D&D 3E/3.5 Best way to implement these in strict 3.5 rules?


log in or register to remove this ad

Drifter Bob said:
Ok, since y'all are coming up with such good ideas, here are a couple more.

3) is a powerful spell, probably 7-9th level, which has the effect of causing someone to spin aronud and around in the air (think of Gandalf spinning on the floor after Saruman defeats him in the 1st lord of the rings movie- though that is not the source for the spell). The caster can cause them to spin slowly while you interrogate, or you can cause them to spin in wide loops fom very high (say, 100') to very low. Finally, if the caster is not interrupted and does not choose to release her victim, she can cause them to spin at an exponentially increasing rate until they fly apart and die.
I was wondering the best way to implement this spell from an earlier project. The idea is, anything spun at an exponentially increasing rate like that will eventually die if the spell isn't broken first. It should be roughly the same amount of time whether you have 10 hit points or 100, nor should damage reduction, fast healing, or regeneration matter. I had a theory on one way to handle this, but the publisher though it was too far out, and we ended up making the spell much more conventional.
DB

As mentioned before, it's not a good idea to try to bypass hitpoints or damage resistance. Such a spell is at significant variance with accepted practice. That may be fine -- there's no reason why you have to follow accepted practice -- but it will cut your market.
Furthermore, you're going to run into problems with ripping bodies into chunks (which there aren't very well defined rules for) and "forceful questioning" (which has a suggested mechanic in the Stronghold Builder's Guide of an Intimidate check versus a Will save)
Let's see if this meets all your parameters.

Mandifer's Wrathful Orbit
Level: Sor/Wiz 7
Components: V, S,F
Casting Time: 1 standard action
Range: 30 ft.
Area: A single creature of size equal to or smaller than the caster
Duration: Concentration
Saving Throw: Reflex negates (special)
Spell Resistance: Yes

This spell causes the creature affected to rise into the air and orbit the caster at an increasing rate of speed. This is both painful and damaging to the creature affected.
The caster can control the radius of the affected creatures orbit when the spell is cast, setting it from 5 to 30 feet. The plane of the orbit can similarly be raised from 5 feet to the limit of the caster's vision.

The orbit has the following effects on the creature:
Round 1 1d6 damage -1 penalty on Will saves vs. Caster intimidation
Round 2 2d6 damage -2 penalty on Will saves vs. Caster intimidation
Round 3 3d6 damage -3 penalty on Will saves vs. Caster intimidation
etc...

The caster may attempt to Intimidate the affected creature into revealing information or promising services once per round with a normal intimidation check. Doing so, however, provokes a concentration check against a DC of 17 to maintain the spell.
If the creatures orbit ever intersects a solid object, both the affected creature and the object take additional damage as appropriate for the round of the spell (Round 1, 1d6, etc).
The affected creature may attempt a Reflex save every round to escape the casters telekinetic grasp, but doing so neither reduces their momentum nor provides for a safe descent to the ground. The affected creature will take whatever falling damage is appropriate when they hit the ground, as well as one last damage roll of whatever round they were freed.
Creatures reduced to 0 hp with this spell are dying.
Creatures reduced to -10 hp with this spell are dead.
(This last is a house rule in my campaigns, it will be a special rule for this spell.)
Creatures reduced to -20 hp with this spell are no longer considered intact for the purposes of raise dead and similar spells.

Arcane Focus: A specially prepared baton.

Thoughts?
 

Remove ads

Top