Horrid wilting is not death magic, it does not use negative energy, nor does it do a save or die as a death attack does, it just used that effect to implement the result. Its actually extracting water from a target. This is much like some spells conjure arrows which are non magical arrows, but others create magical constructs out of force and magic, or even illusions, how you are affected is the same using in game code, but the means is much different which means the defenses should vary.
In the official rules ( and my CSL ) this means contructs and undead are immune, and it does not notice if you have water, beyond doing extra damage to plants. This is mostly i think for balance, and to allow a pure necromancer a way to attack creatures who are immune to negative energy, which this is not, and also it does not heal undead.
In theory having water in the target is important part of how to look at this spell, and i think it should be assumed most creatures have SOME water. However it would be easy to extend what this does in reality, removing water, and making more creatures immune ( fire elementals ), while making other creatures take extra damage ( water elementals ). Might even rule flesh golems have water they need, as would a clockwork spider running on steam. I'd even say if you are soaking wet, this would be a great way to dry you off prior to dropping a fireball on you - but this would be more about removing a bonus to saves which in PNP would be granted by the DM. Ideally i want all spells to be this in depth, but that will take a long time.
Be very careful in overturning rules like this, magic is not about broad simple categories, it's about each spell having it's own job, it's own purpose and having it's own very specific rules, and making it act like it's actual description, often using very limited set of functions and effects shared by many completely different spells. Being a long time wizard i rely on horrid wilting for a lot of opponents who are immune to death magic, and to negative energy. Most new players would not notice this, which makes it so finding the correct spell a puzzle, and you can make that super boss near immune to magic. But you should not make it so those playing a wizard, who are smart enough to use the right combo after a LOT of research, cannot make what you designed as a hard encounter way too easy.
Note that the defense is a high level spell known as shades. That provides full necromantic immunity. This is a high level spell, and it should not be something a low level spell lets you ignore.
I think it's fine for a DM or module maker to decide to add spell immunity to an item, to give a person both immunity to this spell and to death attacks, i just see them as separate powers and should be described/noted that both protections are provided and not assumed that getting death magic protection also protects from this spell, and if it's granted in death ward, to note that in the spell description as well.
( Might want to look at drowning attacks as well, or attacks that remove the ability to breathe, same issues, but i prefer requiring a water breathing spell, or being aquatic ( or not needing air ) as a defense, might even help that water elemental somewhat, i'm sure adding water to one of those things would be pleasant for them. ).
Modifié par painofdungeoneternal, 07 octobre 2011 - 09:47 .