Critique this spell: Weight of the World

Farland

Explorer
Weight of the World
Enchantment [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

This spell causes the victim to believe that his gear and items (but not weapons) are suddenly extremely heavy. If he fails his will save, he believes he is overloaded; he suffers a -8 armor check penalty, loses any Dexterity bonus to AC, and can either move 5 feet per round as a full round action or take a single action in lieu of moving. If he succeeds at his will save, he believes he is suddenly carrying a heavy load, and his maximum dexterity bonus to AC, armor check penalty, and movement are affected accordingly. The victim can escape from these effects by removing all his gear and items, though he need not drop any weapons, as their perceived weight is not changed by the spell. Creatures not carrying gear or wearing clothes are essentially unaffected by this spell, although if they acquire gear while under its affect, it applies normally.
Material Component: A small piece of lead.


Any constructive criticism? Specifically, is it clear, is the mechanism clean enough, and is the level appropriate?
 
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If he does choose to move, he can move only 5 feet per round (as a full-round action).
This line is redundant, I think.

This spell can be excessively powerful. No matter how awe-insiring your Will save is, you are still duped into believing that your gear is too heavy? That brings even an epic-level rogue down in power to your lowly 7th-level wizard casting this spell, which lasts for 7 rounds! Perhaps making the save should negate the effects, or have a negative effect that better scales with the victim's level.
 

Farland said:
...
Any constructive criticism? Specifically, is it clear, is the mechanism clean enough, and is the level appropriate?

It makes sense as a spell, but the mechanics seem a bit strong. -8 Armor Check even if I am a peasant or a monk? (with no gear weight more than 1 lb?) Perhaps victims wearing things of no real weight, like plain cloths, would get a bonus on the save against this spell?

Perhaps the spell mechanics would be easier if instead of saying that the victim is auto-encumbered, that the spell makes them think their gear weighs much more than it actually does. (Like applying a flat multiplier to the weight carried, like X4, and using that weight to determine whether they are encumbered) This also has a benefit of not affecting giants and dragons, who usually never have to worry about heavy loads. (But the current version of the spell, cast on a dragon carrying anything, will cause it to fall. If I recall, dragons can't fly with anything heavier than a Heavy load)

Otherwise, it is a nice spell, and plenty flavorful.
 

I like it. It's strong, but 4th level spells should be strong.

Consider a Druid/Bard only version that targets anything metal (or perhaps just anything iron) -- so long as you are carrying metal, you are heavily loaded. Leather armor and a club? Dance the night away!

Spells like this make the Mettle class ability worth something. :)

Thanks, -- N
 

Machiavelli said:
This line is redundant, I think.

Whoops, meant to edit that out.

Perhaps the spell mechanics would be easier if instead of saying that the victim is auto-encumbered, that the spell makes them think their gear weighs much more than it actually does. (Like applying a flat multiplier to the weight carried, like X4, and using that weight to determine whether they are encumbered) This also has a benefit of not affecting giants and dragons, who usually never have to worry about heavy loads. (But the current version of the spell, cast on a dragon carrying anything, will cause it to fall. If I recall, dragons can't fly with anything heavier than a Heavy load)

Excellent points. Let me think on that and do the math to see if the load stuff would work out.
 

In my opinion, might be a good idea to simply make the spell triple/quadruple the weight of all items/armor and increase the armor type one step(Light->Medium, Medium->Heavy, Heavy->...extra Heavy?) in terms of Maximum DEX bonus, Arcane Spell Failure, and Skill Check penalty.
 

Okay, how's this for another try?

Weight of the World

Enchantment [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

This spell causes the victim to believe that his gear and items (but not weapons) are suddenly extremely heavy. If he fails his will save, he believes his clothing and gear is 5 times heavier, and he suffers encumbrance effects accordingly. If this causes him to be overloaded, he suffers a -8 armor check penalty, loses any Dexterity bonus to AC, and can either move 5 feet per round as a full round action or take a single action in lieu of moving. If he succeeds at his will save, he believes his gear is twice as heavy, suffering encumbrance effects accordingly. The victim can escape from these effects by removing all his gear and items, though he need not drop any weapons, as their perceived weight is not changed by the spell. Creatures not carrying gear or wearing clothes are essentially unaffected by this spell, although if they acquire gear while under its affect, it applies normally.
Material Component: A small piece of lead.

Is this still a 4th level spell or is it now 3rd?
 

Why not just use Slow or Hold Person? It's the partial effect that is nasty and makes it so much better - think about its effect on Fighters in full plate: they're hosed even if they save. Think about its effect on Rogues and Rangers: Evasion, TWF, etc all stop working. I'd put this as 5th level to start with.

What is the reasoning behind giving a partial result on a successful save anyway? That sounds more like a Transmutation spell, with a Fort save. Surely if the target's mind has resisted the spell, there should be no effect? Make the spell effectively Hold Person without the continual save attempts and it becomes Hold Person + 1 level.
 

Quartz said:
Surely if the target's mind has resisted the spell, there should be no effect?

Nah, not all Enchantment spells need to have a save. Look at the various power word spells, for example. Just because it's [Mind-Affecting] doesn't mean it's all-or-nothing.

For more examples, consider shadow conjuration and phantasmal killer. Will save partial.

Cheers, -- N
 

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