Hypersmurf
Moderatarrrrh...
Scion said:So you are saying that two saves isnt quite a bit less dangerous than one save because a character happened to fail both saves?
It wasn't any less dangerous to him, was it?

-Hyp.
Scion said:So you are saying that two saves isnt quite a bit less dangerous than one save because a character happened to fail both saves?
Li Shenron said:I know that Disintegrate is more versatile. But why do you think a touch attack is enough reason for a lower level? If the 2 spell were exactly the same otherwise, a touch attack is much better than a ranged touch attack for just one reason: if you miss the touch attack you can try again with the same spell, if you miss the ranged touch attack you need to cast the spell again.
Hypersmurf said:It wasn't any less dangerous to him, was it?
Shin Okada said:While Slay Living is strong, it is a touch spell. It is enough of a reason why Slay Living is a level lower than Disintegrate. Also, Disintegrate is more versatile.
Shadeus said:Ranged touch means you are not standing next to the big guy with the sword ready to chop you in two.
Shin Okada said:Because, you must get close to the target.
Henry said:One additional thought about spells that require Fortitude Saves: Characters with good fort saves are the most common characters. SEVEN out of the 11 base classes have good fortitude saving throws. (Six classes have good Will saves, and only four have good Reflex saves). In one sense, it's weaker than the other two saves required, because it's so prevalent! It's also why it's so much fun tossing Fireballs and lightning bolts.![]()
Wonko the Sane said:Sleep - 1st level, Will save or be coup-de-graced (read: die).
Deep Slumber - 3rd level, same as sleep, but more HD.
Hold Person - 3rd level, Will save or be helpless. If you're using wings to fly, you go splat.
Suggestion - 3rd level (2nd for bards), Will save or gleefully dive into the nearest lava stream.
Hmm...turns out that even being a low level adventurer is dangerous. Granted, none of the above spells outright kills the target, but given the proper hostile environment (what isn't?), just about any spell of any level can be proven to make for anticlimactic finishes. I don't recommend trying to kill the next BBEG with resist energy, however.
If anyone knows a way though, please let me know![]()
Jhulae said:But, the two spells aren't exactly the same.
Slay living only does 3d6+1 per caster if the person makes the save. Not very significant damage at the levels approximate to the spell. It may be enough to kill someone who's already (perhaps significantly) hurt, but there's always raise dead for that.
Disintigrate does 5d6 if the save is made, and, if the target is low on HP, can still end up disintigrating said target. That means that a much bigger spell is now needed to bring the character back.
Comparing the two spells isn't really possible. Disintigrate is much more powerful considering it's just one spell level higher.
Li Shenron said:IIRC this spell was not changes from 3.0, or was it?
This is the lowest level save-or-die spell except for Phantasmal Killer (which allows two saves (Will and Fort) making it quite less dangerous).
Why Slay Living wasn't changed somehow by 3.5? Isn't it now more powerful than Harm, which would never kill and is one level higher? Do you think that WotC forgot about this spell during the revision or kept it like this on purpose?
It is really a very powerful spell, and because clerics are much more suited to be in melee than wizards, the fact that it is a "touch spell" does not make a serious restriction. The only limit is that it applies only to living creatures, which excludes undead, constructs and elementals.
Do you think this spell should have been toned down somehow?