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.
Telekinetic Prison
Transmutation
Level Sorcerer/Wizard 9 (maybe 8, but a pretty powerful spell)
Components: V,S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level) [I picture this as a fairly short range spell]
Target: One creature
Duration: 1 hour/level or see text.
Saving Throw: Will negates or Fortitude negates; see text.
You encase a creature in a prison made of telekinetic force. The creature receives a Will save to resist being trapped upon initial casting of the spell. The creature is suspended in the air roughly 10 feet from the ground and held immobile. They may still speak and may cast spells with verbal components. They may still perform purely mental actions.
You may choose to have the creature spin at a disorienting rate. A creature trying to enact purely mental actions while spinning must make a concentration check DC 20 + spell level (or equivalent level for spell like abilities). The spinning effect can also helps when interrogating the trapped creature. The creature receives a -2 on Will saves to resist the effects of divination or enchantment spells targetting the creatures mind. Its mind is disoriented causing a lowering of its mental resistance.
At any time during the duration of the spell, you may choose to expend all the spells energy in a single burst causing the imprisoned creature to spin so quickly that it spins apart. It takes three rounds for the creature to reach lethal velocity. If it is not aided by an outside force at the end of the third round, the creature must make a Fortitude save or die. If the creature survives, they are nauseated for 3 rounds, take 5d6 damage, and are free from the
Telekinetic Prison.
Focus: A small, hollow diamond globe worth 1,500 gold.
Did you want them to be able to speak? Do you want them to be able to be harmed while they are trapped?
Incorporating a
Dimensional Anchor (as inconsequential Al did above) effect into the spell is possible, but might make it a little too powerful. Mibht be better to make the wizard cast the
Dimensional Anchor spell, if necessary to imprison a Wizard or enemy known to have translocation magic.
4) is a combat issue from the same campaign as the one with the Imp. When I run my game we use pretty extensive house rules for combat, so sometimes things happen which I'm not later certain how to convert into D&D rules.
This is when the players are about 4th level. If they aren't very careful in a particlar area where their guard is probably down, they will get ambushed by some footpads, who use saps to attack from concealment. The footpads seek to capture one or more party members and make off with them in a boat. In our house rules
You know what a sap is of course, this is like a leather sock full of lead shot or even sand, which has been used since time immemorial to quickly knock people out to rob or kidnap them, or just to silence them. The way a sap should work, if you are moderately skilled in the weapon, and can attack someone who isn't wearing a helmet and /or heavy armor from surprise, you should be able to have a good chance of knocking them out. Even if you don't surprise them, a few blows to the head or the back of the neck should be enough to drop most people.
What would be the best way to implement this in 3.5? I didn't want to give the bad guys a bunch of really high level monk Feats, and the subdual damage rules combined with critical hits seem insufficient. The guys weilding the saps are about 3rd level.
DB
The sap rules are already set. I am disappointed they are so weak as well. In 2nd edition, you could sap someone and have a good chance of knocking them out. Now you just have to do enough non-lethal damage to overcome their hit points.
I look at it this way. Its really easy to knock out a 1st or 2nd level guard for a rogue or strong fighter. If I want to work in a scene where they knock a person out, I just make the NPC to be knocked out low level.
I would just make it a serious fist/sap fight with some magical assistance to capture the party. A decent level rogue should be used to take out any guard using a sap with sneak attack. Then have the other NPC's helping the rogue employ saps and capturing magic. It should take a while to incapacitate a party of adventurers. Kind of like it takes a bit to get James Bond to the point where he can be easily knocked out.