Talk:Mystical Plague (3.5e Maneuver)

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Ratings[edit]

RatedLike.png Wildmage likes this article and rated it 3 of 4.
Like the maneuver, like diseases but then I might be biased here since it transmited 2 of my diseases

Comments

Calling is a subschool of conjuration, not a descriptor. It doesn't really belong here, especially since the closest comparison spell contagion is a necro spell. I don't really think that inflicting diseases on people is a particularly [evil] thing, but the comparison spell has it so whatever.

Why a full-round action for this? Why disallow a move with this strike, when they have to be in melee range to use it? Seems a bit of a large and unnecessary drawback, unless I'm missing something.

As stated elsewhere, I don't think the bonus effects for hitting someone with the same disease again are particularly necessary, though they do make a bit of sense in the strike context. They aren't very consistent though. Corpseblood ability damage is going to purge spells a lot faster than caster decay, for example. It could probably be toned down a bit. And the wild plague thing is straight up ridiculous. If those are the hoops you have to jump through to balance it, it's not worth including. I'd replace it with something more like "for the next minute, roll twice for surges suffering both effects". - Tarkisflux Talk 20:04, 18 November 2012 (UTC)

The full-round action was simply that you had to charge your weapon with necromantic energy to prepare the disease before making your strike. The charging-up thing has been changed to a move action (that becomes a free action at initiator level 7, similarly to how a character can draw a weapon as a free action once they have a BAB of at least +1), and the strike itself is now a standard action. If that's too confusing, I'll go back to a full-round action that becomes a standard action at initiator level 7. ...Actually, I'll just do that anyways. --Luigifan18 (talk) 21:38, 18 November 2012 (UTC)
Every other touch / weapon attack ever is a standard action to charge it and deliver the spell, so the extra thing here is a bit weird. That you stop paying the cost 2 levels after you gain the maneuver is just extra weird, and seems like unnecessary complexity that would only serve to make people skip on the maneuver until they were level 7. I don't see any benefit to tweaking existing touch spell delivery mechanics in this way, and I'm really not sure why you want to hold on to it. - Tarkisflux Talk 21:44, 18 November 2012 (UTC)
Ah. When you put it that way, it's perfectly reasonable. Change made. --Luigifan18 (talk) 21:51, 18 November 2012 (UTC)
There are some places where the repeat infection effects could be more clear. So here are some of those clarifications, as well as minor equalizations.
  • Caster Decay: Your target loses 1d4 spell slots of the highest level he or she can cast, as if they had suffered a day's worth of damage from stage 1 caster decay. If you deprive your target of his last spell slot in this way, however, the target instantly enters stage 3 of the disease and is unable to prepare spells at all until the disease is cured.
  • Caster's Headache: Your target gains 1 non-permanent spellstrained level. If the target's total spellstrained levels equal or exceed its caster level + 1, it immediately disintegrates into virulent green mist with a radius equal to the creature's natural reach. This mist lasts for 5 minutes, and any creature that is exposed to it is exposed to the disease and must make a fortitude save or contract caster's headache.
  • Corpseblood Mold: Your target takes 1 point of Intelligence, Wisdom, and Charisma damage. If any of the target's mental ability scores are reduced to 0, it becomes a corpseblood gel.
  • Wild Plague: Your target rolls twice on the wild surge table when he casts his next spell, and both wild surge results take effect.
I mostly just cut the commentary and referred to disease progression or added a bit of clarity. Hope something in there is useful. - Tarkisflux Talk 06:16, 19 November 2012 (UTC)