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Best way to implement these in strict 3.5 rules?
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<blockquote data-quote="Celtavian" data-source="post: 1667359" data-attributes="member: 5834"><p><strong>Telekinetic Prison</strong></p><p>Transmutation</p><p></p><p><strong>Level</strong> Sorcerer/Wizard 9 (maybe 8, but a pretty powerful spell)</p><p><strong>Components:</strong> V,S, F</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./level) [I picture this as a fairly short range spell]</p><p><strong>Target:</strong> One creature</p><p><strong>Duration:</strong> 1 hour/level or see text.</p><p><strong>Saving Throw:</strong> Will negates or Fortitude negates; see text.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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 <em>Telekinetic Prison</em>.</p><p></p><p><em>Focus:</em> A small, hollow diamond globe worth 1,500 gold.</p><p></p><p>Did you want them to be able to speak? Do you want them to be able to be harmed while they are trapped?</p><p></p><p>Incorporating a <em>Dimensional Anchor</em> (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 <em>Dimensional Anchor</em> spell, if necessary to imprison a Wizard or enemy known to have translocation magic.</p><p></p><p></p><p></p><p></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1667359, member: 5834"] [B]Telekinetic Prison[/B] Transmutation [B]Level[/B] Sorcerer/Wizard 9 (maybe 8, but a pretty powerful spell) [B]Components:[/B] V,S, F [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./level) [I picture this as a fairly short range spell] [B]Target:[/B] One creature [B]Duration:[/B] 1 hour/level or see text. [b]Saving Throw:[/B] 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 [i]Telekinetic Prison[/i]. [I]Focus:[/I] 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 [i]Dimensional Anchor[/i] (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 [i]Dimensional Anchor[/i] spell, if necessary to imprison a Wizard or enemy known to have translocation magic. 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. [/QUOTE]
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Best way to implement these in strict 3.5 rules?
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