I am currently designing a necromany spell that allows the caster to manipulate the bones of others, and I am wondering what saving throw would be appropriate to resist its effects. Normally this is quite intuitive, but I am a lil' stumped for this one.
I think I can rule out Dexterity, but apart from that, I am very unsure.
Maybe Strength? Constitution? I don't think Wisdom, as it's not a Charming or Mind-influencing affect, but maybe Intelligence or Charisma, as a sort of Brain (or Willpower) over Body?
Any help would be much appreciated; have a great day, y'all!
I am currently designing a necromany spell that allows the caster to manipulate the bones of others, and I am wondering what saving throw would be appropriate to resist its effects. Normally this is quite intuitive, but I am a lil' stumped for this one.
I think I can rule out Dexterity, but apart from that, I am very unsure.
Maybe Strength? Constitution? I don't think Wisdom, as it's not a Charming or Mind-influencing affect, but maybe Intelligence or Charisma, as a sort of Brain (or Willpower) over Body?
Any help would be much appreciated; have a great day, y'all!
I would go with Constitution. When in doubt, choose whichever one of the big three saves (Constitution, Dexterity, and Wisdom) makes the most sense.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Constitution was my initial choice, but I wanted it to be a spell that was usable against the martial characters in a party (the spell is for an evil NPC), who have a tendency to pass Con saves pretty well. I was considering making it a check rather than a Saving throw (like with Telekinesis) so it affected characters more evenly, or making it something like Wisdom or Charisma, so it was easier for holy characters like clerics or paladins to resist the spell.
But I will certainly take this into account! I am certainly leaning towards Constitution saving throws.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey y'all, hope you're doing well.
I am currently designing a necromany spell that allows the caster to manipulate the bones of others, and I am wondering what saving throw would be appropriate to resist its effects. Normally this is quite intuitive, but I am a lil' stumped for this one.
I think I can rule out Dexterity, but apart from that, I am very unsure.
Maybe Strength? Constitution? I don't think Wisdom, as it's not a Charming or Mind-influencing affect, but maybe Intelligence or Charisma, as a sort of Brain (or Willpower) over Body?
Any help would be much appreciated; have a great day, y'all!
I would go with Constitution. When in doubt, choose whichever one of the big three saves (Constitution, Dexterity, and Wisdom) makes the most sense.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Thanks for the quick response!
Constitution was my initial choice, but I wanted it to be a spell that was usable against the martial characters in a party (the spell is for an evil NPC), who have a tendency to pass Con saves pretty well. I was considering making it a check rather than a Saving throw (like with Telekinesis) so it affected characters more evenly, or making it something like Wisdom or Charisma, so it was easier for holy characters like clerics or paladins to resist the spell.
But I will certainly take this into account! I am certainly leaning towards Constitution saving throws.