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*Dungeons & Dragons
Pacifist priest Spell : Placation Hammer
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<blockquote data-quote="ClaytonCross" data-source="post: 7107904" data-attributes="member: 6880599"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=20564" target="_blank">Blue</a></u></strong></em></p><p></p><p>You make some very good points and I do think your version is better and addresses some over sites on my initial build. A few points I would like to work on though:</p><p>-- I really think its important that it differentiates itself from sleep</p><p>-- Unconscious for an hour instead of a sleep so they don't wake up</p><p>-- Hit rolls on attacks make it feel more like combat</p><p>-- It needs to scale well enough to be useful</p><p>-- I think it should be a single target attack</p><p>----</p><p>-- It is too much to track temporary hit points</p><p>-- I did not consider multiple attacks</p><p>-- I had not considered using it on enemies weapons</p><p>-- The high "damage" roles were to make it useful on high hit point creatures later but I realize the ability to use it multiple times does allow it to be over powered. </p><p></p><p>Here is an adjusted version combining yours and mine.</p><p></p><p></p><p><strong>Placation Hammer</strong></p><p>1st level Enchantment Spell</p><p>Range: Touch</p><p>Cast time: Bonus Action</p><p>Duration: 1 hour</p><p>Verbal</p><p></p><p>Cast on a Bludgeoning Weapon you are holding. When you make a successful attack with this weapon you do no damage but instead, the spell leaves the weapon and transfers to the target. Roll 2d6 plus your spell caster ability modifier. If the total is greater than the targets current hit point knocking them unconscious for 1 hour. Creatures knocked unconscious by this spell cannot regain consciousness unless the enchantment is first dispelled or an hour has passed since it was transferred to them. If the enchantment is dispelled they will awaken when damaged, an action is used to shake them, or an hour has passed since it was transferred to them. Constructs, spirits, and undead are not effected by this spell. The spell may be released from the weapon by the caster as a bonus action.</p><p></p><p>If cast at higher levels, each spell level above the 1st level add 1d6 to the effect.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7107904, member: 6880599"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=20564"]Blue[/URL][/U][/B][/I] You make some very good points and I do think your version is better and addresses some over sites on my initial build. A few points I would like to work on though: -- I really think its important that it differentiates itself from sleep -- Unconscious for an hour instead of a sleep so they don't wake up -- Hit rolls on attacks make it feel more like combat -- It needs to scale well enough to be useful -- I think it should be a single target attack ---- -- It is too much to track temporary hit points -- I did not consider multiple attacks -- I had not considered using it on enemies weapons -- The high "damage" roles were to make it useful on high hit point creatures later but I realize the ability to use it multiple times does allow it to be over powered. Here is an adjusted version combining yours and mine. [B]Placation Hammer[/B] 1st level Enchantment Spell Range: Touch Cast time: Bonus Action Duration: 1 hour Verbal Cast on a Bludgeoning Weapon you are holding. When you make a successful attack with this weapon you do no damage but instead, the spell leaves the weapon and transfers to the target. Roll 2d6 plus your spell caster ability modifier. If the total is greater than the targets current hit point knocking them unconscious for 1 hour. Creatures knocked unconscious by this spell cannot regain consciousness unless the enchantment is first dispelled or an hour has passed since it was transferred to them. If the enchantment is dispelled they will awaken when damaged, an action is used to shake them, or an hour has passed since it was transferred to them. Constructs, spirits, and undead are not effected by this spell. The spell may be released from the weapon by the caster as a bonus action. If cast at higher levels, each spell level above the 1st level add 1d6 to the effect. [/QUOTE]
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