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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Pleaz your ideas for this devious spell
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<blockquote data-quote="plavi" data-source="post: 661858" data-attributes="member: 8795"><p><strong>Sounds good!</strong></p><p></p><p></p><p></p><p>So far I like what you are suggesting. </p><p>I like the part of the dispel magic, where they can for example turn off the Fatelink for 1d4+1 rounds or something (if they ever find out about it).</p><p>Wat about the 'see below' part for the <em>remove disease</em>?</p><p>Further, maybe add some things like the following (I know, the description will become horribly long, but alas):</p><p><em>If the victim suffers an instant-kill effect (disintegration, crushed by ceiling, suicide, etc) the caster must save vs Fortitude DC 19 or die. </em></p><p><em></em></p><p><em>Whenever a magical attempt is done to remove the worm other then by Wish/Miracle, the worm deals 1d12 x 10 points of damage to the victim (no save) and the victim must make a FORT save vs dc 19 or lose one point of permanent INT. Even if the victim makes this safe, he is still stunned for 2d4 rounds. A wish/Miracle just kills the worm and leaves the victim with no more than a faint headache.</em></p><p></p><p>And yes, I would allow a slave/minion to be somewhere else and drink potions of healing/be cured. However, you'd have to have one hell of a minion if he were to survive the damage that is being dealt out at the higher level, 60-100 HP's per round is not uncommon when the fight really gets going.....</p><p></p><p>Also, I know the spell is rather powerful, but compared to others of levels 8 or 9 it is fair I think, especially considering the fact that I already must have had the players held/defeated so they might have been killed already by the time I do this nasty-ness on them... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="plavi, post: 661858, member: 8795"] [b]Sounds good![/b] So far I like what you are suggesting. I like the part of the dispel magic, where they can for example turn off the Fatelink for 1d4+1 rounds or something (if they ever find out about it). Wat about the 'see below' part for the [i]remove disease[/i]? Further, maybe add some things like the following (I know, the description will become horribly long, but alas): [i]If the victim suffers an instant-kill effect (disintegration, crushed by ceiling, suicide, etc) the caster must save vs Fortitude DC 19 or die. Whenever a magical attempt is done to remove the worm other then by Wish/Miracle, the worm deals 1d12 x 10 points of damage to the victim (no save) and the victim must make a FORT save vs dc 19 or lose one point of permanent INT. Even if the victim makes this safe, he is still stunned for 2d4 rounds. A wish/Miracle just kills the worm and leaves the victim with no more than a faint headache.[/i] And yes, I would allow a slave/minion to be somewhere else and drink potions of healing/be cured. However, you'd have to have one hell of a minion if he were to survive the damage that is being dealt out at the higher level, 60-100 HP's per round is not uncommon when the fight really gets going..... Also, I know the spell is rather powerful, but compared to others of levels 8 or 9 it is fair I think, especially considering the fact that I already must have had the players held/defeated so they might have been killed already by the time I do this nasty-ness on them... ;) [/QUOTE]
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