Nu Spells 2, please evaluate

Winternight

First Post
Dead Flesh
Necromancy
Level: Wizard 2, Bard 2, Decay 1,Servant 2
Components: V, S, M
Casting Time: 1 round
Range: personal
Duration: 1 hour / level
Saving Throw: none
Spell Resistance: no
The caster takes on some of the properties of an undead creature. For the duration of the spell, the skin of the caster gets an almost unnoticeable greenish tinge. Like an undead who has no constitution score, the character uses his charisma for concentration checks and gets no constitution bonus (or penalty) on his skills, saves, or hit points. However, all other immunities incurred by having no constitution score do not apply to this spell, i.e. a fortitude save vs. poison would still be required.
Material Component: a ghoul finger (100GP)
 
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I like this spell, but it is too weak. At higher levels, nobody has CON penalties. Accordingly, this spell will become useless.

I would suggest adding a few abilities as the caster level increases so that at some arbitrarily high level the caster is immune to all of the things that a 0 CON creature is immune to.

Also, in the spirit of the 3.5e changes, I would reduce the duration to 10 minutes/level.
 

I actually think its okay, power-wise. It wont be useful to anyone, but there are a good amount of spellcasters with very low Con. Just as the Cleric spell Divine Power or whatever that grants Strength 18 (which wont work for people with over 18 strength).

I do though agree that the Ghoul Finger should cost far less, my bid would be 1 gp.

You shouldn't worry about it being useful at higher levels, most low level spells aren't useful at higher levels anyways... example?

Bull's Strength, Cat's Grace etc. The bonus doesn't increase and most people gain items that give a higher bonus.
Mage Armor. AC bonus never increases, only duration
Magic Missile. Max dam 5d4+5, not enough to satisfy high level users.

I would go on, but basically most low level spells do not increase in power significantly. You could make a higher level spell that could bring more of the undead benefits though (immunity to sneak attack, poison, disease etc.).

I think you would need to give a few more bonuses though, since an Endurance on average increases your Con with 3.5 points, so only people with a Con of 6 or less would be benifitted by this spell instead of an Endurance. Give a +5 save bonus vs. Poison & Disease perhaps?
 

spell design

Uh - No. I was ok with it up till it removed modifiers to HP. Suddenly, the only caster to memorize this spell will be one with a low CON. But what a huge advantage they gain suddenly - that 6 CON penalty negated for a 7th LV caster, +14 HP, gain +2 (effective) Fortitude Save, and other CON related effects. Leave the HP alone, add bonus to poison saves (or automatic delay of poisons until this spell ends). Perhaps that same bonus to resist pain, concentrate rolls vs damage, and "holding breath checks" and as a bonus to saves against gas (can you make a zombie say ouch and you know what they say about zombie breath). Perhaps vulnerable to turning (acts as dispel magic, ending this spell) and unable to heal. More flavor uses to make it a spell cast by someone with a higher then 6 CON, and some limits or reasons why everyone doesn't walk around like their dead uncle. What about damage (normal... or CON:D) at the end of the spell, channeling negative energy through a body tends to feel nasty.
 

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