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Immortal's Handbook continuation thread
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<blockquote data-quote="Dark Wolf 97" data-source="post: 705878" data-attributes="member: 8991"><p>I only intended for the changes to be physical (so if an evil Warlord was removed as you say, all the people he killed personally should come back to life. But if he had ordered his guards to kill people or burn the grain, they would not come back.) Thats why I said the memories remained.</p><p></p><p>I like the idea of completely removing them, but I thought it would be much too difficult to handle (I tried it once in a mini-adventure, but I needed more forethought).</p><p></p><p>I plan to try again, and change the wording to sound good.</p><p></p><p>What bonus to you think such an ability would have, and if the DC is variable (based on casted level), how would it change it? (DC of 5 would be worthless = 1, DC of 5000 would be = ALOT)</p><p></p><p><strong>Polymorphing</strong></p><p>On a critiacl hit, the subject makes a Will save (17) or is polymorphed into whatever the wielder wills.</p><p></p><p><strong>Paralysing -</strong> </p><p>On a critical hit, the creature hit makes a Fort save (17) or is Paralysed for 3d4 rounds.</p><p></p><p><strong>Maddening -</strong></p><p>Once activated by the owner, this weapon emits horrible sceams and sounds, demoic ranting... all within 30 feet must make a Will save DC 30 or suffer the effets of the Insanity spell, this lasts as long as they are in the radius and 7 rounds after they exit it. The owner is unaffected.</p><p></p><p><strong>Blocking -</strong> </p><p>This weapon has a 50% chance to block any physical attack that would hit (attack has suceeded, damage to be resolved) the wielder.</p><p></p><p><strong>Greater Blocking -</strong></p><p>This weapon has a 50% chance to block and turn back any physical attack that would hit the wielder. (the attack that would have hit the wielder, now hits the attacker)</p><p></p><p><strong>Doom Frost -</strong> </p><p>This weapon always has the spell Dire Winter focused on it, the owner may repress or activate this effect at will.</p><p></p><p>I'll probably have a few more tommorow. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>Oh and I've been working on a spell to bring eternal night to a plane but I can't figure how, any suggestions?</p><p></p><p>Looking forward to the Supernals. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Dark Wolf 97, post: 705878, member: 8991"] I only intended for the changes to be physical (so if an evil Warlord was removed as you say, all the people he killed personally should come back to life. But if he had ordered his guards to kill people or burn the grain, they would not come back.) Thats why I said the memories remained. I like the idea of completely removing them, but I thought it would be much too difficult to handle (I tried it once in a mini-adventure, but I needed more forethought). I plan to try again, and change the wording to sound good. What bonus to you think such an ability would have, and if the DC is variable (based on casted level), how would it change it? (DC of 5 would be worthless = 1, DC of 5000 would be = ALOT) [B]Polymorphing[/B] On a critiacl hit, the subject makes a Will save (17) or is polymorphed into whatever the wielder wills. [B]Paralysing -[/B] On a critical hit, the creature hit makes a Fort save (17) or is Paralysed for 3d4 rounds. [B]Maddening -[/B] Once activated by the owner, this weapon emits horrible sceams and sounds, demoic ranting... all within 30 feet must make a Will save DC 30 or suffer the effets of the Insanity spell, this lasts as long as they are in the radius and 7 rounds after they exit it. The owner is unaffected. [B]Blocking -[/B] This weapon has a 50% chance to block any physical attack that would hit (attack has suceeded, damage to be resolved) the wielder. [B]Greater Blocking -[/B] This weapon has a 50% chance to block and turn back any physical attack that would hit the wielder. (the attack that would have hit the wielder, now hits the attacker) [B]Doom Frost -[/B] This weapon always has the spell Dire Winter focused on it, the owner may repress or activate this effect at will. I'll probably have a few more tommorow. :cool: Oh and I've been working on a spell to bring eternal night to a plane but I can't figure how, any suggestions? Looking forward to the Supernals. :D [/QUOTE]
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