YupShade said:Updated. Does blinded for 1d2 rounds seem reasonable for the breath weapon?
Gaseous Form spell said:A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Gust of Wind spell said:In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
freyar said:Ok, let's stick with vulnerability to wind and liquid as in gaseous form. Should spells with an air descriptor (is there such a thing?) deal max or double damage? Is there such a thing as a liquid descriptor? In other words, is it worth saying that these things are damaged if you throw water on them (or take double damage if blasted by a decanter of endless water)?
freyar said:For the other thing, I suggest
Harangue (Sp): An ash mephit can harangue good and neutral creatures with a lengthy recitation of its woes once per day (this effect does not work on evil-aligned creatures, because they do not care about the mephit's troubles). The subjects must make a DCX Will save or become engrossed in conversation with the mephit and each other for 3 rounds, ceasing only if attacked. On the fourth round, each subject must make a DCX Will save again or become confused for 1d10+2 rounds. A successful save merely indicates that the subject continues in conversation. On the 7th round, each subject still in conversation must make an additional DCX Will save or fall into a rage, attacking all the other conversationalists (except the mephit) for 1d4 rounds.
I've already simplified it a bit (like leaving out the Int bonus to the saves, etc), but it's still complicated. Any ideas?