Any ideas for a higher level Evard's Black Tentacles? [Archive] - Wizards Community

Post/Author/DateTimePost
slimgoodbody

04-27-06, 07:27 PM
I'm DMing an Eberron game, and one of my friends is playing a wizard. He asked me to design a higher level version of Evard's Black Tentacles for him to research, cause it's his favorite spell. He was thinking maybe something that also bestows a status effect or something, but he's open to anything fun. His favorite tactic is using Evard's Black Tentacles, Melf's Acid Arrow, and similar lasting spells to administer negative levels with some kind of fell drain or enervating metamagic thing which I can't currently seem to remember.

He likes tactics and battlefield control, so he makes a good wizard. He's a human from Cyre, and spent most of his childhood in Xendrik. If anyone has any ideas for the specifics of the spell, the level of the spell, the flavor of the spell, anything at all, I'd love to hear it. I'm not especially gifted at designing new magic, so any help would be very appreciated. I'll let you know how it went in the game when he gets to use it.

Thanks in advance!
Kyuketsukiouji

04-27-06, 08:05 PM
Well, first of all, I have to say that you're approaching this backwards, as the DM.

Let him design the spell, then research it, then tell him if it's feasible.

Unless you're feeling extraordinarily generous, you shouldn't hand him the spell. Make him do the hard work. Heck, make an adventure out of it, while you're at it.

Now, if you are feeling like handing the player a freebie, there's plenty of ways to agument Evard's. Add range. Add more strength to the tentacles. Add some of the other metamagic tricks the player already uses, but give them a bit of a discount (for having them built-in the spell). Make the tentacles already acidic.

The possibilities are really endless, which is the other reason why you should let the player make the spell he wants, and then tell him what level his new spell is. Check your DMG for the rules on spell research.
epifreak

04-27-06, 08:13 PM
Adding a strength drain effect for being in the area would be a nice addendum. That way, if you succeed the first throw but stay in the area, you're more likely to fail subsequent throws (and you're also retarted for standing in the middle of evard's black tentacles). And, if you fail the first throw, you're pretty much completely boned instead of most of the way. Maybe 1d4 str damage/round spent in the area (fort save negates?) for +2 or 3 levels. Maybe. I'm not the best at spell design either. Alternately, con damage would be particularly nasty. If they fail the grapple checks, they're shortly sucked dry.
smrtgmp

04-27-06, 09:13 PM
there are a few varient in one of the FR books (either shining south or lost empires of fearun). One added fire damage and the other negative levels.
solbergb

04-27-06, 09:24 PM
Another approach would be to free it from its biggest limitation...the requirement that it is attached to a surface.

As it is, flying 10' above the ground makes you immune to Evards.

You could add longer tentacles, or include a wall of force effect to attach the tentacles to or something....
unusualsuspect

04-27-06, 10:10 PM
Evards Spiked Tentacles of Forced Intrusion
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures a field of spiked, rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and, ehm, intruding. Forcefully. With great vigor.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 23. Thus, its grapple check modifier is equal to your caster level +10. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d8+6 points of bludgeoning and piercing damage. The tentacles continue to ehm, intrude the opponent until the spell ends or the opponent escapes.

Each time a creature is dealt damage damage, they take 2 points of charisma damage. Nothing quite upsets the ego like a particularly forceful intrusion.

*shudder*

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.

Material Components: A piece of tentacle from a giant octopus or a giant squid and a miniature spiked codpiece.
Wonton2006

04-27-06, 10:39 PM
Evards Spiked Tentacles of Forced Intrusion

[SNIP]

spiked codpiece.

