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| Kratilim Valqui04-26-04, 04:53 AM | I've made 2 new aquatic spells, could you guys take a look at them and rate them? any adjustments that are needed are also welcomeAny idea's are welcome to... Call Water Evocation [Water] Level: Clr 4 Components: V, S, DF Casting Time: 1 Action Range: Personal Effect: 30-ft.-long geysers and a stream of water Duration: 1 min./level (D) Saving Throw: Fort half (see text) Spell Resistance: No Immediately upon completion of the spell, the caster’s hands begin out water at a rate of 10 gallons per round. Once per round as a standard action the caster can increase the pressure of the water a produce a geyser of water 30 ft long line. Due to the geyser’s pressure it deals 1d6 impact damage per 2 caster levels (max 10d6, fort half). The caster can call up to 1 geyser per 5 caster levels. After the caster has called upon the maximum amount of geysers he can continue to produce a stream of water that springs out water with a rate of 20 gallons per round. The water is released in a 5 ft line, but doesn't deal any damage when touched. This spell doesn’t function underwater. Water Mastery Transmutation [Water] Level: Clr 9 Components: V, S, DF Casting Time: 1 standard action Target: Personal Duration: 1 rnd/lvl (D) Saving Throw: None; see text Spell Resistance: No Upon casting this spell you gain control over all the water in the area. You gain the ability to use a few spell like ability's once per round as discribed below. Anything created by the spell disappears inmedeatly when the spell ends. You must be standing in water up to your knees to be able to use these ability's. All the spell-like ability's take up a standard action. Control Water : You are able to Control water in the same way the spell Control water can. only the duration of the control water ends when Water Mastery wares off. Create Water Elemtals : You can create any number of water elementals up to 20 HD, each elemental created this way has a maximum of 5 HD. You can call upon this power once per casting of Water Mastery. Water Wall : The caster has the ability to command the water around him to form a hemi-sphere(5 ft radius) or a wall (5 ft wide-2ft high). The wall functions like a wall of ice in every way except that a Water wall doesn't deal any damage. Tsunami : The caster can generate a wave of water with a tromendeous force. The wave travells in a 130 ft cone shape before it collapses. Anyone cought by the wave takes 1d10/2 lvls dmg, half is bludgeoning damage, half is cold damage (ref half, Max 10d10). If a subject fails the save he is pushed back to the end of the cone. Using this ability takes all the power granted by Water Mastery, thus ending the spell. Any thoughts on these? |
| Kratilim Valqui04-26-04, 04:06 PM | :bump: Any thoughts anyone? |
| Bloodtide_the_Red04-26-04, 11:44 PM | Well, call water is going to pour out 10 gallions of water a round.....why? This water comes out with no pressure, so it's just like a trickle right? Well guess you could put out a fire or ruin a rug, but why bother? So a 20th level cleric could shoot out 6 10d6 blasts of inpact damage for up too 20 rounds? Well 30 ft is a short range. As you don't say I'd guess your having them hit automaticaly? A fort save does not feel right......sounds more like Reflex, as your jumping out of the way. I'd assume that the caster can't use any handheld item OR cast any spells as long as this spell was in effect. Both would be very hard to do with 10 gallions of water coming out of your hands. Spell Resistance. YES. This spell is an evocation(as it should be), and evocations allow SR. You don't want to go down the slippery slope of 'oh the non-magical water pressure does the damage', because if you do you might as well do it for every spell in the book.(Fireball just makes 'non-magical fire that burns stuff', for example). Evoking magical fire to do damage is not and should be no diffrent then evoking magical water. BT |
| Vanigo04-27-04, 12:18 AM | No, call water should definetly be Conjuration (Creation). No question about it. Its main function is to make stuff, so Conjuration (Creation) is the only thing that remotely fits. As such, SR should be No. I'd reduce the damage some, though. |
| smrtgmp04-27-04, 03:19 AM | I agree that call water should be conjuration. Evocation generally creates energy (fire, lightning, sonic, etc) but water is clearly matter. Therefor it should be conjuration. |
| Kratilim Valqui04-27-04, 03:49 PM | Edited first post... Removed Grater control water and replaced it with Water Mastery. Call water updated too.:D |
| Bloodtide_the_Red04-28-04, 09:30 AM | EVOCATIONS-Tap energy to create something out of nothing. Your grabing a bit of energy and making something out of it. This line gets blury in 3E because they like to change things for little reason, and worse don't stick will all the changes they make.(For example, Sheild is now an Abjuration..ok, it fits as a protective spell....but why is Mage Armor Conjuration? ) There are Evocations that create matter. Ice Storm is the best example(As they stole wall of stone and iron from evocation). Though Gust of Wind 'creates' a blast of air. I'd say the primary use of this spell is to attack, though guess you could cast it to just water crops or something, but shooting out high pressure water is an attack. And 'damaging attack spells' are Evocations. For the conjuration(Creation) people, I'd ask why you don't do that for all the spells. Have Fireball create fire, Lightning bolt create electricty, shout create sound and so on so ALL the spells go right through SR. BT |