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My attempt at dread seizure
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<blockquote data-quote="balmz" data-source="post: 6670058" data-attributes="member: 6791042"><p>I noticed that generally speaking the warlock ability dread seizure is seen as useless so i wanted to do an attempt at a rework</p><p></p><p></p><p>Dread seizure </p><p></p><p>you speak a word which causes a supernaturally enhanced version of a grand ma seizure to affect a target within 60 feet. The target falls to the ground prone and starts convulsing extremely violently suffering 1d6 damage and suffers the seizure for 1d3 rounds, a successful fortitude save negates it . If the target is flying it falls to the ground taking fall damage : 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures in water that can't breathe underwater may drown. Through the creature is prone it is not helpless due to the random movements. Enemies attacking with melee have a 10% chance to randomly be kicked or punched by the convulsing creature which deals unarmed damage. After the spell is over the target is fatigued until they have rested for 8 hours. Plant creatures, oozes, undead, elementals and some constructs are immune to the spell. if a construct is made of many moving parts, like a steampunk or clockwork device it can be affected by the spell though they get a 4+ to the save to resist it. All other constructs are immune otherwise</p><p></p><p></p><p>what do you think of this changed version? also what invocation should it be classified under</p></blockquote><p></p>
[QUOTE="balmz, post: 6670058, member: 6791042"] I noticed that generally speaking the warlock ability dread seizure is seen as useless so i wanted to do an attempt at a rework Dread seizure you speak a word which causes a supernaturally enhanced version of a grand ma seizure to affect a target within 60 feet. The target falls to the ground prone and starts convulsing extremely violently suffering 1d6 damage and suffers the seizure for 1d3 rounds, a successful fortitude save negates it . If the target is flying it falls to the ground taking fall damage : 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures in water that can't breathe underwater may drown. Through the creature is prone it is not helpless due to the random movements. Enemies attacking with melee have a 10% chance to randomly be kicked or punched by the convulsing creature which deals unarmed damage. After the spell is over the target is fatigued until they have rested for 8 hours. Plant creatures, oozes, undead, elementals and some constructs are immune to the spell. if a construct is made of many moving parts, like a steampunk or clockwork device it can be affected by the spell though they get a 4+ to the save to resist it. All other constructs are immune otherwise what do you think of this changed version? also what invocation should it be classified under [/QUOTE]
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