Advice on Submergence spell [Archive] - Wizards Community

Post/Author/DateTimePost
Raven Dark

12-30-04, 10:45 PM
What do you guys think? Is it useful? Is it abuseable? Should I make changes? What level should it be?

SUBMERGENCE
Transmutation [Water]
Level: Clr X, Drd X, Sor/Wiz X
Components: V, S, M
Casting Time: 1 action
Range: 400 ft. + 40 ft./level
Area: 100 ft. radius emanation
Duration: 10 min./level
Saving Throw: None
Spell Resistance: None

You magically condense the air within the area in such a manner that creatures within it may move around and act as if underwater. While this spell is in effect, any movement in the area causes small ripples to form in the air as if the air itself were made of water. Aquatic creatures, creatures with the Water subtype, and creatures with a Swim speed within the area instantly become aware of the change and may take advantage of it as follows:

· If they have a Swim speed, they may “swim” through the air as if underwater.
· They can breathe the air as if underwater if doing so is beneficial.
· Any water-dependent abilities function normally as if underwater.
· They are otherwise treated as if they were underwater in their natural environment for any other purpose if doing so is beneficial.

In general, you treat any given creature in the area as if it were underwater (in its natural environment if applicable) if doing so would be beneficial. Land-bound creatures, however, are completely unaffected by this spell (thus a human within the area still moves along the ground, attacks and casts spells normally, etc.) unless they have a Swim speed or other underwater-dependent ability. This spell is often employed by aquatic druids and other spellcasters who wish to go on land for extended periods of time (such as an aquatic elf using this spell to reset his out of water time limit), used in conjunction with other spells (such as to summon an aquatic creature into an otherwise dry area), or to use abilities that would normally only work underwater (such as an aboleth’s mucus cloud). Water-dependent abilities (such as the water elemental’s vortex ability) cannot extend beyond the spell’s area. The spell continues operating even if you move out of the spell’s range. Casting this spell underwater has no noticeable effect. No actual water is created by this spell.
Arcane Material Component: Dry seaweed.
Raede

12-31-04, 12:57 AM
well, acutally, land-dwellers do suffer from many difficulties while fighting underwater. its in the DMG. basically it becomes very difficult to move or swing a sword.

would land-dwellers still be able to breathe?

can you cast it on yourself and have it follow you around?

i personally think it would be a great spell as a personal range with a 10-20ft radius emanation, or better yet, 5. That way the aquatic caster can bring along its entourage/friends what have you, the spell could look like a bubble, and it wouldnt interfere with non-aquatic species because the radius is small enough that conversation at normal tones can take place.
Raven Dark

12-31-04, 08:11 AM
well, acutally, land-dwellers do suffer from many difficulties while fighting underwater. its in the DMG. basically it becomes very difficult to move or swing a sword.

would land-dwellers still be able to breathe?

This spell has no effect on land-dwellers. They act normally without penalty. They simply are not treated as if they were underwater.

Thus air-breathing creatures can breathe air just fine in the area of this spell, are not slowed or hindered, and do not gain the abilities mentioned in the spell.

The effect is stationary and cannot be moved once cast. Its primary purpose is to bring aquatic creatures onto dry land for short periods of time such as a druid who summons a whale via Summun Nature's Ally to crush his foes. It can also be used for several other purposes as outlined in the spell and as allowed by your DM.

So, what do you guys think?
Raven Dark

12-31-04, 03:30 PM
Oh come on, its an interesting spell. Post some comments.
MystErikEry

12-31-04, 04:18 PM
I think the effect area is really, really large...

A better spell for allowing extended periods of land-based adventure for water questions would be a sort of reverse Water Breathing, allowing aquatic creatures to breath in air (and possibly allow them to swim "over" it, but not fly?).

If it's meant to allow a lot of things, like this, I'd say it should have a shorter effect range and not last quite as long (maybe 10 min/level, or something...) since it seems to be made to allow combat...

I'd say it should also have some effect on land-based creatures. It might impose some kind of movement penalty, similar to Solid Fog, but not quite as extreme.

Perhaps cause it to halve land speed of any creature (to a minimum of a speed of 5 feet). You could say the spell also prevents effective ranged weapon attacks (except for magic rays and the like). Add that a creature who falls into it takes 1d6 less falling damage than otherwise for each 20 feet it passes through.

Then make it Wiz 4 or 3... Clr 3... something like that. Considering it wouldn't be as powerful as Solid Fog by any means, but allows a lot of versatility moreso than Solid Fog does.. Oh, but it should be Spell Level 5 or so if it's going to be 10 min/level, then...

Of course, if you just leave it at the "only affects aquatic-based creatures", it's really hard to guage. It allows other spells that otherwise couldn't function to work on their own, but it doesn't affect much of anything else... so it's really hard to figure out the spell level since there isn't any other spell that does anything remotely similar, as far as I know...
Raven Dark

12-31-04, 06:01 PM
Thanks for the comments MystErikEry. The area is supposed to be large so it can cover the terrain for most encounters. After all, what's the use of gaining flight if you can only go 20 feet? I have reduced the duration to 10 min./level as you suggested since the example uses in the writeup wouldn't require several hours time to accomplish.