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Peels skin, necromatic offensive spell
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<blockquote data-quote="Thondor" data-source="post: 2649707" data-attributes="member: 31955"><p>Very neat and it fills a nice hole. </p><p>I think the damages needs to be more staggered. Off the cuff i can't think of many spells that have a very neat effect and do 2d8 (it's the kind of spell you use on the big bad tough thing, you don't want to do to much damage or the effect isn't as good - you won't really hit him more often for reducing his armor. i.e. he'll be dead)</p><p>My suggestion:</p><p>start the spell as (3rd level caster): -1 Natural armour, 1d8 damage (original 2d8 damage)</p><p>4th level caster : -2 Natural armor, 1d8 damage</p><p>6th level caster: -3 Natural armor, 1d8 damage</p><p>8th level caster: -4 Natural armor, 1d8 damage</p><p>9th level caster: -4 Natural armor, 2d8 damage (damage cap; no higher)</p><p>10th level caster: -5 Natural armor, 2d8 damage</p><p>you may want to cap the natural armour reduction at 6 (level 12) I'm undecided on it personaly but there arn't many spells that go up forever.</p><p>As for those without Natural armor:</p><p>3rd level caster: 1d8 </p><p>4th: 2d8(an extra d8 for a none nich use of the spell is very generous, +3d8 is way to much)</p><p>6th: 2d8*</p><p>8th: 3d8</p><p>10th: 3d8*</p><p>12th: 4d8</p><p></p><p>*You should throw in a save versus shock (losing multiple layers of skin all at once is extremely painful) no action for 1 round, (what are the changes for staggered?) Put the save versus shock in at 6th or 10th.</p><p></p><p>This begs for a higher level version that takes off like -10 natural armour and for subjects without Natural armour it does damage +causes fainting (unconcious for rest of encounter at least) or even possibly death.</p><p></p><p>I'm very interested in all thoughts on this. It's a brilliant spell. It'll be going into my spell book one way or the other. <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></blockquote><p></p>
[QUOTE="Thondor, post: 2649707, member: 31955"] Very neat and it fills a nice hole. I think the damages needs to be more staggered. Off the cuff i can't think of many spells that have a very neat effect and do 2d8 (it's the kind of spell you use on the big bad tough thing, you don't want to do to much damage or the effect isn't as good - you won't really hit him more often for reducing his armor. i.e. he'll be dead) My suggestion: start the spell as (3rd level caster): -1 Natural armour, 1d8 damage (original 2d8 damage) 4th level caster : -2 Natural armor, 1d8 damage 6th level caster: -3 Natural armor, 1d8 damage 8th level caster: -4 Natural armor, 1d8 damage 9th level caster: -4 Natural armor, 2d8 damage (damage cap; no higher) 10th level caster: -5 Natural armor, 2d8 damage you may want to cap the natural armour reduction at 6 (level 12) I'm undecided on it personaly but there arn't many spells that go up forever. As for those without Natural armor: 3rd level caster: 1d8 4th: 2d8(an extra d8 for a none nich use of the spell is very generous, +3d8 is way to much) 6th: 2d8* 8th: 3d8 10th: 3d8* 12th: 4d8 *You should throw in a save versus shock (losing multiple layers of skin all at once is extremely painful) no action for 1 round, (what are the changes for staggered?) Put the save versus shock in at 6th or 10th. This begs for a higher level version that takes off like -10 natural armour and for subjects without Natural armour it does damage +causes fainting (unconcious for rest of encounter at least) or even possibly death. I'm very interested in all thoughts on this. It's a brilliant spell. It'll be going into my spell book one way or the other. :D [/QUOTE]
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Peels skin, necromatic offensive spell
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