Opinions on unresistable spells requested

DMH

First Post
And poisons too. I recently bought The Book of Curses by Heyoka Studios and I haven't read all the curses yet but one thing sticks out- most do not allow a saving throw and do not allow spell resistance. Those that do allow a saving throw generally just slow the curse down or negate only part of it.

Toxicant from Mad Kaiser has many real world poisons and a more realistic damage system (hps and organ damage) plus many new conditions that the poisons cause. All allow saving throws, but most only have the damage and/or duration reduced by 1/2 to 1/4. Because of this VX causes 3d20+10 plus 2d6 per round for 2d10 hours (plus lots of organ damage) and the save reduces the duration to 75%. Other than poison immune creatures, I can't think of anything that would survive without magic.

So what kinds of campaigns would you allow such spells and poisons, if ever?
 

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Probably only very rarely, as a plot device, and in a way the pcs could never replicate.

This sort of thing doesn't sit well with me; it doesn't seem very fair.
 

If PCs knew the poison was coming and could prepare -- antitoxins, negate poison spells, etc. -- or if there were a place nearby where the poison could be treated, not such a big deal.

Or, dead PCs: it's not a problem from 7th level on. They are EXPECTED to die, and come back. Life is a renewable resource in D&D.

Compare the touch of a Wraith or Shadow -- no save, no SR. You're expected to use magic to fix the problem later.

-- N
 


Wouldn't allow it. There has to be a chance of failure, or a good chance to protect yourself against it that isn't too rare (so it seems credible that people use that, not just a "I tailor the enemies to counter your strengths and exploit your weaknesses" thing).
 

Well the difference between them is that there are relatively easy to access anti-poison spells around and the curses are almost impossible to stop or break. OTOH the curses are very difficult to find and some have negative consequences for the caster. Also the divine curses tend to give lessons whereas the arcane are for vengance.

Someone called the gun the great equalizer and I can see that, somewhat, in poison using goblins and other weak races. The problem is when the party is outnumbered greatly and constantly has to make saves vs all those poisoned arrows (not that they have it much better with the standard poison rules).
 

I have not read the above products so I don't the systems they propose, but does not the heal skill still allow for the treatments of poison? It would make the ongoing damage somewhat more accecptable and quite realistic (not that i'm I fan of such things)
 

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