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*Dungeons & Dragons
The Contagion Spell
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<blockquote data-quote="CapnZapp" data-source="post: 7374399" data-attributes="member: 12731"><p>After reading up on a few Contagion discussions, I think I'm ready to offer the following suggestion to my player. </p><p></p><p>This suggestion is meant to retain the spell as a viable spell choice for a competetive druid character. Just demoting the spell to plot and story usages is not what I'm interested in, which also means the Sage Advice suggestion. </p><p></p><p>In other words, I am going to ask my player "will you still pick Contagion even with these changes?"</p><p></p><p>If the answer is "thanks but no thanks" then I will use the Sage Advice solution, since that effectively erases the spell from the palette of potential player picks. </p><p></p><p>In other words, there's no need to homebrew the spell unless the player still uses it!</p><p></p><p>With that in mind, I have identified the "touch attack" and how this bypasses Legendary Resistance as the main culprit. </p><p></p><p style="margin-left: 20px"><strong>Range:</strong> Touch</p> <p style="margin-left: 20px">Your touch inflicts disease. Undead and constructs are immune to this spell. The target gets a Constitution saving throw against your spell save DC. On a failure, you afflict the creature with a magical disease of your choosing from the list described below. The effect of the disease occurs immediately. The disease is magical and cannot be cured by mundane medicine. If magic is used to cure the disease, and a spell slot of lower level than you used to cast this spell was used, the healer needs to make a spellcasting check against your spell save DC. Failure means the magic was ineffective in curing the disease. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">At the end of each of the victim's turns, the target makes a Constitution saving throw. Success means the disease is shaken off (cured). When and if the target fails three saves, no more saves are granted - the disease lasts for the full duration of the spell, and furthermore the target becomes contagious: each hour or part thereof spent in close proximity with the target means a creature is afflicted as if you cast this spell on it.</p><p></p><p>As you can see, most changes are "aesthetic" in that they matter mostly to plot and story. The undead immunity, the actual contagiousness, etc..</p><p></p><p>The important combat-related change is that <strong>the attack roll is replaced</strong> with a saving throw. The range remains "touch".</p><p></p><p>If my player decides against actively using the spell, I'm going to drop the homebrew, and simply go with the spell as written, using the Sage Advice interpretation (since the spell will likely never again come up in actual play).</p><p></p><p>So it's only if the player accepts the change from attack roll to Con save the "aestetic" changes matter.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7374399, member: 12731"] After reading up on a few Contagion discussions, I think I'm ready to offer the following suggestion to my player. This suggestion is meant to retain the spell as a viable spell choice for a competetive druid character. Just demoting the spell to plot and story usages is not what I'm interested in, which also means the Sage Advice suggestion. In other words, I am going to ask my player "will you still pick Contagion even with these changes?" If the answer is "thanks but no thanks" then I will use the Sage Advice solution, since that effectively erases the spell from the palette of potential player picks. In other words, there's no need to homebrew the spell unless the player still uses it! With that in mind, I have identified the "touch attack" and how this bypasses Legendary Resistance as the main culprit. [INDENT][B]Range:[/B] Touch Your touch inflicts disease. Undead and constructs are immune to this spell. The target gets a Constitution saving throw against your spell save DC. On a failure, you afflict the creature with a magical disease of your choosing from the list described below. The effect of the disease occurs immediately. The disease is magical and cannot be cured by mundane medicine. If magic is used to cure the disease, and a spell slot of lower level than you used to cast this spell was used, the healer needs to make a spellcasting check against your spell save DC. Failure means the magic was ineffective in curing the disease. At the end of each of the victim's turns, the target makes a Constitution saving throw. Success means the disease is shaken off (cured). When and if the target fails three saves, no more saves are granted - the disease lasts for the full duration of the spell, and furthermore the target becomes contagious: each hour or part thereof spent in close proximity with the target means a creature is afflicted as if you cast this spell on it.[/INDENT] As you can see, most changes are "aesthetic" in that they matter mostly to plot and story. The undead immunity, the actual contagiousness, etc.. The important combat-related change is that [B]the attack roll is replaced[/B] with a saving throw. The range remains "touch". If my player decides against actively using the spell, I'm going to drop the homebrew, and simply go with the spell as written, using the Sage Advice interpretation (since the spell will likely never again come up in actual play). So it's only if the player accepts the change from attack roll to Con save the "aestetic" changes matter. [/QUOTE]
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