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dispel evil

Posted: Sun Feb 19, 2012 12:27 pm
by Briek
Hi there

Currently dispel evil only does damage if the opponent is evil and this is counted completely by a will save. I think the spell is underpowered
from it's canon counterpart. According to the players handbook this spell is supposed to be a buffer primarily with the option of a melee
touch attack.


This is a powerful spell in it's canon form and I can see why perhaps it wasn't implemented.

Can I suggest that...

The spell continue to do damage as a touch attack like it does now but instead to bring it slightly closer to it's canon counterpart have it act like a curse upon any evil creature affecting there hit bonus. I'd like to suggest that by Grandmaster the affect reaches a peak of -3

In regards to the will save in the canon rules the player has the option to perform the touch attack and only if he fails will the spell negate.
In the current setup we have no choice but to carry out the attack and with a successful save all affects are negated completely. In light of this could it be changed to a partial save?


Thanks

Re: dispel evil

Posted: Sun Feb 19, 2012 3:41 pm
by Selveem
I, personally, wouldn't mind it being updated to work exactly like D&D. For those who haven't read how the spell is supposed to work, here's the link to D20.org. Personally, I don't really think it's overpowered at all. Using it for anything other than the AC bonus effectively ends the spell.

A few things, though:
  • conditional AC bonus vs evil creatures wouldn't be visible in the score sheet because it wouldn't affect neutrals or goodies
  • spell would need it's own coded command supplements - typing something like returnevil <name> will attempt to send the creature back to their native plane (note: this won't work against most creatures (and no players) in FK; typing cureevil will attempt to dispel a spell upon a person which has an evil descriptor (there aren't a lot in FK)
  • remember the goose and gander; dispel good would change accordingly