
Azothath |
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Abate Affliction (Abt Aflct)
School: {arcane/occult}Abjr(A) or {divine}Conj(C).
Domain/Mystery: healing 1, community 2, succor 1.
Level: skald 2, sorcerer 1, witch 2, wizard 1, cleric 1, inquisitor 1, oracle 1, paladin 1, shaman 1, warpriest 2, medium 1, occultist 1, psychic 1, spiritualist 1, alchemist 1, investigator 2.
Casting Time: full-round action
Components: V, S, M (small effigy, holy symbol, or totem 1gp)
Range: Touch
Target(s): Touch, 1 willing/friendly large or smaller living creature (see text)
Duration: 3*CstrLvl hrs (see text)
Save: Will negates; SR: Yes (harmless)
Description
Abate affliction slows one known and identified affliction (corruption, curse, disease, drug & addiction, infestation, madness & psychological condition(including confusion effect), poison) from progressing and reduces the current and ongoing penalty (if any) by 1 or up to 12.5%(in case of a random effect, worse(-12.5) to best(+12.5%) option (use a d8)) chosen by the caster. This offers the target some relief from their current situation but does not directly aid saves from the condition. Iterative checks for the affliction may be delayed by 2 rounds if round by round or to double the usual time increment.
Identifying the problem:
Identifying the affliction occurs before casting the spell. A Heal DC 15 check over 3 rounds can point the caster to the right skill choice. If the affliction is a spell effect and the caster witnesses the spell being cast he may use Spellcraft to identify the spell and thus the affliction.
A corruption, curse, divine affliction requires the caster succeed at a Know Religion check vs 10 +DC of the affliction (usually spell DC or save). A disease, infestation, drug, addiction, madness, psychological condition requires the caster succeed at a Heal check vs 10 +DC of the affliction. Likewise a curse, madness, arcane affliction requires Know Arcana, and a drug, infestation, or poison require Craft Alchemy. The caster chooses his preferred skill and makes a check to identify the particular affliction.
Some afflictions have a specific identification processes in their description and that should be used.
Often the player knows what afflicts their PC, but in the Game a skill check is required.
Once the affliction is identified the abate affliction causes the ongoing affliction to harbor in the 1-3” sized material component which is slowly eaten away and destroyed when the spell expires. The component must be worn and kept by the target lest the spell end. Only one application of this spell can affect a creature and further castings must wait at least 2d3 hours after the last casting expires.
A silver holy symbol or totem of 25gp increases the duration to 5*CstrLvl, and a gold holy symbol or totem of 100gp increases the duration to 8*CstrLvl. A creature of huge or larger requires this spell to be cast using a 2nd spell level slot. Oddly transmutation polymorphs of 4th spell level and above that affect the target cause this spell to end. This spell has no effect on aberrations, constructs, undead, haunts or spirits.
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see also
spell: Discorporation:C0
spell: Celestial Healing:C1{rework}
spell Twilight Knife:K2{rework}
spell: Lsr Shadow Walk:I4

Pizza Lord |
1 person marked this as a favorite. |
Why not abate the effect for a number of time units (rounds, minutes, 10 minutes, hours, etc.) based on the effect's frequency. Something like (not saying this is what you want, just an example):
'Abate affliction slows the frequency of an affliction the caster has identified on the target. The target need not make rolls or checks during this time and the duration of reprieve equals 3/caster level in rounds, minutes, or hours (max 24 hours), based on the affliction's frequency. An effect, like a poison that requires a save every round or less than 10 round (one minute), would not require a save until 3 rounds/caster level has passed. An effect checked every hour (or longer, such as the save to remove a negative level) would be delayed and additional 3 hrs/caster level.'
Or some such. I am not saying that's your vision, but it might be easier to word it that way (or might be completely wrong). At the very least, I'd probably say a caster can only postpone an affliction once (your call on if different casters can). And 8th-level caster is already possibly postponing something by a full day. I like that the Material component has a cost, but it's not really enough to keep someone from otherwise chain-casting effects (especially over days) or Extending a 1st-level spell isn't that hard.
I also assume this doesn't suspend or pause afflictions, meaning some can just fade out naturally well before the abate affliction spell ends. Even at 3 rds/caster level (let alone hours), a lot of poisons will wear off (granted, they have to be afflicted by it and probably take some damage).

Azothath |
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frequency: round for many poisons, day for disease, etc.
Duration: As a first level spell you want some effect but not temporary immunity like delay poison or an effective cure by duration greater than the affliction effect. I set a miximum time, 11th level $1 =33hrs to $100 =88 hrs.
The effect was to double/triple the time period of the check slowing the affliction. The mild bonus of 1 or, ahem, 13% was to give the target a slight lessening of ability damage or confusion. That way a poison with 7 checks over initial + 6 rounds keeps its number of checks and effect but spread over 18 rounds so it can be treated. Technically with confusion the effect lengthens but there's more favorable odds [1, 2-3, 4-5, 6-7-8] keeping the attack any attackers.
It might be clearer to say it does caster's choice of A, B, or C.

