jgsugden
Legend
I like it. I've got a vairant spell in my campaign that fills the slot differently. It is part of a series of spells that involve chants for casting times. These spells grow in power the longer you chant, but if the target gets away from you, the growth stops.
Final Chant
Enchantment - 9
Casting Time - Varies
Target - One creature
Range - 90 ft
Component - V
Duration - Varies
Attack/Save - None
You select a target and utter a loud and powerful chant of power that can compel one creature to set up lethal vibrations in their own body. The casting time for this spell is as long as you maintain the prolonged casting. You must spend your action each turn casting the spell, and you must maintain your concentration while you do so. You can speak or cast a spell as a bonus action while continuing the chant of this spell. If the target can hear you when you begin casting the spell, apply 7 vibration counters to the target. Roll 1d6 and apply that many vibration counters to the target for each action you spend casting the spell, including the first. If your concentration ends, if your target leaves the range of the spell, if the target cannot hear you at the start of your turn, or if the target gains total cover the spell ends immediately. When the spell ends, reduce the targets current and maximum hit points by 10 for every vibration counter on it and remove the counters unless the target is in anti-magic. The reduction on the target cannot be prevented or avoided by any means other than the target being in anti-magic when the spell ends.
While under the effects of this spell, the target can feel the violent and unsettling vibrations and sense the source of the vibrations (you). If the reduction reduces the target's maximum hit points to 0, the vibrations are so violent as to shake the target apart on a molecular level reducing the target to a bloody pulp.
Yes, if you have a helpless target this is an automatic kill. If you have a spellcaster with 9th level spells and a target is helpless for a prolonged period, then that is reasonable. Players that have taken it (or the prior version of it in earlier editions) enjoyed building the tension when they used it. When bad guys used it on PCs, there were some heroic opportunities (stay and fight or flee to end the spell ... effectively taking you out of the fight).
Final Chant
Enchantment - 9
Casting Time - Varies
Target - One creature
Range - 90 ft
Component - V
Duration - Varies
Attack/Save - None
You select a target and utter a loud and powerful chant of power that can compel one creature to set up lethal vibrations in their own body. The casting time for this spell is as long as you maintain the prolonged casting. You must spend your action each turn casting the spell, and you must maintain your concentration while you do so. You can speak or cast a spell as a bonus action while continuing the chant of this spell. If the target can hear you when you begin casting the spell, apply 7 vibration counters to the target. Roll 1d6 and apply that many vibration counters to the target for each action you spend casting the spell, including the first. If your concentration ends, if your target leaves the range of the spell, if the target cannot hear you at the start of your turn, or if the target gains total cover the spell ends immediately. When the spell ends, reduce the targets current and maximum hit points by 10 for every vibration counter on it and remove the counters unless the target is in anti-magic. The reduction on the target cannot be prevented or avoided by any means other than the target being in anti-magic when the spell ends.
While under the effects of this spell, the target can feel the violent and unsettling vibrations and sense the source of the vibrations (you). If the reduction reduces the target's maximum hit points to 0, the vibrations are so violent as to shake the target apart on a molecular level reducing the target to a bloody pulp.
Yes, if you have a helpless target this is an automatic kill. If you have a spellcaster with 9th level spells and a target is helpless for a prolonged period, then that is reasonable. Players that have taken it (or the prior version of it in earlier editions) enjoyed building the tension when they used it. When bad guys used it on PCs, there were some heroic opportunities (stay and fight or flee to end the spell ... effectively taking you out of the fight).