Earworm: The monster sings an insidious melody, targeting one creature within 30'. That creature must make a save (DC xx) or suffer xx damage and be charmed until the end of their next turn; while charmed it is incapacitated. At the end of its turn, the target must choose an ally within 30' (they may target themselves) to make the same save and possibly suffer the same effect.
My default is Wisdom, since that's the typical default for mind affecting things, but there's arguments for intelligence or charisma.
Thats a pretty strong spell - unless its a heavily HB game that spell would annoy the pants off me as a player - particularly if it can't be cleared easily. The triple whammy of damage/incapacitated/chain it to a friend or reinfect yourself is devestating if you set the damage and dc high.
That said I think the save depends on the creature casting it - is it a charisma based creature - wizard etc etc. I think CHA is best but there is an argument for WIS/INT - I have used all three depending on the situation.
That said I think the save depends on the creature casting it - is it a charisma based creature - wizard etc etc. I think CHA is best but there is an argument for WIS/INT - I have used all three depending on the situation.
I'm not telling you not to do this, but this definitely isn't the approach that the official stuff takes — what kind of save is required to resist a spell/effect is usually not tied to what abilities the thing using that spell/effect is strong in. That's how the DC for the save is set, but not how the ability is chosen.
Thats a pretty strong spell - unless its a heavily HB game that spell would annoy the pants off me as a player - particularly if it can't be cleared easily.
It gets cleared by a successful save, since it only has a base 1 round duration, or by anything that removes the charmed condition. Certainly potent and annoying, but as long as it's not spammable it's just an annoyance.
I have a question: The way you pass it on is by singing it yourself, right? Because ... that's cool. It's like a yawn - you see someone yawn, now you have to yawn, and it feels good to do it and bad to stifle it. But if you do it, ... well, you get it.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I have a question: The way you pass it on is by singing it yourself, right?
Of course. An earworm is a song that, once you hear it, gets stuck in your head, and IME there's a belief (mostly false) that you can get rid of one by giving it to someone else.
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Earworm: The monster sings an insidious melody, targeting one creature within 30'. That creature must make a save (DC xx) or suffer xx damage and be charmed until the end of their next turn; while charmed it is incapacitated. At the end of its turn, the target must choose an ally within 30' (they may target themselves) to make the same save and possibly suffer the same effect.
My default is Wisdom, since that's the typical default for mind affecting things, but there's arguments for intelligence or charisma.
Seems like Wisdom to me. The Harpy from the Monster Manual has a similar ability that uses a Wisdom save.
pronouns: he/she/they
Thats a pretty strong spell - unless its a heavily HB game that spell would annoy the pants off me as a player - particularly if it can't be cleared easily. The triple whammy of damage/incapacitated/chain it to a friend or reinfect yourself is devestating if you set the damage and dc high.
That said I think the save depends on the creature casting it - is it a charisma based creature - wizard etc etc. I think CHA is best but there is an argument for WIS/INT - I have used all three depending on the situation.
I'm not telling you not to do this, but this definitely isn't the approach that the official stuff takes — what kind of save is required to resist a spell/effect is usually not tied to what abilities the thing using that spell/effect is strong in. That's how the DC for the save is set, but not how the ability is chosen.
pronouns: he/she/they
It gets cleared by a successful save, since it only has a base 1 round duration, or by anything that removes the charmed condition. Certainly potent and annoying, but as long as it's not spammable it's just an annoyance.
Actually think this is quite a cool ability. And agree with others that this would require a Wisdom save.
It wound up being irrelevant because the first save was made, but could always reuse at some later point.
I have a question: The way you pass it on is by singing it yourself, right? Because ... that's cool. It's like a yawn - you see someone yawn, now you have to yawn, and it feels good to do it and bad to stifle it. But if you do it, ... well, you get it.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Of course. An earworm is a song that, once you hear it, gets stuck in your head, and IME there's a belief (mostly false) that you can get rid of one by giving it to someone else.