A Spell for your perusal: Vile Drain [Archive] - Wizards Community

Post/Author/DateTimePost
Osedox

01-02-06, 01:08 AM
This is a new spell i have been tinkering with lately, I would apreciate any feedback positive or negative because i am trying to refine it a bit.


Vile Drain
Necromancy [Evil]
Level: Sor / Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Effect: negative energy tentacle
Duration: 1 round/5 levels (max 4 rounds)
Saving Throw: none (see text)
Spell Resistance: Yes

A long tentacle like appendage formed from raw necromantic energy grows from your outstretched hand. You can use it to make a ranged touch attack on any single living creature within range. On a successful hit the tentacle wraps around their throat, and begins to drain their vital essence. Each round they gain one negative level and take 2d6+12 damage and are grappled (your grapple check equals your CL plus your Int or Cha modifier for Wizards and Sorcerers respectively, plus the tentacle is considered a huge creature, has a strength of 35, for a total of CL + Int or Cha + 20). Once the duration is over the target is freed but becomes Exhausted for the remainder of the encounter unless they make a successful fortitude save. Each round that the contact is maintained the caster also grows stronger gaining a +2 profane bonus to Strength, in addition they are healed an equal amount to the damage being dealt to the victim. Excess hit points gained (beyond what would heal the caster to full Hp) are considered bonus hit points and last as long as the profane bonus to Strength lasts (1 hour/ HD of the victim, Max 1 hour/CL). This contact is hard to break once started but, successful grapple check by the victim, a positive energy effect such as a turning attempt by a cleric that could affect an undead with a level equal to your caster level+2, or a Holy magical weapon with a +2 or better enhancement (the tentacle has Hp equal to your CLx2) can destroy it. Destroying it causes the caster to have to make a will saving throw equal to the DC of this spell or be dazed for 1 round (this doesn’t happen if the victim succeeds on a grapple check to free himself).
Material Component: a piece of the tentacle of a fiendish squid
Osedox

01-03-06, 12:14 AM
Nothing? i would even be satisfyed with "I hate this spell and would never allow it!" but something might be nice
green_yawgmoth

01-03-06, 08:39 AM
Interesting, but I'd reduce the tentacle to large. Also, the save should read "fortitude partial; see text".


http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif
Jaid

01-03-06, 06:52 PM
requiring a specific weapon enchantment does not make sense as such.

requiring that it be dealt a certain amount of "good" damage would be more appropriate IMO. ( give it DR X/good and regeneration X/good and make it some large number i guess). thus, a holy weapon, a paladin's smite, a holy smite spell, and a celestial's melee attack (i think) would all have a permanent effect, but otherwise not much would work.


on another note, the tentacle should probably also be immune to cold, IMO, and possibly all energy damage (it is energy itself after all... you can't melt away energy using acid) and i don't believe (the way it is written currently) the bonus to strength would stack with itself. perhaps if you were to phrase it as "a cumulative +2 profane bonus to strength".
Osedox

01-03-06, 07:24 PM
Firstly, thank you for the feedback

Interesting, but I'd reduce the tentacle to large. Also, the save should read "fortitude partial; see text".

i changed the line in the description, my bad i am not to good on technical things. thanks Yawg!

requiring a specific weapon enchantment does not make sense as such.

requiring that it be dealt a certain amount of "good" damage would be more appropriate IMO. ( give it DR X/good and regeneration X/good and make it some large number i guess). thus, a holy weapon, a paladin's smite, a holy smite spell, and a celestial's melee attack (i think) would all have a permanent effect, but otherwise not much would work.


on another note, the tentacle should probably also be immune to cold, IMO, and possibly all energy damage (it is energy itself after all... you can't melt away energy using acid) and i don't believe (the way it is written currently) the bonus to strength would stack with itself. perhaps if you were to phrase it as "a cumulative +2 profane bonus to strength".

Thank you very much, when i wrote that bit about the weapon it sounded kind of corny, ill revise it with your suggestions, Thank you Jaid!


Vile Drain
Necromancy [Evil]
Level: Sor / Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Effect: negative energy tentacle
Duration: 1 round/5 levels (max 4 rounds)
Saving Throw: Fortitude (see text)
Spell Resistance: Yes

A long tentacle like appendage formed from raw necromantic energy grows from your outstretched hand. You can use it to make a ranged touch attack on any single living creature within range. On a successful hit the tentacle wraps around their throat, and begins to drain their vital essence.

Each round they gain one negative level and take 2d6+12 damage and are grappled (your grapple check equals your CL plus your Int or Cha modifier for Wizards and Sorcerers respectively, plus the tentacle is considered a huge creature, has a strength of 35, for a total of CL + Int or Cha + 20). Once the duration is over the target is freed but becomes Exhausted for the remainder of the encounter unless they make a successful fortitude save.

Each round that the contact is maintained the caster also grows stronger gaining a cumulative +2 profane bonus to Strength, in addition they are healed an equal amount to the damage being dealt to the victim. Excess hit points gained (beyond what would heal the caster to full Hp) are considered bonus hit points and last as long as the profane bonus to Strength lasts (1 hour/ HD of the victim, Max 1 hour/CL).

This contact is hard to break once started but, successful grapple check by the victim can free it.

A positive energy effect such as a turning attempt by a cleric that could affect an undead with a level equal to your caster level+2 is sufficent to destroy the tentacle. In addition the tentacle is vulnerable to "good" damage, it has DR10/good and Regeneration 10 that can be overcome by good damage (this includes any damage from a Holy weapon, a Paladins Smite, a Holy Smite spell, or the weapons of most Celestials). The tentacle is immune to all forms of elemental damage (fire, cold, acid, electricity, sonic, and acid) and negative energy has no effect on it. The tentacle has Hp equal to the current Hp of the caster at the time of casting.

Destroying the tentacle causes the caster to have to make a will saving throw equal to the DC of this spell or be dazed for 1 round (this doesn’t happen if the victim succeeds on a grapple check to free himself).
Material Component: a piece of the tentacle of a fiendish squid
smrtgmp

01-03-06, 07:48 PM
I like the updated version. Huge seems like a good size to me, given that its 9th level and all. I could even see it doing 2 negative levels per round, given that its max duration is 4 rounds.
Jaid

01-03-06, 11:40 PM
yeah, at first i was thinking it was crazy. then i remembered that this is magic... it's *supposed* to be broken ;)

seriously, what i actually thought was the fact that this is:

1) necromancy. if any school of magic needs help, it's necromancy, IMO.
2) the same level as gate, time stop, shapechange, wish, imprisonment, prismatic sphere, shades, wail of the banshee, and mordenkainen's disjunction.

heck, at this rate, maybe we should make it gargantuan :P