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New Spell: Watery Prison
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<blockquote data-quote="italianranma" data-source="post: 1767089" data-attributes="member: 15788"><p>Hawken, thanks for your review. Here are my answers to your questions:</p><p>I'm not going to just say what level I think it should be at. It seems you still have some work to do on this spell. Some things that you might want to clear up are:</p><p></p><p>--School of magic:</p><p>I changed the school to Conjuration (creation). </p><p></p><p>--Casting Time: </p><p>I increased the casting time to 1 full-round, but I also increased it's range, otherwise it seems too underpowered for what I want it to do. </p><p></p><p>--Duration: A target with a constitution of 10 will take 2 minutes to drown, so the duration must be at least in minutes.[edit, the rules are contidictory on this, in the DMG p. 304 under "drowning" it says twice Con in rounds, while in the PHB p.84 it says Con in rounds]</p><p> </p><p></p><p>Good point. I changed the text so that the globe is one of swirling water that always pulls the target toward the center, and they can escape with a successful swim check DC 20 + Caster's INT modifier.</p><p> </p><p>Actually that's what I did, I just calculated the values and re-wrote them in the text of the spell to save people the trouble of looking up those rules.</p><p></p><p> </p><p>I think the drowning and interrogation go hand in hand. It's not a very offensive spell simply because it requires the caster to maintain concentration. The caster won't use this spell until the end of combat (unless he's sure that the target's friends won't be able to disrupt him) and if the caster just wants to kill the creature, Hold Person works much better because you can Coup de Grace. At least thats what I think, please explain how I would be wrong.</p><p></p><p></p><p>I don't have an answer to this question. I'll do some research, but are fire elementals and the like damaged by being submersed in water, what happens? Where are the rules at?</p><p></p><p> </p><p>I just made that up arbitrarely. I revised it below.</p><p></p><p>And here is my revised spell:</p><p></p><p>Watery Prison</p><p>Conjuration (creation)</p><p>Level: Sor/Wiz 3???</p><p>Components:V,S</p><p>Casting time: 1 Full round</p><p>Range: medium</p><p>Target: 1 Creature Large sized or smaller</p><p>Duration: Concentration (up to one minute/level)</p><p>Saving Throw: Reflex negates</p><p>Spell resistance: Yes</p><p>This spell conjures a 10 ft radius globe of swirling water around the target. The caster must maintain concentration on the spell which has a maximum duration of 1 minute per caster level (max 10 minutes). The target is trapped in the middle of this globe, always being pulled toward the center. The creature can escape by swiming, but it must make a swim check (DC = 20 + the caster's INT modifier) and move at least 15ft to exit the globe. Each round on the caster's intiative the creature is pulled back to the center. The creature can hold it's breath as per the rules on PHB p.84. The creature is treated as being underwater as per the rules on DMG p.92. The caster may momentarily allow the globe to droop and free the creature's head. This effect makes this spell an effective way to interrogate, and the DM may assign bonuses to the PC's intimidation check.</p></blockquote><p></p>
[QUOTE="italianranma, post: 1767089, member: 15788"] Hawken, thanks for your review. Here are my answers to your questions: I'm not going to just say what level I think it should be at. It seems you still have some work to do on this spell. Some things that you might want to clear up are: --School of magic: I changed the school to Conjuration (creation). --Casting Time: I increased the casting time to 1 full-round, but I also increased it's range, otherwise it seems too underpowered for what I want it to do. --Duration: A target with a constitution of 10 will take 2 minutes to drown, so the duration must be at least in minutes.[edit, the rules are contidictory on this, in the DMG p. 304 under "drowning" it says twice Con in rounds, while in the PHB p.84 it says Con in rounds] Good point. I changed the text so that the globe is one of swirling water that always pulls the target toward the center, and they can escape with a successful swim check DC 20 + Caster's INT modifier. Actually that's what I did, I just calculated the values and re-wrote them in the text of the spell to save people the trouble of looking up those rules. I think the drowning and interrogation go hand in hand. It's not a very offensive spell simply because it requires the caster to maintain concentration. The caster won't use this spell until the end of combat (unless he's sure that the target's friends won't be able to disrupt him) and if the caster just wants to kill the creature, Hold Person works much better because you can Coup de Grace. At least thats what I think, please explain how I would be wrong. I don't have an answer to this question. I'll do some research, but are fire elementals and the like damaged by being submersed in water, what happens? Where are the rules at? I just made that up arbitrarely. I revised it below. And here is my revised spell: Watery Prison Conjuration (creation) Level: Sor/Wiz 3??? Components:V,S Casting time: 1 Full round Range: medium Target: 1 Creature Large sized or smaller Duration: Concentration (up to one minute/level) Saving Throw: Reflex negates Spell resistance: Yes This spell conjures a 10 ft radius globe of swirling water around the target. The caster must maintain concentration on the spell which has a maximum duration of 1 minute per caster level (max 10 minutes). The target is trapped in the middle of this globe, always being pulled toward the center. The creature can escape by swiming, but it must make a swim check (DC = 20 + the caster's INT modifier) and move at least 15ft to exit the globe. Each round on the caster's intiative the creature is pulled back to the center. The creature can hold it's breath as per the rules on PHB p.84. The creature is treated as being underwater as per the rules on DMG p.92. The caster may momentarily allow the globe to droop and free the creature's head. This effect makes this spell an effective way to interrogate, and the DM may assign bonuses to the PC's intimidation check. [/QUOTE]
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