Merfolk's Fin [& Mass Version] - Please Critique

Angel Tarragon

Dawn Dragon
Merfolk’s Fin
Transmutation
Level: Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell transforms a creature from the waist down to that of a merfolk’s tail. Creatures so affected lose any natural base land speed but gain a swim speed instead. Transmuted creatures of medium size or larger have a swim speed of 50 feet and small or smaller creatures have a base swim speed of 30 feet.

For the duration of the spell, creatures under the effect of it gain the amphibious extraordinary ability, allowing them to freely breathe air and water. In addition to gaining the amphibious quality, creatures are also treated as if trained in the Swim skill.

Further, all creatures under the affect of merfolk’s fin gain a +8 bonus on any Swim check to perform some special action or avoid a hazard. The creatures can always choose to Take 10 on a Swim check, even if they are distracted or endangered and can use the Run action while swimming, provided it swims in a straight line.

If the creature is carrying more than a light load, it must make a Swim check to move (taking the normal penalty for weight carried), but all other benefits and bonuses of the spell still apply.

This spell can only be cast when the creatures to be affect are partly immersed in water. Divide the duration of the spell evenly among all creatures you touch.

Arcane Material Component: A preserved scale from a merfolk’s tail.

Note: The spell combines the effects of Feet to Fins (reverse of Fins to Feet), Water Breathing and Swim.

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Merfolk’s Fin, Mass
Transmutation
Level: Cleric 9, Druid 9, Sorcerer/Wizard 9
Target: One willing living creature touched per 3 caster levels
Duration: 2 hours/level

This spell functions like merfolk’s fin, except as noted here. Unlike the standard merfolk’s fin spell, you need not divide the duration among the recipients; the spell lasts for 2 hours per level for each subject of the spell.
 
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I think that the level of these two spells is too high. I would think that 3 and 6 or 4 and 7 would be more appropriate. Also I do not understand the need to give the recipient ranks in the swim skill. A bonus like you give later on does everything skill ranks would.
 

It says Will Negates (Harmless), but it has some tactical use; Cast it on a mobile enemy while on land (like standing in a puddle or where you can easily retreat to land but the foe cannot hide in the watter). Then walk 20 feet away and throw rocks at them until they die. Perhaps changing the 'Target' line to "Willing living creature touched" to avoid this little bug. (Unless that was intended...) :)
Otherwise, looks great; The level looks spot-on, and if the party needs to go somewhere aquatic, this is probably THE spell to cast. (This, and Freedom of Movement)
 

Folly said:
I think that the level of these two spells is too high. I would think that 3 and 6 or 4 and 7 would be more appropriate. Also I do not understand the need to give the recipient ranks in the swim skill. A bonus like you give later on does everything skill ranks would.
I was wondering about the level myself. Two of the combined spells are both 3rd level and the other 2nd level, so I thought 5th. But then I thought hmm, too high, better get feedback. 4th level sounds right.

And thanks about the skills thing. I'll update thaat.
 

Ltheb Silverfrond said:
It says Will Negates (Harmless), but it has some tactical use; Cast it on a mobile enemy while on land (like standing in a puddle or where you can easily retreat to land but the foe cannot hide in the watter). Then walk 20 feet away and throw rocks at them until they die. Perhaps changing the 'Target' line to "Willing living creature touched" to avoid this little bug. (Unless that was intended...) :)
Otherwise, looks great; The level looks spot-on, and if the party needs to go somewhere aquatic, this is probably THE spell to cast. (This, and Freedom of Movement)
5th level, looks fine then? I'll change the target line.
 

Reveille said:
5th level, looks fine then? I'll change the target line.
It does what 3 different spells do, without the need to cast 3 spells. (3 turns in combat). It is more vulnerable to dispel (since only one successful check negates the whole shebang, but with the three separate spells 3 checks need to be rolled with the possibility that all the parts might not get negated) As long as you don't fear dispelling, this is a great spell for mid-to-high level mages to use while exploring underwater.
5th level seems about right for this spell; I don't recall off the top of my head what level it's constituent spells are, but since they are likely 1st-4th level IIRC, 5th seems about right for this. 4th level might work also if you think this spell won't see much use. If I were playing the wizard, this would likely not be a spell I pick up as my first 2 5th level spells, but it would certainly make life 300% easier in an underwater dungeon.
 

You could say it's a highly restricted version of Alter Self with added Water Breathing. OTOH you could also say it's simply Water Breathing with unusual SFX.

I'll also note that the spell isn't dismissable, which could be a real problem.

I don't like the 'Divide the spell duration...' line at all.

I'd be happy for this to be a 3rd level spell, with the Mass version at 5th or 6th level. Note that keeping it at 3rd level allows it to be a potion.
 

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