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View Full Version : Rules Q&A Optimization Questions about Cocoon (MoF)



Doctor Despair
2020-10-02, 10:33 AM
Cocoon is an eighth level druid spell that has the following effect:

You cause silkworm threads to encase your target in a cocoon.

While in the cocoon, the subject is paralyzed.
Gradually, the cocoon leeches energy from the subject until he dies, at which point the cocoon grants powers to its holder.

Once per day, the subject receives one negative level.

If these levels become permanent, the cocoon "stores" the lost energy in its silk threads (up to 10 levels).

The cocoon has 100 hp and hardness 10.

Hacking it off the subject eventually breaks the subject free.

If the cocoon is not allowed to complete its draining of the subject, it becomes useless and conveys no benefits.

However, when the victim is reduced to zero levels, he dies and the cocoon falls off, shrinking to the size of a walnut.

You may then carry the cocoon and draw energy from it.

If carried, the shrunken cocoon grants you a +4 enhancement bonus to the victim's highest ability score (for instance, if the victim's highest ability score was Wisdom, you would gain a +4 enhancement bonus to your Wisdom).

In the case of a tie, you may select which bonus you get.

If the victim had any ranks in a Knowledge skill, you gain an enhancement bonus on that skill check equal to the number of ranks possessed by the victim.

If the victim was a spellcaster, you gain one free spell slot of the highest spell level the victim could cast (even if those spells were of a different class or type than your own).

The cocoon grants these special powers for one day per level drained from the victim.

If the victim is restored to life before this duration ends, the cocoon immediately loses all powers.

Material Component: A silkworm cocoon.
XP Cost: 1,000 XP.


In your opinion, does the text seem to imply that only the caster gains the benefits from holding the cocoon, or is it written such that anyone can hold it to gain the benefits?
If anyone can gain the benefits, what can we do with priced access to a spellslot of any level?


We can gain spells known by being specific classes (Dread Necromancer, Beguiler, or Warmage) or by taking one of the Bloodline feats that explicitly grant you spells known at every level.

Obviously this would have some early entry uses -- is anything interesting gated behind higher level casting? Most of the prcs that come to mind for me only require 3rds

Venger
2020-10-02, 10:39 AM
Only the caster of the spell can benefit from it. Spells that allow their benefits to be passed to others specify so. This one does not, so you cannot do it.

It was also updated in spell compendium to do something completely different (puts a corpse in stasis and allows it to be rezd with no level loss for up to a week)

Doctor Despair
2020-10-02, 10:44 AM
Only the caster of the spell can benefit from it. Spells that allow their benefits to be passed to others specify so. This one does not, so you cannot do it.

That's disappointing -- not that subduing a caster with slots that high would be a negligible task in the first place

Venger
2020-10-02, 10:47 AM
Yeah, since they're only paralyzed, they're capable of taking purely mental actions, and if you're casting this you'd want at least 8th level slots to make it worthwhile. Even then, 1000xp is a steep cost. Due to the cost, unlike steal life, it's not really useful to farm commoners with this either, so I'm not sure what exactly the intended use was supposed to be.