== Holy Banishment == by John Eure * The Spell * Holy Banishment (TOW) - Sight, Combat, 7th level Cleric "This spell is a battle of wills between the caster and the target. It is only effective against undead and unholy beings. If the caster wins the Test of Will, the target is banished from the material world until it can find its way back. Depending upon GM discretion, this could vary from a few minutes to a few years. (Undead are normally destroyed outright.)" * What's Wrong * The "GM safety clause", which allows the target to return within few minutes, makes people think that the spell is next to useless. And it isn't even necessary, since TOW spells already have a safety valve built in. If you don't want an NPC to be affected by this spell, just give them a high Will, a Strengthen Will, or use protective spells. And if your big bad villain has a lower Will than the PCs, then Holy Banishment is the least of your problems: Delusion and Commmand last for a full hour, and Charm only costs 4 spell points! Furthermore, this uncertainty unbalances the spell. TOW spells should generally be about 2 levels lower than non-TOW versions, and Holy spells should generally be about 1 level cheaper than normal versions. This gets fuzzy at high levels, because 9th level costs 6 points. But what it boils down to is that I think that a 7th level Holy TOW spell should be at least the equivalent of a Divine Wrath if it succeeds. * My solution * Remove the uncertainty. Strengthen the effect. Make this something that casters can rely upon, provided that they win the TOW match. * The proposal * 1) Strengthen Holy Banishment -- Change Holy Banishment to read: "This spell is a battle of wills between the caster and the target. It is only effective against undead and unholy beings. If the caster wins the Test of Will, the target is banished from the mortal plane, and is forcibly sent to where it belongs. Purely physical targets, such as re-animated corpses, are normally destroyed outright."