Talk:Temper Curse (3.5e Spell)

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Condensing[edit]

I'm gonna have to break out a table for this one. A table will clean this up nicely.

I get the intent and it's a fine intent, but a few comments; some of them I feel you could skip a step or two. The most I probably should see is a chain no more than 3 for the shaken/frightened/panicked line. Otherwise, it gets a bit of a mess.

The psychosis one doesn't really work out since major and minor psychoses don't line up to each other. I mean, some seem like they do (Aggressive/Abusive), but it's mostly coincidence, they are their own separate animal. Given the odd nature of their behavior, it probably doesn't need to be here.

I'm surprised this spell has anything to do with disease and poison at all.

Beyond that... lemme see if I can get this in a table. -- Eiji-kun (talk) 15:03, 21 November 2017 (MST)

The Crunch[edit]

By casting this spell, you convert a harmful status effect of your choice into a less harmful one, or cure a mild status effect outright. The targeted condition turns into next condition (see Table: Conditions) with the same duration as the previous condition. If there is no next severe condition, the condition is cured outright. It can also be used to convert vile damage into lethal damage, and lethal damage into non-lethal damage, and curing up to 1 point of non-lethal damage/level.

Conditions
Most Severe Condition Least Severe Condition
Ability Drain Ability Damage Ability Penalty
Blinded Murky-Eyed Dazzled
Dazed Fascinated Distracted
Paralyzed Stunned Staggered
Migraine Headache -
Panicked Frightened Shaken
Nauseated Sickened -
Exhausted Fatigued -
1 Vile Damage/Level 1 Lethal Damage/Level 1 Non-Lethal Damage/Level
Deafened - -

In addition when cast upon a curse which cannot be removed by dispel magic, it makes the curse vulnerable to dispel attempts for 1 round.


Ok, so about the changes I made here. Some of them are mechanical and require explaination.

When it comes to dazzling, it really has nothing to do with deafness. Honestly there is no lesser or greater deafness to compare to, to it remains alone as a thing you can just cure.

I adjusted the scaling on the vile damage progression. It's actually pretty weak still, but this is a wide reaching spell, I don't expect it to be a top tier healing spell. It's just there for versatility.

When it comes to dazing, I disagreed it being matched with stunning. True they have similar mechanical effects; you cannot act, but the causes behind them are often different. Dazing usually implied a loss of mental focus, and thus relates to fascinating more than paralysis. That and I could argue that dazing is possibly worse than stunning, but thats for another day. In any case, I slapped it in with the fascinate line which by itself needed aid, as fascinate is a condition easy to break on its own.

I saw no particular reason to stick every homebrew condition in there, especially since some (Maddening in particular) are more variants of a pre-existing one rather than being stronger or weaker.

Concerning confusion, I found no way to stick it into this arrangement. It really is a lone goose, and since this is just a level 2 spell I felt perhaps confusion is something that is too tough for it to just cure outright. As a note a spell dedicated to curing confusion and other mental maladies would be just fine.

I didn't tackle negative levels for a similar reason; I feel the spell level is too low and we already have the versatility to cure 1001 different things. Also, no line of progression. If we're keeping in theme we want to stick to things we can say there are lesser and greater versions of. To this end, disease and poison also got the boot.

This table is not in any particular order, nor linked. I leave those details to you. What do you think? -- Eiji-kun (talk) 15:35, 21 November 2017 (MST)

Just in case you were mid-read, kinda forgot the important "cured if no more severe" line. Fixed. -- Eiji-kun (talk) 15:39, 21 November 2017 (MST)

I mostly like it, but numbed was explicitly created as a weaker version of paralyzed, and I feel that deafness is too severe an effect to be outright cured by this. So I made a weaker version, which I've named “Tinnitus” — it's meant to be that annoying ringing in your ears that plagues you after you get a mite too close to an explosion, gunshot, or heavy metal concert. Plus, I do want this to have some measure of effectiveness against disease and poison, seeing as it's pretty much restoration junior. --Luigifan18 (talk) 18:10, 25 November 2017 (MST)
By the way, what the heck is “murky-eyed”? And how the heck is being dazed worse than being stunned? --Luigifan18 (talk) 18:12, 25 November 2017 (MST)
Tinnitus eh? That'll work probably. As for disease and poison, won't you be stepping on the toes of Remove Disease/Poison and the (same or higher) levels they appear at?
Oh yeah, didn't link. I was refering to the Murky-Eyed flaw. As far as daze and stun, while daze doesn't drop weapons, basically nothing in D&D is ever immune to it. Admittedly if you're curing stun they aren't immune to it at all but if you go from stun to daze you still dropped your gear, the only real key difference, and so have basically solved nothing. Thus daze being stronger is more about it being stronger (due to lack of immunities) in general rather than stronger in this specific context. -- Eiji-kun (talk) 21:24, 25 November 2017 (MST)