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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[Dusk] 10 Black Spells.
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="Michael Morris" data-source="post: 641425" data-attributes="member: 87"><p><strong> Changes Made to Initial Post!!</strong></p><p></p><p>Since Lobotomy is referenced I'll repost it here in an editted form...</p><p></p><p><strong>Lobotomy</strong></p><p>Enchantment (Metamagic) [Mind-Affecting]</p><p><strong>Level:</strong> Blue 5, Drd 5, Sor/Wiz 5</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> One Action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>Name a spell and make a touch attack. If the touched creature has the named spell prepared, he loses all preparations of the spell and the ability to cast the spell as if it where not on his spell list. If the creature does not have the spell prepared the lobotomy is wasted.</p><p></p><p>Sorcerers and bards, who do not prepare spells, are immune to this spell.</p><p>The effect of this spell requires a restoration or greater magic to undo.</p><p></p><p></p><p><em>To make this change make sense, the broken, broken feeblemind spell has to move to make room for this "discard" theme. Tolerating the spell at 5th level is one thing, but when a spell is blocking other balanced spells from being coined, it's time for it to be moved and changed....</em></p><p></p><p><strong>Feeblemind</strong></p><p>Enchantment (Metamagic) [Mind-Affecting]</p><p><strong>Level:</strong> Black 7, Druid 8, Sor Wiz 7</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> One Round</p><p><strong>Range:</strong> Medium</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will negates (see text)</p><p><strong>Spell Resistance:</strong></p><p></p><p>The subject is rendered incapacle of employing spells, spell-like abilities, psionics, or supernatural abilities. The creature's Intelligence is dropped 1d4 points / level of the caster, to a minimum of 3. The creature remains in this state until a restoration or more powerful magic is used upon the creature.</p><p></p><p><em>Material Component:</em> A handful of clay, crystal, glass or mineral spheres.</p><p></p><p></p><p><em>Again, feeblemind has to be moved in order to make the other "discard" spells make sense for their levels. Why use lobotomy or mind rot to remove the ability to use one spell at 5th level, when feeblemind can nix them all? Persecute is 6th level, any lower and it's broken - yet feeblemind is more powerful at 5th?? Yes, feeblemind doesn't remove the spells from memory, but it does remove the ability - and even persecute doesn't block characters from preparing new spells later on. So feeblemind is moved to make it's power comparable to the existing spells instead of letting it be a "legacy" spell completely out of whack with other 5th level spells....</em></p><p></p><p>Now, with it out of the way and the other spell rip spells lifted in level other "discard" spells can be coined.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 641425, member: 87"] [b] Changes Made to Initial Post!![/b] Since Lobotomy is referenced I'll repost it here in an editted form... [b]Lobotomy[/b] Enchantment (Metamagic) [Mind-Affecting] [b]Level:[/b] Blue 5, Drd 5, Sor/Wiz 5 [b]Components:[/b] V, S [b]Casting Time:[/b] One Action [b]Range:[/b] Touch [b]Target:[/b] Creature touched [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] Yes Name a spell and make a touch attack. If the touched creature has the named spell prepared, he loses all preparations of the spell and the ability to cast the spell as if it where not on his spell list. If the creature does not have the spell prepared the lobotomy is wasted. Sorcerers and bards, who do not prepare spells, are immune to this spell. The effect of this spell requires a restoration or greater magic to undo. [i]To make this change make sense, the broken, broken feeblemind spell has to move to make room for this "discard" theme. Tolerating the spell at 5th level is one thing, but when a spell is blocking other balanced spells from being coined, it's time for it to be moved and changed....[/i] [b]Feeblemind[/b] Enchantment (Metamagic) [Mind-Affecting] [b]Level:[/b] Black 7, Druid 8, Sor Wiz 7 [b]Components:[/b] V, S, M [b]Casting Time:[/b] One Round [b]Range:[/b] Medium [b]Target:[/b] One creature [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Will negates (see text) [b]Spell Resistance:[/b] The subject is rendered incapacle of employing spells, spell-like abilities, psionics, or supernatural abilities. The creature's Intelligence is dropped 1d4 points / level of the caster, to a minimum of 3. The creature remains in this state until a restoration or more powerful magic is used upon the creature. [i]Material Component:[/i] A handful of clay, crystal, glass or mineral spheres. [i]Again, feeblemind has to be moved in order to make the other "discard" spells make sense for their levels. Why use lobotomy or mind rot to remove the ability to use one spell at 5th level, when feeblemind can nix them all? Persecute is 6th level, any lower and it's broken - yet feeblemind is more powerful at 5th?? Yes, feeblemind doesn't remove the spells from memory, but it does remove the ability - and even persecute doesn't block characters from preparing new spells later on. So feeblemind is moved to make it's power comparable to the existing spells instead of letting it be a "legacy" spell completely out of whack with other 5th level spells....[/i] Now, with it out of the way and the other spell rip spells lifted in level other "discard" spells can be coined. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
[Dusk] 10 Black Spells.
Top