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My fixes to spells
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<blockquote data-quote="Turanil" data-source="post: 3168478" data-attributes="member: 9646"><p>I much like what you've done, and will likewise yoink it for my own purposes! <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><p></p><p>I was in fact thinking about similar things recently, so it's kind to have done the work. I especially like the treatment you gave to Teleportation, since I had no idea how to treat it. Teleportation often ruined the game in my experience. Otherwise here are some suggestions for a few modifications: </p><p></p><p><strong>1) Teleport</strong></p><p>Caster can teleport up to the horizon, but to arrive at a precise location, he must be able to see it clearly. For example: if the caster is in front of a building and can see inside it through a window, he could teleport inside the building to that place he saw behind the window, but not anywhere else he didn't see. If he is far enough to distinguish a window but not inside the building through it, the caster could teleport in front of the window not inside the buidling. Then if the caster is very far away, and only vaguely distinguish the building, he could teleport in its vicinity but not in a precise spot in front of that building. </p><p></p><p><strong>2) Teleport No Error</strong> </p><p>Caster may teleport into places he sees through scrying, or places that he memorized (after having gone there at least once), but both wield a chance of mis-teleportation. </p><p></p><p><strong>3) Hold Person/Monster/etc.</strong></p><p>The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. However, as soon as the subject is hurt and wounded, the enchantment is negated and the subject becomes free to act again and can defend against the action in a normal manner. Likewise, if the subject realizes that he is about to die (because a foe approaches, obviously to give him a "coup de grace"; or because a lava flow is rushing toward him; etc.) the subject is entitled a new saving throw each round of the impending noticed danger, to get free from the spell.</p></blockquote><p></p>
[QUOTE="Turanil, post: 3168478, member: 9646"] I much like what you've done, and will likewise yoink it for my own purposes! :D I was in fact thinking about similar things recently, so it's kind to have done the work. I especially like the treatment you gave to Teleportation, since I had no idea how to treat it. Teleportation often ruined the game in my experience. Otherwise here are some suggestions for a few modifications: [B]1) Teleport[/B] Caster can teleport up to the horizon, but to arrive at a precise location, he must be able to see it clearly. For example: if the caster is in front of a building and can see inside it through a window, he could teleport inside the building to that place he saw behind the window, but not anywhere else he didn't see. If he is far enough to distinguish a window but not inside the building through it, the caster could teleport in front of the window not inside the buidling. Then if the caster is very far away, and only vaguely distinguish the building, he could teleport in its vicinity but not in a precise spot in front of that building. [B]2) Teleport No Error[/B] Caster may teleport into places he sees through scrying, or places that he memorized (after having gone there at least once), but both wield a chance of mis-teleportation. [B]3) Hold Person/Monster/etc.[/B] The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. However, as soon as the subject is hurt and wounded, the enchantment is negated and the subject becomes free to act again and can defend against the action in a normal manner. Likewise, if the subject realizes that he is about to die (because a foe approaches, obviously to give him a "coup de grace"; or because a lava flow is rushing toward him; etc.) the subject is entitled a new saving throw each round of the impending noticed danger, to get free from the spell. [/QUOTE]
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