Pizza Lord |
The key is conveying it in as simple and concise terms for a reader.
Option:
Abate affliction mitigates the effects of an affliction (corruption, curse, disease, drug or addiction, infestation, madness or psychological condition (including confusion), or poison) the caster has identified on the target. The caster chooses whether to reduce penalties caused by the affliction by 1 for the duration, grant the target a 5% (or whatever number) modifier (up or down, target's choice) to random rolls, such as confusion, or double the frequency time between checks for the affliction (I feel there should be a limit, though, some diseases or negative level checks or such only happen once a day, or more and I don't think a 1st-level spell should do that IMO, maybe just 2 hours max. Not my call, and I may be misreading the intent, which is the actual issue with wording).
Then I'd probably put a note about a specific affliction only being able to be abated more once, whether by the same caster or any caster, to prevent just long chaining of it.
I don't believe it should have a Saving Throw, if the target is required to be willing (which is seems to be, though you added 'friendly', which is uncommon and unusual). The only issue I might have is that a confused or charmed or dominated 'friend', might not count as willing unless they rolled 'Act normally'. It's not a real issue, that just might be how it works. Might be easier to put it as Saving Throw: (harmless). I am sure there's some way it can be unhelpful, like some character that actually gets benefits while poisoned or diseased or something, but this doesn't technically remove or suspend it, so probably not. Not sure if 'raging' is considered an affliction, depending on if it's barbarian rage or the rage spell or some [emotion] spell and they can reduce their –2 AC penalty by 1. Or someone trying to claim that the blinking miss chance to attacks is an 'affliction' and alter their miss chance roll by x%.

Azothath |
willing is a common term, friendly is an attitude, '/' means OR or divide. One assumes it is meeting either criteria as sleeping, low Int, or some conditions make it nebulous. just say, ooooh, that's clever! I could use the more rigorous '|', OR, XOR.
Applicable Afflictions are defined in the spell descriptions first line.
Notice the wait time at the end of the second paragraph.
A save stops some shenanigans.
...
I use floor '⌊x⌋' and exponent '^' in my personal text descriptions. I expect readers to know basic algebra (I expect more than Paizo).

Azothath |
Abate Affliction (Abt Aflct){the abbreviation}
Source Azothath's Homebrew
School {arcane/occult}Abjr(A) or {divine}Conj(C); Domain/Mystery: healing 1, community 2, succor 1; Level: skald 2, sorcerer 1, witch 2, wizard 1, cleric 1, inquisitor 1, oracle 1, paladin 1, shaman 1, warpriest 2, medium 1, occultist 1, psychic 1, spiritualist 1, alchemist 1, investigator 2.
Casting Time 1 round
Components V, S, M (small effigy, holy symbol, or totem 1gp, 25gp, or 100gp)
Range Touch
Target(s) one willing or friendly size large or smaller living creature (see text)
Duration up to 3*CstrLvl hrs (see text)
Saving Throw Will negates; SR Yes (harmless)
Description
Abate affliction slows the progression of a named affliction(corruption, curse, disease & infestation, drug & addiction, madness & psychological condition(including confusion effect), or poison) affecting the target and reduces the total penalty (if any) by 1 or allows up to 13%(in case of a random effect) to be reassigned by the caster. This offers the target some relief from their current situation so healers have time to treat the affliction. The ongoing affliction harbors in the 1-3” sized material component which is slowly eaten away and destroyed when the spell expires. The component must be worn and kept by the target lest the spell end.
Identifying the problem:
Identifying the affliction occurs before casting the spell. A Heal DC 15 check over 3 rounds can point the caster to the right skill choice. If the affliction is a spell effect and the caster witnesses the spell being cast he may use Spellcraft to identify the spell and thus the affliction.
A corruption, curse, divine affliction requires the caster succeed at a Know Religion check vs 10 +DC of the affliction (usually spell DC or save). A disease, infestation, drug, addiction, madness, psychological condition requires the caster succeed at a Heal check vs 10 +DC of the affliction. Likewise a curse, madness, arcane affliction requires Know Arcana, and a drug, infestation, or poison require Craft Alchemy. The caster chooses his preferred skill and makes a check to identify the particular affliction.
Some afflictions have a specific identification processes in their description and that should be used. Mummy Rot(Su) can be affected by this spell.
Often the player knows what afflicts their PC, but in the Game a skill check is required.
The spell is cast, affliction named, and the target touched. The number of iterative checks for the named affliction does not change but the time between checks (the period) is increased. If the period is less than 1 round it becomes 2 rounds, if 1 round it becomes 3 rounds, otherwise the period is doubled up to the duration. Only one application of this spell can affect a creature and further castings must wait 2d3 hours after the last casting expires. This spell only affects the named affliction and does not prevent other or new afflictions.
In the case of confusion using a d4(25%) use a d8 taking allowing the caster to assign a percentage to another behavior/effect, usually [1-2-3, 4-5, 6-7, 8].
Material Components: A silver holy symbol or totem of 25gp increases the duration to 5*CstrLvl, and a gold holy symbol or totem of 100gp increases the duration to 8*CstrLvl.
Determining "willing" can sometimes be complicated thus a creature with a friendly attitude toward the caster is a valid target. A creature of huge or larger size requires this spell to be cast using a 2nd spell level slot (the default for some casters). Oddly transmutation polymorphs of 4th spell level and above that affect the target cause this spell to end. This spell has no effect on aberrations, constructs, undead, haunts or spirits.

