Difference between revisions of "Ray of Enfeeblement (spell)"

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[[File:Ray of Enfeeblement (spell).jpg|right|490px|thumb]]
 
[[File:Ray of Enfeeblement (spell).jpg|right|490px|thumb]]
'''Ray of enfeeblement''' weakens those creatures struck, reducing their [[Strength (ability stat)|strength]] by 2-5 points, +1 additional point per 2 [[Experience Level|levels]] of the caster above 3rd. Thus, a 5th level caster would reduce strength by 3-6 pts., a 7th level by 4-7 and a 9th level by 5-8.  The ray is particularly effective in weakening creatures known for their overwhelming strength, such as [[Giant|giants]], [[Cyclops|cyclops]] and [[Titan|titans]].
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'''Ray of enfeeblement''' is a spell that projects a weakening force that saps the physical power of any creature it strikes, reducing the target's [[Strength (ability stat)|strength]] by 2-5 points, plus 1 additional point for every two [[Experience Level|levels]] the caster possesses above 3rd. Thus, a 5th level caster reduces strength by 3-6 points, a 7th level caster by 4-7 and a 9th level caster by 5-8.  
  
 
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{{Spelltable
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| level = [[Mage 2nd Level Spells|mage (2nd)]]
 
| level = [[Mage 2nd Level Spells|mage (2nd)]]
 
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The spell is especially effective against creatures whose threat depends upon raw strength, such as [[Giant|giants]], [[Cyclops|cyclops]] and [[Titan|titans]], as even a modest reduction can sharply diminish their capacity to inflict harm. Creatures struck are entitled to a [[Saving Throws|saving throw]] against magic. Success negates the loss of strength entirely, but the shock of resisting the effect leaves the creature momentarily impaired; for one round, it is dazed, equivalent to being [[Stun Lock|stunned]].
  
Affected creatures are entitled to a [[Saving Throws|saving throw]] against magic, which if successful denies the loss of strength — but for one round, saving creatures are dazed for one round, equivalent to the effects of being [[Stun Lock|stunned]].
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The spell reduces actual strength score directly and ignores percentile strength. A creature with 18/26 strength reduced by one point becomes 17, regardless of its percentile value. This holds true for any percentile, including 18/00. When strength is restored, the original percentile is likewise restored without loss.
  
The ray of enfeeblement ignores percentile strength.  For example, an 18/26 strength would be reduced to a 17 if the ray removed one point of strength.  The same is true if the initial strength is 18/56 or 18/00.  When the creature regains his or her 18 strength, the percentile is assumed to be restored also.
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The effect has particular consequence for creatures that rely upon [[Constriction (attack)|constriction]] or similar strength-based attacks. For each point of strength lost, the damage inflicted by such attacks is reduced by 1 point. For example, a [[Couatl|couatl]] that normally constricts for 3-12 damage per round would have this damage reduced by 1-4 points when affected by a 3rd level casting of the ray.
 
 
Other strong creatures that cause [[Damage (hit points)|damage]] by [[Constriction (attack)|constriction]], the ray of enfeeblement will reduce the [[Hit Points|hit points]] lost through this kind of attack by 1 damage per point of strength lost. For example, as a [[Couatl|couatl]] constricts for 3-12 damage per round, a 3rd level caster would reduce this damage by 1-4 points when using the enfeeblement ray.
 
  
 
== Full Strength Loss & Gain ==
 
== Full Strength Loss & Gain ==
Naturally, a creature's [[Attacking in Combat|attack]] and damage bonus reflect it's adjusted strength.  Once characters are completely drained, they can neither [[Movement (stride)|move]] nor act, nor bear any weight, having lost the source for their [[Encumbrance|encumbrance]] or [[Action Points|action points]]. Some creatures reduced to 1 or 2 strength may be be trapped under the weight of a heavy [[Backpack|backpack]] or within their [[Armour List|armour]], needing aid to free themselves.
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All combat effectiveness tied to strength is immediately adjusted. [[Attacking in Combat|Attack]] rolls and damage bonuses are recalculated according to the reduced score, and the creature's capacity for [[Encumbrance|encumbrance]] and expenditure of [[Action Points|action points]] is likewise diminished. As strength approaches zero, the creature's ability to function collapses. Those reduced to minimal strength may be unable to stand, move or act, and may find themselves trapped beneath the weight of their own equipment, such as a heavy [[Backpack|backpack]] or restrictive [[Armour List|armour]], requiring assistance to free themselves.
  
Lost strength is regained at a rate of 1 point per 10 minutes, or 50 combat rounds. Rest doesn't increase the speed of this regain, nor is it affected by [[Healing|healing]] spells or through the use of [[Dispel Magic (spell)|dispel magic]], [[Restoration (spell)|restoration]] or similar abjurement. The [[Strength (spell)|strength spell]] can add new strength points to the creature's total, but this is a separate effect and in no way alters the creature's real strength. Only time can restore the strength lost to the ray.
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Lost strength returns gradually at a fixed rate of 1 point per 10 minutes, or 50 [[Combat Round|combat rounds]]. This recovery cannot be hastened by rest, nor is it affected by [[Healing|healing]] magic, [[Dispel Magic (spell)|dispel magic]], [[Restoration (spell)|restoration]] or similar spells. The [[Strength (spell)|strength spell]] may temporarily add to the creature's effective total, but this does not restore the lost points and expires independently. Only the passage of time restores strength drained by the ray.
  
[[Category: Magical Spells]]
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[[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 19:46, 14 April 2026

Ray of Enfeeblement (spell).jpg

Ray of enfeeblement is a spell that projects a weakening force that saps the physical power of any creature it strikes, reducing the target's strength by 2-5 points, plus 1 additional point for every two levels the caster possesses above 3rd. Thus, a 5th level caster reduces strength by 3-6 points, a 7th level caster by 4-7 and a 9th level caster by 5-8.

Ray of Enfeeblement
Range 10 +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)

The spell is especially effective against creatures whose threat depends upon raw strength, such as giants, cyclops and titans, as even a modest reduction can sharply diminish their capacity to inflict harm. Creatures struck are entitled to a saving throw against magic. Success negates the loss of strength entirely, but the shock of resisting the effect leaves the creature momentarily impaired; for one round, it is dazed, equivalent to being stunned.

The spell reduces actual strength score directly and ignores percentile strength. A creature with 18/26 strength reduced by one point becomes 17, regardless of its percentile value. This holds true for any percentile, including 18/00. When strength is restored, the original percentile is likewise restored without loss.

The effect has particular consequence for creatures that rely upon constriction or similar strength-based attacks. For each point of strength lost, the damage inflicted by such attacks is reduced by 1 point. For example, a couatl that normally constricts for 3-12 damage per round would have this damage reduced by 1-4 points when affected by a 3rd level casting of the ray.

Full Strength Loss & Gain

All combat effectiveness tied to strength is immediately adjusted. Attack rolls and damage bonuses are recalculated according to the reduced score, and the creature's capacity for encumbrance and expenditure of action points is likewise diminished. As strength approaches zero, the creature's ability to function collapses. Those reduced to minimal strength may be unable to stand, move or act, and may find themselves trapped beneath the weight of their own equipment, such as a heavy backpack or restrictive armour, requiring assistance to free themselves.

Lost strength returns gradually at a fixed rate of 1 point per 10 minutes, or 50 combat rounds. This recovery cannot be hastened by rest, nor is it affected by healing magic, dispel magic, restoration or similar spells. The strength spell may temporarily add to the creature's effective total, but this does not restore the lost points and expires independently. Only the passage of time restores strength drained by the ray.