><p>Necromancy </p><p>Level: Cleric 7, Harming 7, Druid 9 </p><p>Components: V, S, DF </p><p>Casting time: 1 standard action </p><p>Range: Touch </p><p>Target: Living Creature Touched, or Willing Undead (harmless) </p><p>Duration: 2d10 rounds </p><p>Saving Throw: Fortitude partial </p><p>Spell Resistance: Yes </p><p></p><p></p><p>With a touch a horrible feeling shakes over their body, veins bulging unnaturally over their surface, growing like a cancer. As they swing their arm to retaliate, they look on in horror... as the limb falls off.</p><p>With a touch you cause a body to start eating away at itself. The spell deals 4d8 points of negative energy damage +1 point per caster level (maximum +35), and the body starts to decay, taking 1 point of damage every round the target does anything strenuous, as if they were disabled, except you may act as normal. However, every round that they do act, in addition to 1 point of damage from strain, they must make a Fort save again, or have a limb fall useless. Roll randomly between the number of limbs, typically two arms, and two legs. Blow are penalties for lost limbs, penalties are cumulative.</p><p>Arm: -2 on all skill checks involving hands, and of course the loss of use and ability to attack with said arm.</p><p>Leg: -10 penalty on speed. (0 ft. speed if all legs are gone, 5 ft if they can crawl)</p><p>Wing: -10 fly speed, flight maneuverability drops by one. Falls if it drops below poor.</p><p>Tail: -4 Balance checks, loss of use of the tail</p><p>The 1 point of damage and fortitude saves to avoid limb loss continue for 2d10 rounds afterward. If the same limb is targeted and disabled twice, the limb rots completely off, and the effect is permanent. Otherwise a cure spell from a caster whose level is higher than yours, a Heal, Regeneration, or spells which can duplicate those affects can cease the effects of degenerate, in reverse the damage done by ruined or severed limbs.</p><p>Interestingly enough, the spell can be cast on a willing undead, with a 3 round casting time. In which case, it behaves identical to a Regeneration spell.</p><p>Focus: Divine Focus </p><p></p><p></p><p>MUST HAVE SUMMONING LEVEL 3 FOR THE NEXT SPELL</p><p> </p><p>Greater Harm</p><p> </p><p>Necromancy </p><p>Level: Clr 9 </p><p>Components: V, S </p><p>Casting time: 1 standard action </p><p>Range: Touch </p><p>Target: Creature touched </p><p>Duration: Instantaneous </p><p>Saving Throw: Will half; see text </p><p>Spell Resistance: Yes </p><p></p><p></p><p>Greater Harm charges a subject with negative energy that deals 15 points of damage per caster level (to a maximum of 300 points at 20th level). If the creature successfully saves, greater harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.</p><p>If used on an undead creature, greater harm heal the actual undead.</p></blockquote><p></p>
[QUOTE="animal chubs, post: 6654199, member: 6784993"] I'm trying to convert Degenerate and Greater Harm to 5e. And am just looking for some advice for these spells. thanks Degenerate Necromancy Level: Cleric 7, Harming 7, Druid 9 Components: V, S, DF Casting time: 1 standard action Range: Touch Target: Living Creature Touched, or Willing Undead (harmless) Duration: 2d10 rounds Saving Throw: Fortitude partial Spell Resistance: Yes With a touch a horrible feeling shakes over their body, veins bulging unnaturally over their surface, growing like a cancer. As they swing their arm to retaliate, they look on in horror... as the limb falls off. With a touch you cause a body to start eating away at itself. The spell deals 4d8 points of negative energy damage +1 point per caster level (maximum +35), and the body starts to decay, taking 1 point of damage every round the target does anything strenuous, as if they were disabled, except you may act as normal. However, every round that they do act, in addition to 1 point of damage from strain, they must make a Fort save again, or have a limb fall useless. Roll randomly between the number of limbs, typically two arms, and two legs. Blow are penalties for lost limbs, penalties are cumulative. Arm: -2 on all skill checks involving hands, and of course the loss of use and ability to attack with said arm. Leg: -10 penalty on speed. (0 ft. speed if all legs are gone, 5 ft if they can crawl) Wing: -10 fly speed, flight maneuverability drops by one. Falls if it drops below poor. Tail: -4 Balance checks, loss of use of the tail The 1 point of damage and fortitude saves to avoid limb loss continue for 2d10 rounds afterward. If the same limb is targeted and disabled twice, the limb rots completely off, and the effect is permanent. Otherwise a cure spell from a caster whose level is higher than yours, a Heal, Regeneration, or spells which can duplicate those affects can cease the effects of degenerate, in reverse the damage done by ruined or severed limbs. Interestingly enough, the spell can be cast on a willing undead, with a 3 round casting time. In which case, it behaves identical to a Regeneration spell. Focus: Divine Focus MUST HAVE SUMMONING LEVEL 3 FOR THE NEXT SPELL Greater Harm Necromancy Level: Clr 9 Components: V, S Casting time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half; see text Spell Resistance: Yes Greater Harm charges a subject with negative energy that deals 15 points of damage per caster level (to a maximum of 300 points at 20th level). If the creature successfully saves, greater harm deals half this amount, but it cannot reduce the target’s hit points to less than 1. If used on an undead creature, greater harm heal the actual undead. [/QUOTE]
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