Talk:Erzebet's Soul-Flensing Ligature (3.5e Spell)

Comments
This is a Mass CLW with some rider effects and a duration. And while the rider effects and duration probably justify the level boost, I don't think they work without a save ending the whole thing (as opposed to just the dazed). And it shouldn't be the same level for a sorc/wiz as a cleric in any event. Healing of this sort is pretty clearly a divine thing IMO, and I'd argue for either a 1 level delay for arcane, or a different numeric healing style (note that I consider vigor, which this also resembles less strongly, a standard druidic thing, in case that's relevant). - Tarkisflux Talk 08:13, 9 September 2012 (UTC)


 * I strongly oppose disparate levels for spells. Either something is level-appropriate at level X, or it's not - there are no half measures. What kind of different numeric style of healing would you suggest? - MisterSinister 08:36, 9 September 2012 (UTC)


 * I don't actually understand that position, as it doesn't seem to leave room for others to encroach on a shtick while still protecting primary access to it. I'm not arguing for it to not be level 3, I'm arguing for class and magic type boundaries for role protection reasons. As I see this encroaching on divine magic, I feel that a 1 spell level penalty for outside access is appropriate. If you don't find that an acceptable solution, I would argue that you're suggesting hard magic divisions for role protection and should instead remove the Sorc/Wiz from it. Or I'd look for an argument that cleric style healing wasn't a divine magic thing at all, and that anyone could do it. You could also just tell me that you disagree with that design philosophy and keep it as is of course.


 * I'm not sure about the different healing mechanic. I'll sleep on it and see if I have any suggestions, but if I come up with one I'd want to remove Cleric from the level list (as they could access it via domain anyway). - Tarkisflux Talk 08:48, 9 September 2012 (UTC)


 * Vampiric healing would work, where they took damage equal to the amount that they healed everybody else. There's precedent for arcane spells stealing reasonable amounts of health from someone else after all. Don't know if reworking this into a DoT is something you'd want to do here though. - Tarkisflux Talk 15:07, 9 September 2012 (UTC)


 * Ok, actual suggestion time. With the assumption that Vamp Touch is a 2, a boosted version of that could do the same damage to the target on a save ends basis with an area heal effect in exchange for being a spell level higher. A save to start instead of a touch seems a decent trade off for close range. Them bleeding light the whole time is also fine, though you may want to specify a light spell to reference unless it's supposed to counter deeper darkness temporarily. Just doing light as a torch and not making it a [Light] effect might be better though. The 10' heal area is probably fine if you want everyone in range to heal half the damage dealt, or you could pull it back to 5' and do full. The dazed thing could happen on just the first round. - Tarkisflux Talk 07:03, 10 September 2012 (UTC)