Spell idea - Cleansing Water
Posted: Thu Jan 05, 2012 11:48 am
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?
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?