Darn! Someone got here before me. ;)
Novacat

04-27-06, 10:50 PM
Evard's Black Tentacles is pretty freakin powerful as it is (I came to love it in a recent campaign). I'm not sure there's much room for improvement, aside from certain hentai references.
smrtgmp

04-27-06, 10:55 PM
Another easy way to make a greater version would be to have it count as huge and give it a higher str score. That would increase the grapple check and the damage.
Wonton2006

04-27-06, 11:01 PM
Make it deal more damage (spiked, so piercing as well), larger area, maybe make them really long so they can grapple flying or hovering creatures 10 ft or less of the ground, too. Because of this field of tentacles, give, one-half cover for ranged attacks through it. Make them have an additional effect when they grapple someone, such as some poison, maybe. Maybe make it so as a full-round action that provokes attacks of opportunity, you can move the field of tentacles up to 20 ft by directing it with your hands.
runestar

04-28-06, 01:12 AM
It's called heighten spell... :embarrass
Vaelan

04-28-06, 01:48 AM
It's called heighten spell... :embarrass
Which does absolutely nothing for Evard's Black Tentacles as it does not at any point allow a saving throw.

Make the tentacles bigger. They'll deal more damage and grapple more effectively.
Auorix

04-28-06, 01:48 AM
Black Tentacle Sphere
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A writhing mass of rubbery black tentacles attached to a central core begin to creep towards your enemies, grabbing up all in its path with its spiked arms.

This spell conjures a sphere of rubbery black tentacles, each 10 feet long. The spheres center remains at about 10-15' height. The tentacles can grab at creatures up to 25' high in the air and entwine around creatures that enter the area, holding them fast and crushing them with great strength. This spell requires at least 7' ceiling and width in order to have room to form. The sphere moves at a speed of 10' and may make a jump at +7.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a huge creature with a base attack bonus equal to your caster level and strength score of 23. Thus, its grapple check modiffier is equal to your caster level +14. The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d8+6 points of bludgeoning and piercing damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enter the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.
Material Component: A piece of tentacle from a giant octopus or a giant squid.
(Thanks for information given by unusualsuspect)

How does that sound? I am going to add this to my list of spells in my sig that I made...
Seeker of Undeath

04-28-06, 02:00 AM
Evards Spiked Tentacles of Forced Intrusion

[snip]

They grasp and entwine around creatures that enter the area, holding them fast and, ehm, intruding. Forcefully. With great vigor.

[snip]

The tentacles are immune to all types of damage.

[snip]

The tentacles continue to ehm, intrude the opponent until the spell ends or the opponent escapes.

[snip]

Nothing quite upsets the ego like a particularly forceful intrusion.

[snip]

Material Components: A piece of tentacle from a giant octopus or a giant squid and a miniature spiked codpiece. :eek: :eek: :eek:

:OMG! sweet mother of asmodeus... :uh-huh:

:surrender :surrender :surrender
slimgoodbody

04-28-06, 10:45 AM
Wow, thanks for all the feedback! I really like the points and examples you've brought up. Oh, and unusualsuspect, I see you also read Order of the Stick. :P

If any other ideas pop up, please do continue. Once I get back from work I'll go through these with a closer eye. Thanks again, everyone!
ghost_warlock

04-28-06, 10:52 AM
1) Make the tentacles tipped with fanged mouths, like vipers or something. Each round creatures are in the area they not only have to contest with being grappled and constricted but they face bite attacks (dealing 1d4+Str bonus damage) and poison saves, too. If the poison deals Str damage they become progressively less capable of making their grapple check. Or, make it deal Con damage, kill them, and be done with it.

2) Make it so that creatures in the area also suffer the effects of cloudkill Should kill off large groups of lesser creatures rapidly and make more powerful creatures hesitant to enter, even if they aren't likely to fail the grapple check.

3) The tentalces are composed of fire rather than a "rubbery" substance. They grapple, deal fire damage when they constrict, and everyone in the area has to make the Reflex save to avoid catching fire and taking additional fire damage each round. Grappled creatures, of course, suffer a penalty to this save.

