Friday, October 12, 2018

Ray of Enfeeblement

Giving some oomph to this long-considered weak spell:

Range: 10 ft. +5 ft. per level
Duration: 1 round per level
Area of Effect: 1 creature per level
Casting Time: 1 round
Saving Throw: negates
Level: mage (2nd)

Weakens an opponent by striking them with a magic ray, emerging from the caster's hands or eyes.  If the struck creatures fail to make saving throw, their strength will be sapped at once, causing 1 round of dazed weakness equivalent to the creature being stunned.

The strength lost will equal 2-5 points, +1 additional point per 2 levels of the caster above 3rd.  This would mean that a 5th level caster's ray would reduce strength by 3-6 points, a 7th level caster by 4-7 points, a 9th level caster by 5-8 points and so on.  The ray of enfeeblement is particularly effective on creatures with great strength, such as giants and warrior races.

When employed against creatures that crush or squeeze their opponents, whose exact strength is unknown, such as apesboa constrictorscouatl and the like, the ray will lower the damage done by these attacks by 1 point per strength lost.

Creatures can be drained until they are at zero strength but no more.  Creatures so affected cannot move or act, and have not even the strength to speak.  They must wait until the effects of the spell pass before regaining their strength.

Strength that is lost is regained at a rate of 1 point per round after the ray's effect has passed. Therefore, if a 3rd level caster were to affect a hill giant with a 19 strength, reducing that strength by 4, the giant's strength would be 15 for a total of 3 rounds (while the spell was in effect).  It would then take four rounds before the giant's strength would return to normal.

The ray of enfeeblement ignores percentile strength.  Those with an 18/percentile strength are considered to have a strength of 18 ... and when regaining their 18 strength, the percentile is assumed to have been regained also.



4 comments:

  1. Usually in my experience ray of enfeeblement can actually be pretty great.
    The main problem is it's competing with things like sleep, mage armor and other spells at early level that need to be staples later.

    Some of my favorite guides are all about how NOT doing damage, but doing status effects such as enfeeblement can swing fights way more than things like magic missile.

    So for instance, enfeeblement would yield net negatives to a creature in greater amount over time than a magic missile. I think the most noteworthy part in here is the creature per level/duration per level exponential potential effect here.

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  2. I do agree, Oddbit. It is unquestionably a 2nd-tier spell; I think it's previously been 3rd tier, however. I think apart from the two you mentioned, the stun effect at the start of the spell is itself a real boon, even when fighting creatures not expressly known for their strength.

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  3. I would strongly consider it, especially as I have not taken many combat spells

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  4. Compare the recently created scare, shatter and stinking cloud spells, all in the recent wiki.

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