I think the magic and poison versions could easily be thematically separated conceptually by arguing one affects limbs magically and the other affects it through the nervous system, thus creatures immune to Poison would still be immune to Poison Paralysis, but not Spell Paralysis.
I strongly advocate communication with your local plot teams if you are concerned about this change. The monster database is not immutable, and monsters will need to be redesigned across the board for 2.0 to work. Creatures that are immune to certain things now may not be in 2.0, or may have limited resistance instead.
And could be immune to death.
Because of what Death does, I think that immunity to that effect will most likely carry over. And either way, it will be there on NPC's/BBG's that "matter" - same with other take-out effects.
I agree. I know that many of the designers of this change intend for Death to affect more creatures; I have absolutely no faith in that it will.
there was actually an abundance of things that were immune to death that has been removed in preparation for 2.0.
And thematically, Death working on Elementals and Constructs (or any historically Celestial-based creature) is just weird to me. Even worse that it works on Undead. "It's dead, let's kill it again!" And Cursed....well...."All the powers of the universe....little itty bitty living space..."
This however does not stop any plot team from writing their own monster cards to suit the needs of their campaign (or LCO rules, or LCO effects)
I would say with this change Weakness should maybe be bumped up in level? If the damage reduction is changed to halved across the board, it becomes significantly more powerful the more damage the target is capable of doing, and once the target is swinging 12 or more (which isn't unlikely if NPC damage isn't going to take the same hit PC damage is) it becomes better than 1.3 Weakness. It probably shouldn't go any higher than 4, but halving damage feels slightly too strong for a 3rd level spell to me.3. Weakness - half damage rounded down to a minimum of 1 (due to new scaling damage reduction should also be scaled appropriately)
I've always felt that Silence sat a little too high in level, but otherwise I see no issues with this batch of the list. Though I'll echo Tantarus and say that changing Paralysis to Stasis as a way of saying "this one is a Poison, this one is a Curse" could certainly help simplify things and mitigate potential confusion; I'm not sure if I like Stasis as the name, but it fits nicely into the incant and is descriptive enough that I think most people will just 'get it', so to speak.4. Cleanse - works as normal
5. Silence - works as normal
6. Destruction - double damage from numeric damage sources (lowered due to the inclusion of cleanse)
7. Paralysis - works as it does in 1.3, moved to 7 due to being compared to confine without working on things without metabolism/addition of cleanse spell
I like this idea, although I can't say I care very much for either Termination or Doom as a name for it, especially when I say the incant out loud; Death 'feels' better to say, even if the effect of the Curse isn't actual death. My main concern is that it has the exact same issue that Death-as-actual-death does, in that anything Plot wants to survive longer than 10 seconds is going to be immune to it or have a dozen ways of avoiding the effect. I'm still only level 13-14, so I can only speculate on the sentiments of players at levels 25+, but this seems to me to be a non-solution to the problem others have noted with Death in general? Feel free to point me in the right direction if I'm way off the mark. (Or tell me to get bent, whatever works. )9. Termination/Doom/etc. - works as a spell version of Terminate (drops target to -1 body).
3. Weakness - half damage rounded down to a minimum of 1 (due to new scaling damage reduction should also be scaled appropriately)
I would say with this change Weakness should maybe be bumped up in level? If the damage reduction is changed to halved across the board, it becomes significantly more powerful the more damage the target is capable of doing, and once the target is swinging 12 or more (which isn't unlikely if NPC damage isn't going to take the same hit PC damage is) it becomes better than 1.3 Weakness. It probably shouldn't go any higher than 4, but halving damage feels slightly too strong for a 3rd level spell to me.