I've got an idea for a spell, but I'm not quite sure where to level it.
One thing I've noted is that low-level characters have very few options when it comes to poisons. Apart from a more benevolent GM hitting them with weaker poisons, or using debilitation instead of instant death, having some sort of remedy would be beneficial.
What I am thinking of is a spell that will allow a cleric to enchant a vial of holy water, so that when drunk (or poured over a wound), it allows the recipient another savings throw vs. poisons. The enchantment on the water would be temporary (rounds per level or 1 turn, fixed). Giving a bonus is an option, but not essential. It does not prevent repoisoning.
Having a "retry save" spell would be simpler, perhaps, but I rather like the idea of using holy water (cleansing water motif, having a defined and not-too-weird material cost to offset power, and it gives clerics a reason to carry holy water around besides skele-bombing). I'd also considered re-saves for diseases, and mild curative effects, but I'm more interested in accessibility than versatility.
My best comparisons here are Slow Poison (Druid 2 - delays effects, confers "immunity" for duration) and Neutralize Poison (Cleric 4 - automatic success). I was initially aiming for Cleric 1 (or 0), but I'm thinking it may be too strong of an effect.
Thoughts?
Spell idea - Cleansing Water
- Joe the Rat
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Re: Spell idea - Cleansing Water
Very nice 'idea seed' to brainstorm. I like the idea, and would certainly take the sting out (da da dun
) of low level characters dying too easily from poisons.
First thoughts, I would go ahead and utilize the optional poison rule (for deadly poisons) causing 1d6/round for 6 rounds (and certainly a modifiable rate here, by adding to either/both the die or duration, that GM can tweak for poison strength).
Now, I would think having the spell as 1st level is OK. After all we are talking about just another save, and the character would be taking damage (the aforementioned 1d6/round) until administered. I think an additional effect might be 2d6 points of poison damage (only poison) restored as well (regardless of success/fail on save). This would make it superior to Cure Light Wounds but only towards poison damage, and would need to be administered very quickly to be effective anyhow.
Perhaps this is the start of a "Poison Supplement" which gives a little more detail to poison types, damage, remedies, and magic?
First thoughts, I would go ahead and utilize the optional poison rule (for deadly poisons) causing 1d6/round for 6 rounds (and certainly a modifiable rate here, by adding to either/both the die or duration, that GM can tweak for poison strength).
Now, I would think having the spell as 1st level is OK. After all we are talking about just another save, and the character would be taking damage (the aforementioned 1d6/round) until administered. I think an additional effect might be 2d6 points of poison damage (only poison) restored as well (regardless of success/fail on save). This would make it superior to Cure Light Wounds but only towards poison damage, and would need to be administered very quickly to be effective anyhow.
Perhaps this is the start of a "Poison Supplement" which gives a little more detail to poison types, damage, remedies, and magic?
Is it really the end, not some crazy dream?
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Re: Spell idea - Cleansing Water
Does this mean I can drop a posion trap on my party?
Mr. Smoot sounds right on track, that would make a great supplement.
Mr. Smoot sounds right on track, that would make a great supplement.
Pero 5/5
Galan 7/7, 1 healing potion left
Keiler 9/9, 1 healing potion left
Neville 4/4,
Davros 9/9
Thaddeus 10/10, 1 healing potion left
8:21AM, windy
19th of mid summer
Galan 7/7, 1 healing potion left
Keiler 9/9, 1 healing potion left
Neville 4/4,
Davros 9/9
Thaddeus 10/10, 1 healing potion left
8:21AM, windy
19th of mid summer
Re: Spell idea - Cleansing Water
Maybe a poison and traps supplement?
Check out my BFRPG Campaign Setting
The Dragonclaw Barony
The Dragonclaw Barony
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: Spell idea - Cleansing Water
And here I'm trying to help the lowlies survive.
Grimtooth's Catalog, Basic Fantasy Edition?dymondy2k wrote:Maybe a poison and traps supplement?
Re: Spell idea - Cleansing Water
Did you finalize any of the details for this? I would like to see it fully disclosed, so that we can make proper critique/commentary.
Is it really the end, not some crazy dream?
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- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: Spell idea - Cleansing Water
Ah, give me a bit. I've other things in the fire right now.
The core of it is level 1, consumes a 10gp item, and allows a reroll of poison saves.
Exactly how this takes effect would depend on the poison rules used.
Using the damage per round option, a poison damage recovery would be included. Otherwise, you'd need to allow a window of "dying but not dead" to have this work. Negative HP (-10, -CON) would work with poison taking you to 0, and -1/round until dead or countered. Otherwise, you need a window: a certain number of rounds after "death" to administer this counteragent (the character is either incapacitated but not yet dead for the period, or it somehow miraculously returns them to life).
This could also work for "status" poisons as well... Tentacle worm paralysis and such.
The core of it is level 1, consumes a 10gp item, and allows a reroll of poison saves.
Exactly how this takes effect would depend on the poison rules used.
Using the damage per round option, a poison damage recovery would be included. Otherwise, you'd need to allow a window of "dying but not dead" to have this work. Negative HP (-10, -CON) would work with poison taking you to 0, and -1/round until dead or countered. Otherwise, you need a window: a certain number of rounds after "death" to administer this counteragent (the character is either incapacitated but not yet dead for the period, or it somehow miraculously returns them to life).
This could also work for "status" poisons as well... Tentacle worm paralysis and such.
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