I assume the lack of Save or Die spells is by design, but assuming I wanted to add them back in, do you have any advice on how you would do it mechanically? (http:///smile.gif)
Yes, that was by design. While I have always had a bit of an issue with Save or Die spells, at least they are not as bad as automatic damage spells (i.e. Magic Missile?), especially when there is no chance of messing up in casting it..... I think that under the Attack Spell Base, I had intended to use the option, Optional Damage Type, for spells where you save against damage, or to include things other than hit damage, but I apparently never detailed that, and now cannot remember (though I am sure that I likely used it in one or 2 spells in the core rules).
For spells such as "Command Word: Die" where the target must make a Save or simple die, then you could use influence (and have it be a Con Save perhaps), but you are right that there are some potential spells that cannot normally be done using the Spell Bases....
So how about the following:
Attack II
The Spell Base, Attack II, is used to create other type of attack spells that require Saving Throws, usually versus Constitution, to avoid taking physical damage of one sort or another. When the spell is created, the type of damage is determined, and a spell may only include a single type of damage.
The base of the spell will do 1d10 points of damage to any target that fails its Saving Throw. Since spells created using this Spell base require Saving Throws, the damage that they deal will be unaffected by the Armor Rating of the target. The option, Per each Additional d10, allows the caster to increase the amount of damage done using such an attack. If a Duration greater than Instant/1 round is selected, the damage will happen every round for the duration of the spell.
The option, Target Unconscious, renders the target unconscious for 1 minute for each number that the Saving Throw is failed by. The option, Target in Coma, has a duration of 1 day for each number that the Saving Throw is failed by.
The section, Duration (until Effect), is used only for the option, Target Dies, to determine how long before the effect takes place. In such instances, the target would be allowed a Saving Throw each round before the effect takes place, but the TN of the Saving Throw would increase by 1 for each Saving Throw that is missed against a spell using this.
[b]Attack Options [/b] [b]Base Effects[/b] [b]Codified[/b] [b]Improv[/b] Does 1d10 damage 1 3 Per each additional d10 2 4 Target unconscious 5 8 Target in Coma 9 12 Target Dies 12 15 [b]Range[/b] Touch 0 2 Up to 10 feet 1 3 Up to 50 feet 2 5 Per each additional 50 feet 3 4 [b]Duration[/b] Instant/1 round 0 0 2 rounds 1 2 3 rounds 2 4 4 rounds 3 6 5 rounds 4 8 1 Minute 5 10 [b]Duration[/b] (until effect) 6 rounds (1 Minute) 2 3 5 rounds 3 4 4 rounds 4 6 3 rounds 5 8 2 rounds 6 10 Instant/1 round 7 12 [b]Other Options[/b] Single Target 0 0 Area effect: Per 5 foot radius 3 5 Per Additional 5' radius 1 3
So, with my suggestions, that would make the CTN be 36 (12 base + 12 death + 6 death in 2 rounds + 2 range of 50' + 4 special penalty if Save is made) which means 10 points to learn (for non-caster, 9 for minor adept, 8 for major), and require 7 spell points to cast, and the target would get a Save vs TN 21
I would also suggest that for such spells, that the target is Stunned, for the entire duration of the spell (until the death hits)....
I would also suggest that for such spells, that the target is Stunned, for the entire duration of the spell (until the death hits)....
Hmm...for versimilitude, or is there another reason you had in mind?