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LordofBones
2012-03-20, 07:29 AM
Death spells in Pathfinder disappointed me. While I do understand that death magic is a hit-or-miss thing and has the potential to really mess up a campaign, the fact remains that the nerfing of Finger of Death to "save or take lots of damage" goes against the idea of a death effect.

I was however, surprised by suffocate and mass suffocate in the APG. Here were actual death spells, which negated the need for finger of death. I've decided to revise the core death magic, keeping in line with the mechanics introduced with suffocate.

FINGER OF DEATH
Necromancy [death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: instantaneous or 3 rounds; see text
Saving Throw: Fortitude partial, see text
Spell Resistance: Yes

As you complete the final utterance of the spell, you point at your victim. A ghastly radiance sweeps over your hand, turning it almost skeletal. Over your victim, you see a skeletal hand reach into its chest before vanishing; leaving your foe looking drained of vitality.

You lash out at any one target within range with a burst of negative energy, leeching away its life force before killing it. The target can attempt a Fortitude saving throw to resist the effect, in which case he is simply dealt 3d6 + 1 negative energy damage per caster level. If the target fails his save, he is immediately dealt 1d6 points of Constitution damage on the first round. On the second round, he suffers another 2d6 Constitution damage. On the third round, he dies.

Each round, the victim may attempt to stave off the damage by making a Fortitude save to resist that round's effects. The spell continues for three round regardless of any successful saving throws.

Against creatures immune to ability score damage but not death effects, the spell simply forces its victim to save or die. If the target is immune to death effects but not ability score damage, then he or she simply needs to save against the Constitution damage.

If affected by the Thanatopic Spell metamagic feat and cast against a creature with no Constitution score, finger of death deals Charisma damage as it assaults the bonds that hold the creature together.

Special: Spellcasters specialized in the school of necromancy, such as a dread necromancer or specialist wizard necromancer, deal an extra die step of damage (i.e. d6 to d8).

WAIL OF THE BANSHEE
Necromancy [death, sonic]
Level: Death 9, Repose 9, Sor/Wiz 9, Witch 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level in a 40 ft radius spread; see text
Duration: 1 round/level
Saving Throw: Fortitude partial, see text
Spell Resistance: Yes

You throw your head back and utter a ghastly wailing shriek. Your victim, and those closest to him, reels back and starts to whiten as the spell saps at his vitality.

You lets loose with a horrific scream that tears at your victims' lifeforce. This spell is functionally identical to finger of death, except for the following additional effects.

First, the duration is much longer, forcing the victim to make more saves to stave off death. Secondly, living creatures within a 100 ft burst of the original victim are plagued with impending doom, suffering a -4 luck penalty to attacks, checks and saves.

LordofBones
2012-03-21, 07:24 AM
Man, I should really have put PEACH in the title. :smalltongue:

Cieyrin
2012-03-21, 10:29 AM
It's rather unclear what Wail is supposed to do. The duration is increased but what happens each round? Does it go 1d6, 2d6 and then death the rest of the time? d6/rd, with death the last round? For that matter, what happens if you Extend either of these spells? I'm also not sure why Wail needed the bad luck boost.

I also understand why they insisted on death effects becoming damage, as you'd think a hail and hearty character could just endure and then give a wizard a face full of axe. Think of O-Chul! It brings them in line with Heal and Harm.

LordofBones
2012-03-21, 01:35 PM
It's rather unclear what Wail is supposed to do. The duration is increased but what happens each round? Does it go 1d6, 2d6 and then death the rest of the time? d6/rd, with death the last round? For that matter, what happens if you Extend either of these spells? I'm also not sure why Wail needed the bad luck boost.

I also understand why they insisted on death effects becoming damage, as you'd think a hail and hearty character could just endure and then give a wizard a face full of axe. Think of O-Chul! It brings them in line with Heal and Harm.


But heal and harm are two different spells. If anything, FoD should be compared with resurrection, as they're polar opposites. Ironically, weird and phantasmal killer were unchanged.

Wail is 1d6/2d6/death; it's just that with the additional rounds the targets have to be really lucky with their saves. A successful save for that round's effects means the effects are delayed for that round.

Same for Extend Spell. 1d6/2d6/death, but for 6 rounds, not 3.

As for the bad luck; it is the wail of the banshee after all. Bad luck/omens of death/impending doom are part of the package.

Cieyrin
2012-03-21, 03:10 PM
I meant with heal and harm is that they already do 10 damage/CL, which is what the PF version of death effects tend to do.

So each save is to keep the process from continuing, then. If you wanted that, you should say so like Suffocation does. Perhaps provide an example with Extend in it so confusion doesn't occur.

Snowbody
2012-03-21, 03:42 PM
If you edit the first post in the thread, you can change the title to whatever you want.