Raise slave...New spell!

Ferret

Explorer
Raise Slave

Conjuration (Healing) (I would change this to Necromancy)
Level: Clr 7
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: No


This spell is a combination of the Raise Dead and Dominate series of spells. The creature touched must make a Fortitude save to resist being raised from the dead. (Normally, there is no save if you are unwilling and you would not have to return to life.) The creature who fails the fortitude save has its soul violently brought back to its body, and is dominated as per the Dominate Person spell. Additional saving throws may be allowed if the caster forces the creature to act in a way it is against its nature, as per the Dominate Person spell. Otherwise the creature is the willing slave of the caster for 1/day per caster level.

Material component: An item the victim always wanted, must cost 1000GP. There is an Exp penalty of 500 per level of victim.

I think it might be to powerful for the level or to complecated because of the two saves, opinions?
 
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First off, after reading your description, I have no idea what the spell is supposed to accomplish. Run it through a spelling and grammar checker, maybe?

Secind, since this is an entirely new spell, it should probably go into House Rules.
 

It breaks a basic tenent of D&D magic. As such it should be 9th level if allowed at all. The two save mechanic is unnecessary and breaks a second tenent of D&D spellcraft. Go with the Fort save only and assume that the target _always_ recognizes the hostile intent.

The spell desparately needs to be rewritten for clarity.

It has no particular restriction on the number of souls allowed in service at one time, and it needs one.

The spell should have the same restrictions with regard to time since death as Raise Dead.

My biggest problem with the spell (once the mechanics problems are cleared up), is that it conflicts with standard D&D cosmology. If there are gods out there, why are they allowing thier souls to be ripped out of thier 'kingdoms' and forced into service of some mortal? I think the first time a mortal tried to cast this spell (and assuming it worked), the mortal would find a deities vassal (Solar, Pit Fiend, whatever) showing up a few seconds latter to rectify the situation.

If I wanted to introduce such a spell, I'd make it a Vile spell that only worked on targets of the same alignment as the spell caster. Adding such a limitation would bring it back into cannon and would justify it as only a 7th level spell.
 

Ferret said:
Raise Slave

Conjuration (Healing) (I would change this to Necromancy)
Level: Clr 7
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Spell Resistance: No


This spell is a combination of the Raise Dead and Dominate series of spells. The creature touched must make a Fortitude save to resist being raised from the dead. (Normally, there is no save if you are unwilling and you would not have to return to life.) The creature who fails the fortitude save has its soul violently brought back to its body, and is dominated as per the Dominate Person spell. Additional saving throws may be allowed if the caster forces the creature to act in a way it is against its nature, as per the Dominate Person spell. Otherwise the creature is the willing slave of the caster for 1/day per caster level.


There is a quick revision.... I didn't really put too much effort in though....

Aluvial
 


Ok I either go higher or make it the shell of the person, pulling a replica of the soul, Vote!

Thanks for the advice, and for, mov... Teleporting the thread :D.
 
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I like the idea, but it does need to be higher level- prolly ninth.

And I think I'd make it a Will save, but that one could go either way.
 


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