According to SRD, phantasmal killer allows the target two saves. It first makes a will save, and if it succeeds, it is unaffected by the spell. If it fails, it then makes a fortitude save. If it succeeds, it takes 3d6 damage. Otherwise, it dies instantly.
In FK, the target only gets a will save. If it succeeds, it takes damage; if it fails, it dies.
Phantasmal killer - incorrect saves
Re: Phantasmal killer - incorrect saves
I believe that the double saves is what allows this pretty terrifying spell to have such a low caster level. As it stands, though, it can be employed in both PvE and PvP situations to utterly destroy most characters at the exciting level of 16. Definitely think this needs to be looked at.
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Re: Phantasmal killer - incorrect saves
I'm quite sure the current situation is the result of the standard spell code only allowing for one save of one type. Rather than a hardcode fix, I'm wondering if a spell chain could accomplish what we need here...casting Phantasmal Killer would check for a save against will and either let the target off the hook or cast/invoke Phantasmal Killer Part Deux, which would check for a save against fortitude and tenderise you appropriately. Anyone know for a fact that's a no-go before I spend time experimenting with making it work? (I'm talking to you, spell-coding gurus!) Would the lack of skill in the second part be a blocker? (Could it be made a separate skill that trains with the spell itself, if a non-zero value was really required?)