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How do we really want combat to be?
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<blockquote data-quote="DreamChaser" data-source="post: 1113279" data-attributes="member: 1190"><p>I can think of any spell that is "reverable" in 3.0 or 3.5.</p><p></p><p>The traditional insta-death spells as found in 3.5 are</p><p></p><p>Baleful Polymorph (Polymorph Other) (5th)--as past incarnations but a +4 save if the form is automatically fatal...CLASSIC SAVE OR DIE</p><p></p><p>Blasphemy, Holy Word, Dictum, Word of Chaos (7th)--kills CL-10 HD or less (like 3.0 I believe).</p><p></p><p>Circle of Death (6th)--Fort save, kills up to 20d4 HD...CLASSIC SAVE OR DIE</p><p></p><p>Cloudkill (5th)--Fort reduces to 1d4 Con damage each round, which is nearly as deadly but still...CLASSIC SAVE OR DIE</p><p></p><p>Color Spray (1st)--Will negates. This requires the step of coup de grace attackes after rendering creatures stunned and or unconcious.</p><p></p><p>Disintegrate (6th)--Fort partial. 2d6 damage per level (minimum 22d6 at 11th level average 77 HP; the average 11th level fighter has 87 hp and good fort save, a wizard, sorcerer, or rogue is screwed though).</p><p></p><p>Eyebite (6th)--Fort negates. 4 HD or less fall comatose and can be killed at leisure...SAVE OR DIE in a couple rounds.</p><p></p><p>Finger of Death (7th)--Fort negates...CLASSIC SAVE OR DIE (Death Ward protects)</p><p></p><p>Flesh to Stone (6th)--Fort negates...CLASSIC SAVE OR DIE</p><p></p><p>Harm (6th)--Will half. used to be a classic just die spell (no save) but now it deals a minimum of 110 points of damage at 11th level. A fighter has poor will saves and fewer hp on average. it will kill him. obviously higher hp or a better save will affect this. even then, 55 hp damage is nothing to shake a stick at.</p><p></p><p>Implosion (9th)--Fort negates...CLASSIC SAVE OR DIE for up to 4 creatures.</p><p></p><p>Imprisonment (9th)--Will negates. Doesn't kill them but takes them out of your hair so in combat terms, they are dead.</p><p></p><p>Magic Jar (5th)--Will negates. This one takes time and planning but possessing someone then killing their body (while the receptacle is in range) makes this a save or die spell.</p><p></p><p>Phantasmal Killer (4th)--Will and Fort negate...CLASSIC SAVE OR DIE. Also the bane of rogues.</p><p></p><p>Polymorph Any Object (8th)--Fort negates.</p><p></p><p>Power Word Kill (9th)--You have to wait for the right time in battle but once it comes, you can kill with no save any creature. (Death Ward protects)</p><p></p><p>Power Word Stun (8th)--This takes more time, but a stunned creature is helpless and any creature (baring SR) is affected as long as they have less than 150 hp.</p><p></p><p>Prismatic Spray (7th)--Green, Blue, and Violet all essentially kill an enemy. The target can avoid on Fort or Will saves.</p><p></p><p>Scintillating Pattern (8th)--No save. Creatures of 12 HD or less are rendered helpless.</p><p></p><p>Slay Living (5th)--Fort partial...CLASSIC SAVE OR DIE. (Death Ward protects)</p><p></p><p>Sleep (1st)--Will negates...renders creatures helpless.</p><p></p><p>Symbol of Death (8th)--Fort negates...CLASSIC SAVE OR DIE (Death Ward protects)</p><p></p><p>Symbol of Sleep (5th) & Symbol of Stunning (7th)--Will negates. Renders creature helpless.</p><p></p><p>Temporal Stasis (8th)--Fort negates. Doesn't kill and is expensive but takes the target out of consideration.</p><p></p><p>Trap the Soul (8th)--Takes them out of the running. Requires preparation.</p><p></p><p>Wail of the Banshee (9th)--Fort negates. 17 creatures minimum...CLASSIC SAVE OR DIE (Death Ward protects)</p><p></p><p>Weird (9th)--as Phantasmal Killer</p><p></p><p>It seems to me that there are plenty of save or dies or save and may as well have died spells out there. Many of them do allow the target to be resurrected but disintegrate still turns the creature or object to dust if it kills them.