4) The tentacles are composed of negative energy rather than a "rubbery" substance. They make normal grapple checks - meaning that they must first touch the target (bestowing 1 negative level, no save, if successful). Then they check to establish a hold (if successful, they bestow 2 negative levels, no save, each round they maintain). Undead in the area of effect are instead granted 5 bonus hit points each time they would otherwise gain a negative level but intelligent undead also suffer a confusion effect (nevermind that they would normally be immune to mind-affecting) as they ponder what the hell the caster was trying to accomplish by grappling them but also giving them bonus hp.

5) The tentacles are initially centered around the caster but do not attack him. They function like tentacles versions of the vampiric touch spell, healing the caster, or granting bonus hp, equal to the amount of constriction damage dealt. The caster must remain in the area of effect for the duration but may otherwise move around within (the spell ends if the caster leaves the area of effect).

6) Surround the area of effect with a force cage (barred cell version) so that creatures can't leave the area.

7) Give the tentacles the Devastating Grapple ability of the Reaping Mauler PrC (Complete Warrior). Give the tentalces the ability to pin opponents. Creatures that remain pinned for 3 consecutive rounds automatically die unless they make a Fortitude save.
redraven

04-29-06, 01:22 AM
Evard's Inescapable Tentacles
Level: Sor/Wiz 6
Area: 25-ft.-radius spread
Duration: 1 round/level (D)

As Evard's Black Tentacles, except where noted above and below.

Any creature grappled by the tentacles is prevented from moving extradimensionally, as if fully affected by Dimensional Anchor. Additionally, the tentacles can grapple creatures protected by Freedom of Movement or similar abilities, although such creatures gain a +10 bonus to their grapple checks.
willy the water-elf

04-29-06, 01:13 PM
If you want to make it stronger, the expansion idea is pretty cool. Otherwise, why not drop fireball after fireball over the field of tentacles? Anyone inside would have already lost their dex. bonus to reflex saves (and likely take full damage as a result).
Shadowmind64

04-29-06, 02:47 PM
here are some neat ideas for this spell that i like to use in pumped-up versions:

allow 1d3 tentacles to grapple each creature in the field
or
tentacles only target hostiles
or
targets gut "sucked-down" into tentacle mass, and are considered blind+start making checks for suffocation
or
(here is a really fun one for a high level spell) as above, but if targets fail 3 consecutive grapple checks, they are sucked into the shadow plane

there are a million fun variants that you can make with this spell, enjoy!
Rohano

04-29-06, 06:54 PM
Check out Order of the Stick (http://www.giantitp.com/cgi-bin/GiantITP/ootscript) and you'll eventually discover Evan's Spiked Tentacles of Forced Intrusion.
Wonton2006

04-29-06, 09:41 PM
Evard's Icy Tentacles

Conjuration (Creation) [Cold]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None; Fortitude half; Fortitude negates (see text)
Spell Resistance: No

This spell conjures a field of icy blue tentacles, each 10 feet long. These tentacles seem to spring up from the earth, stone, or whatever surface the spell is cast on, even water. They grasp and entwine around creatures that enter the area, crushing them with great strength, and also doing cold damage. If this spell is cast so that the tentacles spring up from below water, the cold of the tentacles freezes the water in a 25-ft radius from the point of origin.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 23. Thus, its grapple check modifier is equal to your caster level +10. The tentacles are immune to all types of damage, except fire damage. Any creature that does 30 or more fire damage to one 5-ft square effectively melts the tentacles, making that area safe.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+6 points of bludgeoning damage. The creature is also dealt 1d6+2 points of cold damage per round until the grappling stops (Fortitude half). The tentacles continue to crush and freeze the opponent until the spell ends or the opponent escapes. Additionally, a creature successfully grappled by the tentacles is dealt 1 point of Dexterity damage. Each round, if the tentacles succeed on the above grapple check, they also deal 1 point of Dexterity damage to the target (a successful Fortitude save negates this damage).

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.

Material Component: A piece of ice that looks like a tentacle.

How does that sound?