Scar Ripper

Hmmm, save every round? Sounds good, I'll consider it.

If the character has never lost HPs, what is the DM doing wrong? Seriously, thats really unlikely, but if it should happen I'd say the spell just fails on that character.

Ranged touch attack and a set duration? Maybe on the ranged touch, and I definately like the idea of a set duration.
 

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If you go by the flavortext, the target doesn't have to have never lost HP, just not have any scars - say, that (now dwarf) rogue that was just recently Reincarnated...
 

I'd like to see your new version. You seemed to imply that you'd make some of the changes - or do you still need more convincing?
 

No convincing needed, just got caught up in RL.

Scar Ripper
(Necromancy)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: short 25 feet + 5 feet per level
Target: one creature
Duration: 1 round per level or 1 round (see text)
Saving Throw: Fort Partial
Spell Resistance: Yes

This spell causes old wounds and scars to open and bleed. Creatures with more hit dice generally have had more violent experiences in their lives, and so have more scars.

For each hit die a creature possesses, it loses one hit point per round for the duration of the spell. Round all fractions down. The target is allowed a save each round the spell is active. If the save is made, the spell deals damage and ends. So, a 6th level fighter hit with this spell takes 6 points of damage each round for 1 round per level of the caster on a failed save, and 6 points of damage for 1 round on a successful save.

Any healing effect applied to the target or a sucessful save will cause this spell to end immediately.



Considering a target gets to save each round now I see no reason to shorten the duration.
 

This still poses a huge threat to those with d4 and d6. Not only is it much easier to kill these characters with this spell (the spell only has to last 4 or 6 rounds respectively and that is assuming the character has max hitpoints) What's worse is the fact that these character's will have lower Fort saving throws then the other classes.

So an 7th level wizard casts this on another 7th level sorcerer with say 20hp
Say the wizards int is 16. Then the saving throw would be Fort=17 unless the sorcerer saves in the first 2 rounds or receives healing in those same 2 rounds he will be at -1hp. dying!

You need some sort of check on this.
 

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