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<blockquote data-quote="Technik4" data-source="post: 619449" data-attributes="member: 7211"><p>One thing that has nagged in the back of my head since I started playing d&d is that spells dont go away when the caster dies. Or more specifically, you can sometimes easily get rid of a spell cast by a nefarious villain, without killing the villain. Dispel Magic and Greater Dispel Magic are the biggest villains here, although sometimes those "Remove" spells make things a little too easy as well.</p><p></p><p>So, I've come up with 2 versions of rules that will change this, although I'm not sure the second one would be balanced and work correctly, Id be willing to discuss it. There are other ways of doing the same thing, with a magic item, a prc, or an inventive ritual. Most of the time, I think this would be more suited for "the bad guys", to create adventuring necessities for the PCs. Its easy to ignore Bob the necromancer when he curses your fighter if you can just run back to church and get rid of the curse, but what if you have to kill Bob....</p><p></p><p>1) As a Metamagic Feat</p><p></p><p>Lasting Spell [Metamagic]</p><p>You can imbue spells to last as long as your life does.</p><p>Prerequisites: Ability to cast 3rd level spells, Non-Good Alignment</p><p>Benefit: Choose any spell with Duration: Permanent or Duration: Instantaneous that creates or transforms something permanently, that spell's effect cannot be negated or suppressed by anything beyond your death (or for rules sake, if you are reduced to -1 hp). If you die or choose to end the effect the spell's effect automatically ends, even for odd situations.</p><p></p><p>Furthermore this feat creates a permanent thread between you and the effect that can be tracked via magical means (Detect Magic, Scrying). A lasting spell uses a spell slot one level higher than normal and costs 50 experience per spell level of the original spell. A list of spells that may be used with this feat follows, and more may be added at the DM's discretion.</p><p></p><p>Affected spells include: Animate Dead, Arcane Lock (also resists Knock), Arcane Mark (does not fade from living beings), Awaken, Bestow Curse, Binding Prison (Hedged Prison, Metamorphosis and Minimus Containment versions), Bless Water, Blindness/Deafness, Clone, Contagion (disease disappears from everyone it has spread to when you die), Continual Flame, Create Greater Undead, Create Undead, Create Water, Curse Water, Energy Drain (only for permanent levels lost), Fabricate, Feeblemind, Flesh to Stone, Forbiddance, Hallow, Illusory Wall, Imprisonment, Insanity, Leomund's Trap, Mark of Justice, Mending, Modify Memory, Permanent Image, Plant Growth, Polymorph Any Object (if permanent duration), Polymorph Other, Power Word Blind (if permanent), Secret Page, Simalcrum, Soften Earth & Stone, Soul Bind, Stone to Flesh, Temporal Stasis, Transmute Metal to Wood, Transmute Mud to Rock, Transmute Rock to Mud, Trap The Soul, Unhallow, Wall of Iron, Wall of Stone. Also, any spell combined with Permanency can be affected by this, but experience costs for the Permanency spell are doubled.</p><p></p><p>[My thanks to seasong for this revised list of spells that work well with the feat, I only altered Permanency a bit, as it has some potential for broken-ness]</p><p></p><p>2) All spells duration include "or until the caster is reduced to -1 or less hp, whichever occurs first." This is a rather huge jump for magic, but it allows for some quirks too. For instance, that 5th level wizard casts hold person on the fighter and succeeds. Well, by killing the wizard you free your friend to help fight the rest of the enemies.</p><p></p><p>This at least seems to be how magic is generally done in fantasy literature, for the most part spells last as long as the caster. I would be willing to try playing in a world like that...what do you think?</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 619449, member: 7211"] One thing that has nagged in the back of my head since I started playing d&d is that spells dont go away when the caster dies. Or more specifically, you can sometimes easily get rid of a spell cast by a nefarious villain, without killing the villain. Dispel Magic and Greater Dispel Magic are the biggest villains here, although sometimes those "Remove" spells make things a little too easy as well. So, I've come up with 2 versions of rules that will change this, although I'm not sure the second one would be balanced and work correctly, Id be willing to discuss it. There are other ways of doing the same thing, with a magic item, a prc, or an inventive ritual. Most of the time, I think this would be more suited for "the bad guys", to create adventuring necessities for the PCs. Its easy to ignore Bob the necromancer when he curses your fighter if you can just run back to church and get rid of the curse, but what if you have to kill Bob.... 1) As a Metamagic Feat Lasting Spell [Metamagic] You can imbue spells to last as long as your life does. Prerequisites: Ability to cast 3rd level spells, Non-Good Alignment Benefit: Choose any spell with Duration: Permanent or Duration: Instantaneous that creates or transforms something permanently, that spell's effect cannot be negated or suppressed by anything beyond your death (or for rules sake, if you are reduced to -1 hp). If you die or choose to end the effect the spell's effect automatically ends, even for odd situations. Furthermore this feat creates a permanent thread between you and the effect that can be tracked via magical means (Detect Magic, Scrying). A lasting spell uses a spell slot one level higher than normal and costs 50 experience per spell level of the original spell. A list of spells that may be used with this feat follows, and more may be added at the DM's discretion. Affected spells include: Animate Dead, Arcane Lock (also resists Knock), Arcane Mark (does not fade from living beings), Awaken, Bestow Curse, Binding Prison (Hedged Prison, Metamorphosis and Minimus Containment versions), Bless Water, Blindness/Deafness, Clone, Contagion (disease disappears from everyone it has spread to when you die), Continual Flame, Create Greater Undead, Create Undead, Create Water, Curse Water, Energy Drain (only for permanent levels lost), Fabricate, Feeblemind, Flesh to Stone, Forbiddance, Hallow, Illusory Wall, Imprisonment, Insanity, Leomund's Trap, Mark of Justice, Mending, Modify Memory, Permanent Image, Plant Growth, Polymorph Any Object (if permanent duration), Polymorph Other, Power Word Blind (if permanent), Secret Page, Simalcrum, Soften Earth & Stone, Soul Bind, Stone to Flesh, Temporal Stasis, Transmute Metal to Wood, Transmute Mud to Rock, Transmute Rock to Mud, Trap The Soul, Unhallow, Wall of Iron, Wall of Stone. Also, any spell combined with Permanency can be affected by this, but experience costs for the Permanency spell are doubled. [My thanks to seasong for this revised list of spells that work well with the feat, I only altered Permanency a bit, as it has some potential for broken-ness] 2) All spells duration include "or until the caster is reduced to -1 or less hp, whichever occurs first." This is a rather huge jump for magic, but it allows for some quirks too. For instance, that 5th level wizard casts hold person on the fighter and succeeds. Well, by killing the wizard you free your friend to help fight the rest of the enemies. This at least seems to be how magic is generally done in fantasy literature, for the most part spells last as long as the caster. I would be willing to try playing in a world like that...what do you think? Technik [/QUOTE]
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