Kylas
Explorer
Ive been looking at this spell and it seems like crap to me I can't see a use for it:
Death Knell
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Spell Resistance: Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
Why would any cleric good or evil waste a slot with it. Will negates plus SR, and it's touch range. The most annoying part of this spell, you have to attack a creature in the negative zone. How many DM's play NPC's between -1 to -10 hp? Unless it's BBEG. And not to mention how hard is it to actually get someone in between that range.
If you don't think it's bad tell me how it's useful. Maybe i'm using it wrong.
On the other hand, if you think this is a near useless spell tell me what you think should be changed about it. The premise has a nice feed off the enemy evilness to it but I think it just fails.
My idea:
Short range Multi target RTA, creature # based on Caster level
Affects creatures that died N rounds ago. N= 1/2HD??
I don't know! Thoughts?
....I just realized it be hard to roll will saves when your dead.
Death Knell
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Spell Resistance: Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
Why would any cleric good or evil waste a slot with it. Will negates plus SR, and it's touch range. The most annoying part of this spell, you have to attack a creature in the negative zone. How many DM's play NPC's between -1 to -10 hp? Unless it's BBEG. And not to mention how hard is it to actually get someone in between that range.
If you don't think it's bad tell me how it's useful. Maybe i'm using it wrong.
On the other hand, if you think this is a near useless spell tell me what you think should be changed about it. The premise has a nice feed off the enemy evilness to it but I think it just fails.
My idea:
Short range Multi target RTA, creature # based on Caster level
Affects creatures that died N rounds ago. N= 1/2HD??
I don't know! Thoughts?
....I just realized it be hard to roll will saves when your dead.