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mqstout: I remember one of the jRPGS -- maybe one of the Final Fantasy games -- didn't have insta-death petrify, but instead a timer-based one that, after a few turns, then it [foe or you] petrified. Chance for cure in between, etc. It may even have applied penalties during the transition state.
There's gradual petrify in Final Fantasy 3 and 4; the character needs to be hit 3 times for it to turn into actual petrify. Note that there still is instant petrify, and in FF4 gradual petrify will worsen with time. As far as I know, gradual petrify has no effect until the character actually dies.

FF4 introduced an effect that kills when a timer runs out, though it's enemy only in FF4; FF5 made it player usable. FF7 has a petrify with timer effect as well.

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mqstout: Disintegrate is usually a single-target damage spell that IF it happens to get the killing blow has additional effect of destroying the body. But also works on objects, which many spells don't work on very well.
Actually, disintegrate being a damage spell is relatively modern; it used to be an instant death spell back in AD&D (and maybe 3e as well IIRC).

Targeting objects is something that I wouldn't expect a CRPG to implement. Some games have taken the approach of such effects destroying any loot you might get, but I personally object to effects that destroy items in RPGs (just like I object to things like level draining or permanent stat drain).

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mqstout: EDIT2: Phantasmal Killer, typically the lowest level player-available death effect (4th level spell) makes up for being lower level in that it requires two saves, OF DIFFERENT TYPES, to fail. It's also three types of spells that are widely immunized against or resist-boosted: Fear, Mind-Affecting, and an illusion. Oh and it has a special condition in which it can be turned back on its caster. (This is weird and rare and mostly just for flavor.)
I'm not aware of any CRPG that implements that spell or anything like it.

Oubliette, a game that pre-dates Wizardry, has group targeted instant death spells at low levels, but they only work on low level enemies. In Wizardry 1, the lowest level instant death spell is a 5th level spell that only works on low level enemies (but note that level doesn't always correlate with strength; see W1's Poison Giants (level 1, but quite strong with 81 HP) and W2's fuzzballs (level 100, but 1 HP and can't do anything except call for help (but immune to magic, which is what makes them annoying)).

Also, apparently some versions of Bard's Tale 1 and 2 treat all attacks that target enemies as instant death attacks in order to avoid having to track every enemy's HP individually (396 bytes, which is needed for one particular BT1 fight, was a fair amount in those days).
Post edited September 23, 2020 by dtgreene
Absolutely yes, with reasonable restrictions. I'm so tired of games (JRPGs in particular) making status effects functionally useless. It's rather refreshing when they're actually reliable and useful, but I can only think of a few games that do that.

The first Trails in the Sky game has the somewhat broken Chaos Brand spell, which pretty much guaranteed the Confusion status if the enemy wasn't outright immune. I remember using it on a boss late in the game and I was tickled that it actually worked.

Fates of Ort totally averts this issue; all status effect spells like Fear, Persuade, and Plague are guaranteed to work on all enemies except one. Even better, walls, turrets, and totems can be hit with said spells so that they afflict enemies with those statuses.
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Reyold12: Absolutely yes, with reasonable restrictions. I'm so tired of games (JRPGs in particular) making status effects functionally useless. It's rather refreshing when they're actually reliable and useful, but I can only think of a few games that do that.
Just in the Final Fantasy series:
FF2: If the spell is at a decent level, your casting stat is decent, and your equipment doesn't interfere with magic (at least not significantly), status effects work really well. In fact, the best way to clear groups of monsters is often to hit them with multi target Toad (pre-GBA) or Teleport (GBA or later).
FF3: In the original version, status ailments work quite well on normal enemies (not bosses, unfortunately). (Unfortunately, this is not true of the remake.)
FF4: Status ailments work decently in random battles, though not as well as in original FF3. This becomes more apparent in the 3D remake. Note that final dungeon enemies tend to be immune to petrify and death, though that's not true outside of the final dungeon. (Also, in original FF4, Tellah works wonders with multi-target Break; the 3D remake doesn't let you mutli-target that spell without Omnicast, however.)
FF5: Status ailments are resisted a bit more, but they are still useful, and unlike FF3 and FF4, they actually work on bosses, though they still often resist most of them.

Also, they work well in earlier Dragon Quest games (especially DQ2, which has a reputation for being difficult), and in much of the SaGa series (they are really good in SaGa 1, but not so good in SaGa 2, for instance).

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Reyold12: Fates of Ort totally averts this issue; all status effect spells like Fear, Persuade, and Plague are guaranteed to work on all enemies except one. Even better, walls, turrets, and totems can be hit with said spells so that they afflict enemies with those statuses.
Sort of reminds me of the Saw in SaGa 1 and 2; if your strength is high enough, it's guaranteed to work on anything it can work on. However, the actual rules for what it works on differs between the two games:
* In SaGa 1, at 100 STR, there are only two enemies it will work on. One of them is an enemy you're not meant to be able to kill; the other is the final boss. (This is a very famous bug.) If you reach 200 STR, it will stop working on the final boss, and at 255 STR, it won't work on that other enemy, either. (Actually getting 255 STR isn't so easy; you need to have even STR when you get past 20 (the STR-boosting potion gives you +2 at that point), and if you go over it will overflow and become 0 or 1.
* In SaGa 2, it will not work on bosses. Also, your STR needs to be high enough in comparison to the target's DEF (it was the reverse in SaGa 1), and enemies with OWeapon (passive ability that cuts physical damage in half) require twice as much STR.

Incidentally, in original SaGa 3, status ailments seem to be as accurate as damaging effects, but of course all bosses are immune.
Post edited September 23, 2020 by dtgreene
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mqstout: EDIT2: Phantasmal Killer, typically the lowest level player-available death effect (4th level spell) makes up for being lower level in that it requires two saves, OF DIFFERENT TYPES, to fail. It's also three types of spells that are widely immunized against or resist-boosted: Fear, Mind-Affecting, and an illusion. Oh and it has a special condition in which it can be turned back on its caster. (This is weird and rare and mostly just for flavor.)
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dtgreene: I'm not aware of any CRPG that implements that spell or anything like it.
NWN (both). And I see also Dungeons & Dragons: Tactics.