</p><p></p><p>I guess this exercise has made me realize that there are plenty of options in terms of different types of spells. I have never seen the point of focusing on Harm, Disintegrate, and Haste when there are hundred of spells for a spellcaster to chose from.</p><p></p><p>Just my .02</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 1113279, member: 1190"] I can think of any spell that is "reverable" in 3.0 or 3.5. The traditional insta-death spells as found in 3.5 are Baleful Polymorph (Polymorph Other) (5th)--as past incarnations but a +4 save if the form is automatically fatal...CLASSIC SAVE OR DIE Blasphemy, Holy Word, Dictum, Word of Chaos (7th)--kills CL-10 HD or less (like 3.0 I believe). Circle of Death (6th)--Fort save, kills up to 20d4 HD...CLASSIC SAVE OR DIE Cloudkill (5th)--Fort reduces to 1d4 Con damage each round, which is nearly as deadly but still...CLASSIC SAVE OR DIE Color Spray (1st)--Will negates. This requires the step of coup de grace attackes after rendering creatures stunned and or unconcious. Disintegrate (6th)--Fort partial. 2d6 damage per level (minimum 22d6 at 11th level average 77 HP; the average 11th level fighter has 87 hp and good fort save, a wizard, sorcerer, or rogue is screwed though). Eyebite (6th)--Fort negates. 4 HD or less fall comatose and can be killed at leisure...SAVE OR DIE in a couple rounds. Finger of Death (7th)--Fort negates...CLASSIC SAVE OR DIE (Death Ward protects) Flesh to Stone (6th)--Fort negates...CLASSIC SAVE OR DIE Harm (6th)--Will half. used to be a classic just die spell (no save) but now it deals a minimum of 110 points of damage at 11th level. A fighter has poor will saves and fewer hp on average. it will kill him. obviously higher hp or a better save will affect this. even then, 55 hp damage is nothing to shake a stick at. Implosion (9th)--Fort negates...CLASSIC SAVE OR DIE for up to 4 creatures. Imprisonment (9th)--Will negates. Doesn't kill them but takes them out of your hair so in combat terms, they are dead. Magic Jar (5th)--Will negates. This one takes time and planning but possessing someone then killing their body (while the receptacle is in range) makes this a save or die spell. Phantasmal Killer (4th)--Will and Fort negate...CLASSIC SAVE OR DIE. Also the bane of rogues. Polymorph Any Object (8th)--Fort negates. Power Word Kill (9th)--You have to wait for the right time in battle but once it comes, you can kill with no save any creature. (Death Ward protects) Power Word Stun (8th)--This takes more time, but a stunned creature is helpless and any creature (baring SR) is affected as long as they have less than 150 hp. Prismatic Spray (7th)--Green, Blue, and Violet all essentially kill an enemy. The target can avoid on Fort or Will saves. Scintillating Pattern (8th)--No save. Creatures of 12 HD or less are rendered helpless. Slay Living (5th)--Fort partial...CLASSIC SAVE OR DIE. (Death Ward protects) Sleep (1st)--Will negates...renders creatures helpless. Symbol of Death (8th)--Fort negates...CLASSIC SAVE OR DIE (Death Ward protects) Symbol of Sleep (5th) & Symbol of Stunning (7th)--Will negates. Renders creature helpless. Temporal Stasis (8th)--Fort negates. Doesn't kill and is expensive but takes the target out of consideration. Trap the Soul (8th)--Takes them out of the running. Requires preparation. Wail of the Banshee (9th)--Fort negates. 17 creatures minimum...CLASSIC SAVE OR DIE (Death Ward protects) Weird (9th)--as Phantasmal Killer It seems to me that there are plenty of save or dies or save and may as well have died spells out there. Many of them do allow the target to be resurrected but disintegrate still turns the creature or object to dust if it kills them. I guess this exercise has made me realize that there are plenty of options in terms of different types of spells. I have never seen the point of focusing on Harm, Disintegrate, and Haste when there are hundred of spells for a spellcaster to chose from. Just my .02 DC [/QUOTE]
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