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Help parsing 3rd party spell
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<blockquote data-quote="James Gasik" data-source="post: 9481656" data-attributes="member: 6877472"><p>In my current group, a lot of 3rd party content from Kobold Press is allowed, though recently, my heavy-spellcaster party has been coming to me with some truly strange spells from books such as Deep Magic volumes I + II, and last session, one from the Tome of Heroes.</p><p></p><p>I've run into my fair share of bizarre KP spells, which suffer from poor editing or the designer apparently not thinking to close loopholes or even consider edge cases, but this one truly takes the cake- as near as I can tell, it will completely remove death and dying from the game (instead of making it merely a brief interlude in many cases).</p><p></p><p>Here's the offender.</p><p></p><p>[ATTACH=full]382568[/ATTACH]</p><p>So here's the scenario- the PC's were up against a powerful zombie red dragon, animated by the soul of a long-dead archmage due a chain of mishaps, starting with a failed attempt at lichdom.</p><p></p><p>One party member had hit the zombie with a powerful debuff with a concentration requirement. In order to remove it, the zombie focused it's attacks on them. It had three attacks, it's bite and two claws.</p><p></p><p>The bite and claw would have knocked the character unconscious, but the Cleric cast the above spell. This allowed the character to maintain concentration after succeeding at a trio of Con saves. Not sure what to do, the dragon hit again, causing two automatically failed death saves to be delivered (as the spell doesn't say anything about this).</p><p></p><p>But due to the wording of the spell, the character had until the end of their next turn to make their third and final death save, and the dragon wouldn't have another chance to attack until after that point (there was some contention about whether the death save was delayed until the end of the character's next turn OR if they simply had protection from having to make death saves at all until the end of their next turn, and wouldn't have to make one until the start of the turn after their next turn. Not that it ended up mattering).</p><p></p><p>Given that death from massive damage is already very difficult to do after the first few levels (many powerful 5e enemies rely on multiple attacks to deal damage, instead of one huge attack), doubling the threshold pretty much makes it impossible.</p><p></p><p>The character was able to heal themselves on their next turn, ending the spell with no ill effect.</p><p></p><p>So my question is twofold- how does this spell work (basically wanting to know if I read it right) and am I right in thinking it basically makes a character immortal unless they are faced by many foes? And as a distant third, is this spell out of bounds and in need of a major rewrite or ban?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9481656, member: 6877472"] In my current group, a lot of 3rd party content from Kobold Press is allowed, though recently, my heavy-spellcaster party has been coming to me with some truly strange spells from books such as Deep Magic volumes I + II, and last session, one from the Tome of Heroes. I've run into my fair share of bizarre KP spells, which suffer from poor editing or the designer apparently not thinking to close loopholes or even consider edge cases, but this one truly takes the cake- as near as I can tell, it will completely remove death and dying from the game (instead of making it merely a brief interlude in many cases). Here's the offender. [ATTACH type="full"]382568[/ATTACH] So here's the scenario- the PC's were up against a powerful zombie red dragon, animated by the soul of a long-dead archmage due a chain of mishaps, starting with a failed attempt at lichdom. One party member had hit the zombie with a powerful debuff with a concentration requirement. In order to remove it, the zombie focused it's attacks on them. It had three attacks, it's bite and two claws. The bite and claw would have knocked the character unconscious, but the Cleric cast the above spell. This allowed the character to maintain concentration after succeeding at a trio of Con saves. Not sure what to do, the dragon hit again, causing two automatically failed death saves to be delivered (as the spell doesn't say anything about this). But due to the wording of the spell, the character had until the end of their next turn to make their third and final death save, and the dragon wouldn't have another chance to attack until after that point (there was some contention about whether the death save was delayed until the end of the character's next turn OR if they simply had protection from having to make death saves at all until the end of their next turn, and wouldn't have to make one until the start of the turn after their next turn. Not that it ended up mattering). Given that death from massive damage is already very difficult to do after the first few levels (many powerful 5e enemies rely on multiple attacks to deal damage, instead of one huge attack), doubling the threshold pretty much makes it impossible. The character was able to heal themselves on their next turn, ending the spell with no ill effect. So my question is twofold- how does this spell work (basically wanting to know if I read it right) and am I right in thinking it basically makes a character immortal unless they are faced by many foes? And as a distant third, is this spell out of bounds and in need of a major rewrite or ban? [/QUOTE]
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