Pizza Lord |
If I were looking at this as an editor, and this was being offered to the world, I would suggest some wording changes. If you want to say they aren't needed, because you know what the spell is supposed to do... well, then you didn't even really need to write it down, this is for others.
This spell has no effect on aberrations, constructs, undead, haunts or spirits.
Probably not needed, since it says 'living creature' in the Target line, except for Aberrations. Unless you really need it to not include them, then you could probably cover this with:
'Target: One willing or friendly living non-Aberration creature of Large size or smaller (see text)'But only if you really have a reason to exclude Aberrations.
I still say 'friendly' isn't needed and would save you word count, and if a creature is willing, then no need for a Saving throw (or at least it should be (harmless). I mean, the target already has to wear or keep the item, which means some creatures without hands or able to wear things are already hindered in benefiting. It also implies there's some action of them taking possession of something from the caster during the casting (which isn't so bad), but in the case of a target without hands or that's paralyzed, presumably the caster also has to hang the symbol or effigy on them, presumably around their neck, so hopefully it has a cord or thong.
The wording, 'The component must be worn and kept by the target lest the spell ends.' is also uncommonly phrased. 'If the target loses possession of the component, the spell ends.' would be easier to understand, rather than 'lest it end', which implies that it might or might not. But there should be a line above that says the component is placed on or in the target's possession before this; possibly in the Component line: '(Effigy, holy symbol, or totem (1 gp, 25gp, or 100 gp) placed on or in target's possession.)' or something.
I'm also not sure (not saying it's wrong or anything, I just don't see the reason) for the Large size restriction. Is there a reason a Huge creature suffering poison is harder to abate the affliction on than a Large horse? Is there a specific condition you're thinking of that a Huge or larger creature would have that should be harder to abate than normal? Seems like you'd save some word count not worrying about it unless there's an issue you foresee (and if you share it we might think of a more concise way to word it.
I also think the Identification part can be cleaned up. It's really confusing and from reading it, the caster needs to spend 3 rounds making a Heal check, just to know what check they need to make to identify the affliction. I assume you mean that's only if the caster doesn't know the affliction. But even so, I wouldn't mind it (so much) if that check allowed identification, but 3 rounds just to know what check to make, and then making that check (Which might have its own restrictions) is a bit unwieldy, especially if a target is confused or feared or running away every round or something. Looks like you imply this with the spell identification and Spellcraft, but it could be clearer.
Can the caster just 'guess'? If it's obvious (ie. they're bleeding. Okay, maybe bleeding isn't one of the afflictions you intend this to work on, though it could maybe increase the rounds between bleed damage, but it's mostly just an example) they should be able to identify the affliction and just state it (if they're wrong it fails). Now, maybe they have to be specific for some effects, like whether it's spider venom or centipede venom, but if they just saw their friend bitten by a spider, they shouldn't really need to make a check if they're trying to mitigate the poison's effect as quickly as possible. And maybe this is all intended by you, but the phrasing should make this clear to people that don't know how the spell exactly works (ie. you, the creator). I think maybe a table or chart layout would look cleaner if you really need to delineate how to identify some esoteric afflictions.
You could likely save a lot of room by just letting the GM handle the identifying, or consolidating it into wording like,
'The caster can attempt to guess at an affliction, especially if they saw the source, such as identifying an afflicting spell with Spellcraft when cast or seeing the type of creature that poisoned or diseased the target (and knowing the poison and disease name, ie. Spider Venom, Black Adder Venom, Filth Fever, or Mummy Rot rather than just "poison" or "disease"). If wrong, the spell fails. Other methods of identification are up to the GM and can include Heal or Craft: Alchemy or Poisonmaking for drugs or poisons, or Spellcraft, Knowledge (Arcana) or (Religion) for spell or divine afflictions or curses. DCs can range from 10 for common afflictions to higher based on factors like rarity or the DC to craft a poison or drug or to identify the creature it came from.'
and just leave it at that unless you really have a reason to go into DC mechanics.
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