How about this instead?
Confusion (4th Level Mind Spell)Any action – helpful or harmful, performed on oneself or another person – affects a random target. Everyone a victim could reasonably perform the action on, including themselves, rolls dice, and the target with the lowest roll becomes the actual target for the action. So, confused victims can attack a friend, heal an enemy, try to take the helmet off of a wolf, or any number of confused actions.
Randomizes the target of any action taken by confused victims. 3 HD victims save on first turn, 4+ HD victims save every turn to escape confusion for 1 turn.
Players have an advantage in that they can choose to take no actions at all until the confusion goes away. But this seems like a reasonable advantage.
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Wow. I love it. I love you. Thank you.
ReplyDeleteSo does this mean that 1-2HD victims dont save for the duration of the spell, and that 3HD victims only save once? Its not super clear.
ReplyDeleteStill, if my understanding is right, is quite elegant. I might morph it a bit by increasing the the difficulty by +1 on the spell and then each HD adds a +1 to their save on the first round just for ease of use on my end. Good idea nonetheless
"So does this mean that 1-2HD victims dont save for the duration of the spell, and that 3HD victims only save once?"
DeleteYes. In the original Confusion spell, creatures with 2 HD or less get no save. Creatures with 4 HD or more get a save every turn to see if they are temporarily unaffected. Technically, creatures of 3 HD don't get a save, but there's a 12-sided die roll which you subtract the m-u
s level from to see if there's a turn delay. I decided that was overly complicated for a unique mechanic and just turned it into a single save to see if there's a turn delay.