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General Tabletop Discussion
*Dungeons & Dragons
The Contagion Spell
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<blockquote data-quote="Celtavian" data-source="post: 6614619" data-attributes="member: 5834"><p>This is the one spell I've found in the PHB that is truly over-powered as in it breaks the game. I read a Sage Advice recommendation from Mike Mearls to not have the spell take effect until the three saves are missed. Yet the spell is not in any way unclear and The Sage ruling is an attempted fix rather than a clarification. I believe Mearls fix weakens the spell to the point of near uselessness given spells that take three rounds to take effect are not attractive in fast and furious 5E combat.</p><p></p><p>What I've decided to do is the following:</p><p>1. Add the line "This spell has no effect on constructs or undead." I'll add at the end of the spell text.</p><p></p><p>2. Change "At the end of each of the target's turns..." to "At the start of each of the target's turns, it must make a Constitution saving throw. </p><p></p><p>3. Add the line after the first line of the second paragraph, "If the Constitution saving throw succeeds, the target resists the effects of the disease until start of their next turn.</p><p></p><p>I figure this gives <em>contagion</em> at least one round to work. It still works with the overall mechanics of the spell, so I don't have to rewrite the entire spell text. It make the spell powerful and attractive.</p><p></p><p>Has anyone else made similar changes to the <em>contagion</em> spell? Has it been causing trouble at your table?</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6614619, member: 5834"] This is the one spell I've found in the PHB that is truly over-powered as in it breaks the game. I read a Sage Advice recommendation from Mike Mearls to not have the spell take effect until the three saves are missed. Yet the spell is not in any way unclear and The Sage ruling is an attempted fix rather than a clarification. I believe Mearls fix weakens the spell to the point of near uselessness given spells that take three rounds to take effect are not attractive in fast and furious 5E combat. What I've decided to do is the following: 1. Add the line "This spell has no effect on constructs or undead." I'll add at the end of the spell text. 2. Change "At the end of each of the target's turns..." to "At the start of each of the target's turns, it must make a Constitution saving throw. 3. Add the line after the first line of the second paragraph, "If the Constitution saving throw succeeds, the target resists the effects of the disease until start of their next turn. I figure this gives [I]contagion[/I] at least one round to work. It still works with the overall mechanics of the spell, so I don't have to rewrite the entire spell text. It make the spell powerful and attractive. Has anyone else made similar changes to the [I]contagion[/I] spell? Has it been causing trouble at your table? [/QUOTE]
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