Difference between revisions of "Feign Death (spell)"

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[[File:Feign Death.jpg|right|455px]]
 
{{Spelltable
 
{{Spelltable
 
| name = Feign Death
 
| name = Feign Death
 
| range = touch
 
| range = touch
| duration = 6 rounds + 1 round per level
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| duration = 10 +3 rounds per level
 
| area of effect = 1 creature
 
| area of effect = 1 creature
| casting time = 1 move
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| casting time = 1 [[Action Points|action point]]
 
| save = none
 
| save = none
 
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]; [[Druid 2nd Level Spells|druid (2nd)]]
 
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]; [[Druid 2nd Level Spells|druid (2nd)]]
 
}}
 
}}
  
Creates the appearance of death for creatures of the cleric’s faith, so that those examining the creature would be unable to tell that the spell’s recipient were alive.
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Causes those examining the creature to believe that the spell's recipient is truly dead, and not alive.  Meanwhile, the recipient will be able to hear, smell and know what is going on — though the benefits of sight and self-directed movement are impossible.  The recipient cannot move at all, as though they were [[Paralysation|paralysed]], though they will be able to feel anything they happen to touch.
  
The affected creature can hear, smell and know what is going on, but no feeling or sight of any sort is possible. The creature will sense if damage is done, but will not react, as the spell will not be broken — damage caused with be at 50% of normal.
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The recipient is able to dispel the effects of the spell at will, prior to its duration time.  Recipients will then be able to open their eyes and speak almost at once.  However, it will take three full [[Combat Round|rounds]] before the recipient will recover their full movement; they will be able to sit up in the second round, and stand in the third; but no other action, such as defending themselves or engaging in an attack, is possible. At this time, and when under the effects of the spell, the recipient should be treated as a [[Helpless Defenders|helpless defender]].
  
Paralysis, poison or energy drain will not affect a creature under the influence of the spell — even undead will perceive that there is no energy to be drained, and thus leave the recipient alone. Poison injected into the body will be made inert and harmless, and will not assert itself when the duration of the spell has passed.
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Unwilling creatures cannot be affected by the spell.
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== Protections ==
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Any damage that is caused to the recipient while under the spell's effect (though not after dispelling the dweomer) is reduced by 50%, including [[Damage (hit points)|damage]] caused by [[Falling|falls]] or [[Breath Weapon|breath weapon]].  The character's body still receives a save against any form of attack where a throw would normally be allowed.
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Additionally, the recipient is completely immune to paralysis and [[Hold Person (spell)|hold]] spells, [[Poison (substance)|poison]] or [[Energy Drain|energy drain]], while under the spell's influence.  [[Undead]] creatures will perceive that there is no energy to be drained from a lifeless body, and leave the recipient alone. Poison will be utterly neutralized, so that there will be no lingering effects; however, the spell will not neutralize poison that was imparted to the body prior to the spell's [[Spellcasting|casting]].  And yet, the spell will suspend the effects of any poison for the spell's duration.
  
Unwilling creatures cannot be affected by the spell.
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== Bringing the Spell into Play ==
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Most obviously, any time the player needs to fake their own death, perhaps to avoid paying a debt or to stop the vendetta of an enemy.  Commonly it is used when the threat of a [[Total Party Kill (TPK)|total party kill]] occurs.  A brave caster might foresee that it would be better to grant the spell to an [[Assassin (class)|assassin]] or [[Thief (class)|thief]] as a last effort, if perhaps the enemy can be counted on to collect those [[Negative Hit Points|knocked unconscious]] in the fight, but not the dead.  The assassin or thief, having the best chance of operating on their own, might be able to free the rest of the party.]
  
The creature under the spell is able to dispel the effect at will, but it will take three full rounds before the creature will be able to take any action (even speaking or moving his or her eyes) — but full movement and action will be possible after that time.
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One use, common with mystery novels, would be to stage your own death and thus frame an enemy for murder.  However, the short duration time of the spell precludes the possibility of having the corpse lay around for any length of time.
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Latest revision as of 02:32, 17 June 2022

Feign Death.jpg
Feign Death
Range touch
Duration 10 +3 rounds per level
Area of Effect 1 creature
Casting Time 1 action point
Saving Throw none
Level cleric (3rd); druid (2nd)

Causes those examining the creature to believe that the spell's recipient is truly dead, and not alive. Meanwhile, the recipient will be able to hear, smell and know what is going on — though the benefits of sight and self-directed movement are impossible. The recipient cannot move at all, as though they were paralysed, though they will be able to feel anything they happen to touch.

The recipient is able to dispel the effects of the spell at will, prior to its duration time. Recipients will then be able to open their eyes and speak almost at once. However, it will take three full rounds before the recipient will recover their full movement; they will be able to sit up in the second round, and stand in the third; but no other action, such as defending themselves or engaging in an attack, is possible. At this time, and when under the effects of the spell, the recipient should be treated as a helpless defender.

Unwilling creatures cannot be affected by the spell.

Protections

Any damage that is caused to the recipient while under the spell's effect (though not after dispelling the dweomer) is reduced by 50%, including damage caused by falls or breath weapon. The character's body still receives a save against any form of attack where a throw would normally be allowed.

Additionally, the recipient is completely immune to paralysis and hold spells, poison or energy drain, while under the spell's influence. Undead creatures will perceive that there is no energy to be drained from a lifeless body, and leave the recipient alone. Poison will be utterly neutralized, so that there will be no lingering effects; however, the spell will not neutralize poison that was imparted to the body prior to the spell's casting. And yet, the spell will suspend the effects of any poison for the spell's duration.

Bringing the Spell into Play

Most obviously, any time the player needs to fake their own death, perhaps to avoid paying a debt or to stop the vendetta of an enemy. Commonly it is used when the threat of a total party kill occurs. A brave caster might foresee that it would be better to grant the spell to an assassin or thief as a last effort, if perhaps the enemy can be counted on to collect those knocked unconscious in the fight, but not the dead. The assassin or thief, having the best chance of operating on their own, might be able to free the rest of the party.]

One use, common with mystery novels, would be to stage your own death and thus frame an enemy for murder. However, the short duration time of the spell precludes the possibility of having the corpse lay around for any length of time.