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storyteller01
2nd November 2005, 03:24 AM
You Can Never Go Back...

Enchantment (Compulsion)[Evil; Mind-Effecting]

Level: Wiz 7, Sor 7, Clr 7
Casting Time: 1 Hour
Target: One Living Creature
Save: None (see spell description)
Material component: A fresh piece of material (flesh, blood, etc) from the target, no more than one hour old.



A simple yet very effective means of demoralizing a target.

Whenever the target of this spell goes 'home' (home being defined as the one place that he feels kinship, comfort, and/or safety), all that view him must make a Will save. Those that fail must curse his name, doing everything they can to get the character to leave. Those that fail by rolling a natural '1' fly into a rage (treat this as the first level barbarian ability), attacking the target by any means available, to the death.

Potential attackers must roll to save every time they view the target, even if they successfully saved in a previous encounter. If a potential attacker successfully saves against the spell, they do not have to make another save for the rest of that particular encounter.

A remove curse spell ends the spell only if its caster level is at least two higher than your caster level. Break enchantment does not end this spell, but limited wish, miracle, and wish do.

The spell was created during the Talaren War, and it worked better than the Grendas could have hoped. Not only did the opposing general have to flee his countrymen, but he was later killed by his own wife. He refused to harm her in his own defense.


Designer Note: It was modeled after Geas.

Barrok
2nd November 2005, 07:00 AM
Bang in [evil] as well on the descripto thing after [mind affecting]

Yep thats one funny old spell - I love enchantments and can see the wars starting over it. Well done.

Knight of Roses
2nd November 2005, 08:16 PM
While I like the concept, I am not sure about the mechanical execution.

Bestow Curse is, for some reason, a necromantic spell, which implies that this, as a curse, should be as well. I think there should be a [curse] descriptor instead.

I would add that the victim has a sense that something is wrong that will increase as he gets nearer to 'home'.

Further, I would suggest that only a Will save of a natural "1" and if that is failure of 10 or more, causes someone to fly into a rage and attack the victim of the curse. Otherwise, there will be too many screaming commoners leaping on the victim.

Friends, close allies and blood relatives should probably get a bonus to their roll to resist the effects of this spell. Is the save to resist the effect only made once? Or each time the victim is met?

storyteller01
3rd November 2005, 02:55 AM
Originally posted by Barrok@2 Nov 05 @ 16:00
Bang in [evil] as well on the descripto thing after [mind affecting]

Yep thats one funny old spell - I love enchantments and can see the wars starting over it. Well done.
Done and done.


Thought it might be interesting if used on rogues as well. Many consider their guild as home. ;)

storyteller01
3rd November 2005, 03:01 AM
Originally posted by Knight of Roses@3 Nov 05 @ 5:16
While I like the concept, I am not sure about the mechanical execution.

Bestow Curse is, for some reason, a necromantic spell, which implies that this, as a curse, should be as well.* I think there should be a [curse] descriptor instead.

I would add that the victim has a sense that something is wrong that will increase as he gets nearer to 'home'.

Further, I would suggest that only a Will save of a natural "1" and if that is failure of 10 or more, causes someone to fly into a rage and attack the victim of the curse.* Otherwise, there will be too many screaming commoners leaping on the victim.

Friends, close allies and blood relatives should probably get a bonus to their roll to resist the effects of this spell.* Is the save to resist the effect only made once?* Or each time the victim is met?
Thought about the necromancy, but this doesn't seem to fit the bill. Maybe this is the rare exception?

As for everything else, I agree that it could be toned down, but that would reduce the evil/morale impact. Wanted to create something that made the players feel what their characters went through, as opposed to just slapping on a morale penalty.

I have to agree about the save though. Change will be made.

Thanks again for the input. :)

Knight of Roses
3rd November 2005, 03:17 AM
Well, remember that the minimum save on this curse is a DC of 20. So most "normal" people will have very little chance to resist this effect.

Good work.

What say we add the [curse] descriptor to the Tower's list of available ones?

storyteller01
3rd November 2005, 04:56 AM
Originally posted by Knight of Roses@3 Nov 05 @ 12:17
Well, remember that the minimum save on this curse is a DC of 20. So most "normal" people will have very little chance to resist this effect.

Good work.

What say we add the [curse] descriptor to the Tower's list of available ones?
Gave greater detail to the save conditions as well.

Again, thanks for your advice. :)


Is there an actual [curse] descriptor out there? Didn't see one on the d20 SRD.

Barrok
3rd November 2005, 08:04 AM
I haven't see one though I'm sure someone could make up a [curse] descriptor.

Barrok
7th December 2006, 10:42 AM
just read over this old spell again. I amy start making up a [curse] descriptor for when we release a book of curses or some such.. I'm not sure though.. could also then maybe make up a Curse or Hex domain.. just thought I should put up this post to remind me to actually do something different and mechanics based.