Heartclutch mechanics

Scharlata

First Post
Hi, fellow death priests!

I've got three question regarding the heartclutch spell from the Book of Vile Darkness (p. 97).

1.) What happens (mechanically) to a victim of a heartclutch spell that failed her saving throw? The victim dies within 1d3 rounds (after failing the save). But in the meantime, what happens? Is the victim incapacitated (helpless), dying (bleeding and helpless), or can it act normally?; the latter option being a little absurd.

2.) Only 4 spells can help to stop the impending "death sentence": Heal (1 standard action); Miracle (1 standard action), Wish (1 standard action), and Regenerate (3 rounds casting time [even in 3.0]). So, regenerate will be technically off limit regarding the casting time. Or should the casting time for that special condition be treated otherwise?

3.) Why isn't the spell a death effect? (OK, I've to ask Monte ;).)

Kind regards
 

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Might not be a [Death] effect for balance reasons. For example, you can't use Raise Dead on someone who died to a [Death] effect; makes Slay Living nastier than Phantasmal Killer. And I don't see anything [Death]-y about this spell -- you're not trying to magically snuff out their life force or anything, you're ripping their heart from their chest. It's kinda the spell equivalent of the barbarian 2-for-1 power attacking and critting :lol:
 

Scharlata said:
So, regenerate will be technically off limit regarding the casting time. Or should the casting time for that special condition be treated otherwise?
If a 3 is rolled on the 1d3 dice a quick acting cleric can rescue the victim of the heartclung spell. :)
 

yennico said:
If a 3 is rolled on the 1d3 dice a quick acting cleric can rescue the victim of the heartclung spell. :)


That would not be the case, IMHO, because the earliest initiative count on which the cleric casting the regenerate spell could begin the spell would be just seconds after heartclutch being cast. So the regenerate spell would be finished just seconds after the (luckily outmaxed) 3 rounds of dying have passed. Just too late. :(

Kind regards
 

Jarrod said:
Might not be a [Death] effect for balance reasons. For example, you can't use Raise Dead on someone who died to a [Death] effect; makes Slay Living nastier than Phantasmal Killer. And I don't see anything [Death]-y about this spell -- you're not trying to magically snuff out their life force or anything, you're ripping their heart from their chest. It's kinda the spell equivalent of the barbarian 2-for-1 power attacking and critting :lol:

OK, that's convincing enough. :)
 

Scharlata said:
That would not be the case, IMHO, because the earliest initiative count on which the cleric casting the regenerate spell could begin the spell would be just seconds after heartclutch being cast. So the regenerate spell would be finished just seconds after the (luckily outmaxed) 3 rounds of dying have passed. Just too late. :(

Unless you had one of the various metamagic feats that let you speed up certain spells (Quicken wouldn't work, but Rapid might).

Alternatively, wouldn't a currently operating Regeneration prevent the spell from working?
 

Patryn of Elvenshae said:
Unless you had one of the various metamagic feats that let you speed up certain spells (Quicken wouldn't work, but Rapid might).

Good idea. Or regenerate on scroll, because that reduces the casting time to 1 standard action.

Patryn of Elvenshae said:
Alternatively, wouldn't a currently operating Regeneration prevent the spell from working?

Hmmm..., "operating"? Regenerate is an instant effect.

Thanx anyway.

Anyone else's opinion out there? ;)
 

Hmmm..., "operating"? Regenerate is an instant effect.

I was going off of this part:

SRD said:
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Conceivably, you could talk a DM into allowing a regenerate spell to protect you from the heartclutch for 2d10 rounds.
 

Patryn of Elvenshae said:
I was going off of this part:



Conceivably, you could talk a DM into allowing a regenerate spell to protect you from the heartclutch for 2d10 rounds.


Alright! Now, I only have to try to convince myself [the DM] :lol:

But thanx, you are on the right track.
 

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