gaze reflection, watery double, and transmute dust to water

BOZ

Creature Cataloguer
does anyone know if there is a good 3.5 analogue to those older spells? and if not, could anyone suggest some good alternatives? we're convering the skuz from 2E and it gets those as spell-like abilities.
 

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Gaze Screen (Tome & Blood) can protect you from gaze attacks, but does not reflect them.

I don't know what Watery Double did.

Polymorph Any Object is a good fill in for all the old Transmute spells. (Or just modify Transmute Rock to Mud so it affects Dust and Water instead.)
 

Here's my version of transmute water to dust.

TRANSMUTE WATER TO DUST
Transmutation
Level: Clr 6, Drd 6, Elem [water] 7, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 action
Range: Long (400’+40’/level)
Target: One body of water or creature with the water subtype, or up to five creatures without the water subtype
Duration: Instantaneous
Saving Throw: Fort partial or Will negates (creature) or no (object) (see text)
Spell Resistance: Yes

This spell destroys a tremendous volume of water, turning it to fine dry dust. It may either target a creature with the water subtype of up to twice your HD, a group of creatures without the water subtype or a single body of water such as a river, lake, reservoir, or even a cup or pitcher full. You need only see part of the water to be affected. A creature with the water subtype must make a Fort save or die; even if successful, it suffers 10d6 hit points of damage. If creatures without the Water subtype are targeted, this spell will destroy all the water they carry (including holy water) if they fail Will saving throws. A body of water receives no saving throw unless it is intelligent, magical or attended, and if transmute water to dust is cast on such a body it destroys up to one 10’ cube (1000 cubic feet) of water per caster level (roughly equal to 7500 gallons/level). Thus, a 15th-level elementalist casting transmute water to dust into a 10’ square pit full of water would lower the water level by 150’. This spell has no effect on water that subsequently enters the area affected.

Material component: A pinch of dust.
 

i might just use transmute rock to mud for the other transmute spell. the others, i'm not sure yet.


sorry, i guess this one was in the Tome of Magic not the PHB:

Watery Double (Conjuration/Summoning, Enchantment)
Range: Touch
Components: V, S
Duration: Special; max. 10 rounds
Casting Time: 3
Area of Effect: One body of liquid
Saving Throw: Neg.

This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one watery double forms. Each creature has an equal chance of being the victim of the spell (roll randomly).
The size of the watery double is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The watery double will never exceed the actual size of the victim regardless of the size of the body of liquid.
When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature's reflection. The liquid will not evaporate until the spell is triggered. When the watery double forms, it remains animated for 1 round per experience level of the caster, to a maximum of 10 rounds.
The watery double attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same THAC0 and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature's magical items or special abilities. The watery double is AC 6 and its movement rate is double that of the victim. It may seep under doors and through cracks.
If the watery double succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a saving throw. If successful, the creature has resisted the spell's effect and the watery double "dies," becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the watery double begins forcing its way into the victim's body, inflicting 1d8 points of damage per round until it is destroyed.
The watery double dissipates if reduced to zero hit points or when the spell's duration expires. Striking the watery double while it is wrapped around its victim causes an equal amount of damage to the victim. Part water, lower water, and transmute water to dust spells instantly destroy a watery double.
 

BOZ said:
i might just use transmute rock to mud for the other transmute spell. the others, i'm not sure yet.


sorry, i guess this one was in the Tome of Magic not the PHB:

Watery Double (Conjuration/Summoning, Enchantment)
Range: Touch
Components: V, S
Duration: Special; max. 10 rounds
Casting Time: 3
Area of Effect: One body of liquid
Saving Throw: Neg.

This spell may be cast on any body of liquid as large as an ocean or as small as a glass of wine. The first creature whose reflection is cast on the surface of the liquid releases the spell. When the spell is triggered, the liquid immediately forms an exact three-dimensional image of the reflected creature. If more than one creature casts a reflection simultaneously, only one watery double forms. Each creature has an equal chance of being the victim of the spell (roll randomly).
The size of the watery double is restricted by the volume of fluid available. If the spell were cast on a full mug of ale, the double would form from the ale, becoming a mug-sized duplicate of the victim. The watery double will never exceed the actual size of the victim regardless of the size of the body of liquid.
When the spell is cast on the liquid, its duration is considered permanent until the power is released by a creature's reflection. The liquid will not evaporate until the spell is triggered. When the watery double forms, it remains animated for 1 round per experience level of the caster, to a maximum of 10 rounds.
The watery double attempts to touch the creature it has duplicated. It can affect only the creature that it resembles. It has the same THAC0 and current hit points as the creature it duplicates, but cannot cast spells or use any of the creature's magical items or special abilities. The watery double is AC 6 and its movement rate is double that of the victim. It may seep under doors and through cracks.
If the watery double succeeds in touching the creature, it merges with the individual, covering his entire body in a skin of liquid. The victim must attempt a saving throw. If successful, the creature has resisted the spell's effect and the watery double "dies," becoming normal fluid (and soaking the creature in the process). If the saving throw is failed, the watery double begins forcing its way into the victim's body, inflicting 1d8 points of damage per round until it is destroyed.
The watery double dissipates if reduced to zero hit points or when the spell's duration expires. Striking the watery double while it is wrapped around its victim causes an equal amount of damage to the victim. Part water, lower water, and transmute water to dust spells instantly destroy a watery double.

The thing I remember about watery double was that given a few weeks and a bunch of wine cups with covers, you could make dozens of these traps no problem.

I'd suggest a gp cost similar to the ones that permanent and programmed illusion gained in converting from older editions.

Otherwise you will have the dozens of premade traps issue.
 

we decided to just make the creature effectively blind, thus immune to gaze (although gaze reflection would have been nice). not yet sure what to do about watery double... suggest a good alternate water-based spell perhaps?
 

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