Quote:
Originally Posted by thom
OK, these are some of the spells I'm working on to include in my upcoming fantasy campaign. Please tell me if they are too powerful, flawed, not powerful enough, and how you would change/improve them. Thanks!
Slow Consumption (Necromancy) Regular
Caster absorbs the life force of the victim to use for himself. The victim must be helpless for the spell to work. For the next 24 hours after the spell is cast, the caster doesn’t suffer any penalties for starvation or dehydration, and recovers fatigue at [twice the normal rate??]. The victim, however, does not heal naturally during this time period, and takes 1 point of damage. As long as the caster touches the victim once per day, and maintains the spell, he gains all the benefits listed above. If the caster is unable to touch the victim after a 24–hour period has elapsed, the spell ceases. If the victim expires due to damage the spell also ends.
Duration: until victim dies or spell ceases.
Cost: 8, 3 to maintain
Casting time: 10 minutes.
Prerequisite: Magery 2 and Steal Energy.
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What is the ultimate purpose of this spell? Is it to have a necromatic themed 'monk's banquet', a prerequisite for the bestow wounds spell?
As it stands I don't think this spell serves much purpose, even with the double fatigue regen, outside perhaps a torture method.