Feeblemind - Too Powerful or just a balance?

I'll probably change feeblemind to just strip spellcasting abilities rather than tinkering with stats, plus allow break enchantment to fix it. It's meant to be a mage-killer spell, and this change leaves it that way. I might slap on an XP cost (300 XP?) if it seems to be getting out of hand.
 

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Herpes Cineplex said:
The small things that worry me are the penalty to the Will save for arcane casters, which is really just adding insult to injury, and the absence of a duration for the spell. If it lasted a week or a day or even an hour per caster level, it would still be a kick-ass spell...but no, it lasts until the victim dies or someone manages to find a cleric who is willing and able to cast Heal. That's just evil.
Actually, it reaches beyond death if someone uses raise dead on you - Raise specifies that it doesn't lift magical afflictions...

Oh, break enchantment cracks feeblemind by the rules as-is.

Finally, wisdom is THE wizard dump stat, while con and dex are usually given top spots after int. Given that, the -4 versus wizards of a feeblemind is MORE than compensating for the fact that they have a good will save - they end up worse against the feeblemind than a finger of death.

I think this is a bad spell, not because it's effective, not because it's difficult to get rid of, but mainly because being hit by it is very, very boring to play, and you're likely to suffer the effects for a long time, simply because the other players won't consider it to be too serious, and you can't argue your position.

IF it boosted combat ability when it took away spellcasting, then maybe it would be a fun spell to be hit with - warrior for a day. But as is, it's basically the equivalent of replacing your high level character with a 1st level peasant for all the fun you'll have.
 


Darklone said:
Hours? Wasn't it rounds?

ENERGY DRAIN AND NEGATIVE LEVELS
Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. The creature making an energy drain attack draws a portion of its victim’s life force from her. Most energy drain attacks require a successful melee attack roll—mere physical contact is not enough. Each successful energy drain attack bestows one or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.
–1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.
Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s Cha modifier). (The DC is provided in the attacker’s description.) If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).



WIGHT
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d4+1 plus energy drain)
Full Attack: Slam +3 melee (1d4+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Skills: Hide +8, Listen +7, Move Silently +16, Spot +7
Feats: Alertness, Blind-Fight
Environment: Any
Organization: Solitary, pair, gang (3–5), or pack (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 5–8 HD (Medium)
Level Adjustment: —
A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human.
Wights speak Common.
COMBAT
Wights attack by hammering with their fists.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.



It is those slain by the wight that rise in a few seconds.

Not pleasant. This will recreate scenes from from the 'LifeForce' movie. [best wights in a movie so far.] If you have seen the movie, you can recreate the soul consuming atrocities with just one succubus that hides the corpse of a victim in a back alley.

http://www.crawley-creatures.com/bodypropsimages/lforce.jpg


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Li Shenron said:
I wonder why there have always been mage-killer spell... no priest-killer spells? :)

Previous editions had clerics as less threatening spellcasters than mages. OTOH there were the talismans of pure good and ultimate evil as random magic items. ;)


Talisman of Pure Good: A good (LG, NG, CG) divine spellcaster who possesses this item can cause a flaming crack to open at the feet of an evil (LE, NE, CE) divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed the evil character gains a DC 19 Reflex saving throw to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function.

A talisman of pure good has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, he takes 6d6 points of damage. If an evil divine spellcaster touches one, he takes 8d6 points of damage. All other characters are unaffected by the device.

Strong evocation [good]; CL 18th.

Talisman of Ultimate Evil: An evil (LE, NE, CE) divine spellcaster who possesses this item can cause a flaming crack to open at the feet of a good (LG, NG, CG) divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if she is not exceptionally foul and perverse in the sights of her evil deity the good character gains a DC 19 Reflex save to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function.

A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, she takes 6d6 points of damage. If a good divine spellcaster touches one, she takes 8d6 points of damage. All other characters are unaffected by the device.

Strong evocation [evil]; CL 18th.



Plus arcane magic had a delightfull Use at Own Risk attitude in previous editions of the game. Your own spells could be more lethal to you than some monsters. :] This was one more of those Arcane caster liabilities. Like instant death failed teleports.
 
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