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    Bugbear in the Playground
     
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    Default [3.5]Water spells

    Anyone post their water spells... I want a water based sorcerer. I'll also be making water spells here. As far as I can tell. the only water spells are "Control Water" "Create water" and "Boiling sphere"...
    Also, anyone have rules for flash floods? I created an epic "Tsunami" spell ages ago and had to wing it for the flash flood effect... I don't mean a foot of water or anything, I mean a good wall of water at least five feet high.

    Oceans Spite
    Evocation [Water, Teleportation]
    Level: Sor/Wiz 5
    Components: V, S, M
    Casting time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 40-ft diameter, / 80ft radius.
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    Caster creates a sphere of freezing water forty feet in diameter. The sphere is of swirling high speed currents, and is pressurized as if from a depth of caster level x100 feet. A gravitational effect attempts to suck in all within 40 ft around the sphere, and keep those that are already captured in requiring a fortitude save to withstand the pull.
    The water itself has a DC 15 Swim check or a DC 20 Strength check.
    At the moment of casting, it requires a Reflex save, on a fail they take
    1d6 points of nonlethal damage from hypothermia per minute of exposure.
    it deals water pressure damage of 1d6 points per minute from the high pressure for every 100 ft of depth.
    and 1d3 points of nonlethal damage per round from the thrashing waters.

    On a sucessful reflex save, their only subject to the freezing damage from brief contact from the water. Though they're still subject to the gravity.

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    BlueWizardGirl

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    Default Re: [3.5]Water spells

    So is this spell cast on creatures, so they are trapped within the watery sphere, or do you just cast it near creatures?

    Why is some of the damage 'per minute' if the spell has a duration of 'Instantaneous'?

    The gravitational effect is a bit vague...is it fort save or fall towards the water? And if you do fall/pulled into the water do you still get a reflex save?

    20d6+ pressure damage is a lot for a 5th level spell(plus 1d6 nonlethal?)

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    Default Re: [3.5]Water spells

    The range.... It says 40 ft diameter/ 80 ft radius.... how does that work? I think you might have those mixed up.
    Guess who's good at avatars? Thormag. That's who.

    A Campaign Setting more than a year in the making, Patria!

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    RedWizardGuy

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    Default Re: [3.5]Water spells

    Some Water Spells FYI:

    Stormwrack:Airy Water, Blackwater Taint, Control Currents, Depthsurge, Maelstrom, Pressure Sphere, Sink, Swim, Water to Acid, Waterspout, Wave Blessing.

    Spell Compendium:Inky Cloud, Amorphous Form, Primal Form, Wall of Water, Extract Water Elemental, Elemental Body, Summon Elemental Monolith.


    Amorphous form is fun...you polymoprh into a puddle. And primal form and elemental body turn you in to elementals.

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    Default Re: [3.5]Water spells

    Quote Originally Posted by Gamer Girl View Post
    So is this spell cast on creatures, so they are trapped within the watery sphere, or do you just cast it near creatures?

    Why is some of the damage 'per minute' if the spell has a duration of 'Instantaneous'?

    The gravitational effect is a bit vague...is it fort save or fall towards the water? And if you do fall/pulled into the water do you still get a reflex save?

    20d6+ pressure damage is a lot for a 5th level spell(plus 1d6 nonlethal?)
    You just cast it on a space.
    the Per minute is simply because this spell isn't anything original. All it does is create a sphere that mimics the effects of deep water. see "Water dangers" or something like that and you'll see its exactly the same. minus the gravity of course. but all that does is pull them into the sphere. the sphere is more like a dislocated spatial effect, a little bubble thats connected to somewhere in the ocean.
    You make the reflex before the fortitude to resist the gravity.
    Where do you get 20d6+ from. You wont get that for at least ten more levels when a sorcerer would get this spell. And then, thats not directly because of the mage, thats just the effect...

    Quote Originally Posted by Wyntonian View Post
    The range.... It says 40 ft diameter/ 80 ft radius.... how does that work? I think you might have those mixed up.
    No. No I didn't.
    the sphere takes up 40 ft. the gravity takes up 80ft, including the 40ft inside the sphere.

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    BlueWizardGirl

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    Default Re: [3.5]Water spells

    Quote Originally Posted by Cipherthe3vil View Post
    You just cast it on a space.
    the Per minute is simply because this spell isn't anything original. All it does is create a sphere that mimics the effects of deep water. see "Water dangers" or something like that and you'll see its exactly the same. minus the gravity of course. but all that does is pull them into the sphere. the sphere is more like a dislocated spatial effect, a little bubble thats connected to somewhere in the ocean.
    You make the reflex before the fortitude to resist the gravity.
    Where do you get 20d6+ from. You wont get that for at least ten more levels when a sorcerer would get this spell. And then, thats not directly because of the mage, thats just the effect...
    But the spell duration is instantaneous, so how can it effect things minutes later? The sphere of water forms, effects everyone, and fades away, right?

    A spell with two saves..the fort vs the gravity and the ref vs the water effect is not such a good idea.

    The damage is 1d6 per 100 feet, and you get 100 feet per caster level. And it is 'directly' from the magic if they are using their caster level to make a greater spell effect.

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    RedWizardGuy

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    Default Re: [3.5]Water spells

    Huum, I tried a quick rewrite of the spell, if you like it:

    Depth of the Oceans
    Evocation [Water, Teleportation]
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Body of water 40-ft. radius, 40 ft. high
    Duration: 1 round/level
    Saving Throw: Fortitude half(see text)
    Spell Resistance: Yes

    This spell creates a body of dark, churning, freezing water teleported from the depths of the ocean. The body of water forms suddenly at the end of the spellcasting, engulfing all those within the area of effect. A fortitude save can resist the sudden effect of the body of water forming around a creature, by they are still inside the body of water.

    The water is pressurized as if from a depth of caster level x100 feet and this does water pressure damage of 1d6 points from the high pressure for every 100 ft of depth. The water is also very cold dealing 1d6 points of nonlethal damage from hypothermia. A fortitude save half's the pressure damage and negates the hypothermia nonlethal damage.

    A character inside of the body of water is blind and face the possibility of drowning if they require air. A character in the body of water can attempt to swim or walk out of the area of effect, but the churning water has a DC of 15 for a Swim check or a DC 20 Strength check to move. Failure keeps the character in place.

    Every round a creature remains within the body of water, they take 2d6 points of damage from the churning water(Fort save for half damage)unless they make a Swim check of DC 25 that negates all the damage.

    At the end of the spell duration the water is teleported back to the ocean it came from.

    Material Components-A drop of sea water and a bit of sand or silt, both from a spot in an ocean of a depth of at least 500 feet.


    Lore:This spell was created by the green dragon Aullellexintial well over a century ago to give land walkers a taste of what it's like in the oceans depths. Aullellexintial was quite fond of casting this spell on sailors that dared to enter her domain, though it has been decades since there has been a report of this. With in the last season the aquatic elf, Delbroi of the Dark Water has started to use this spell in combat and he has made an effort to sell the spell for items he needs from time to time.
    Last edited by bloodtide; 2011-05-27 at 11:24 PM.

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    Default Re: [3.5]Water spells

    there is a Tsunami spell for druids in the spell compendium that you could make a sorcerer spell.

    these spells are from complete mage:

    HEART OF WATER
    Transmutation [Water]
    Level: Druid 3, sorcerer/wizard 3, wu
    jen 3 (water)
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D) or until
    expended

    The crashing of waves echoes in your ears.
    This spell converts part of your body into
    elemental water, which makes you better
    able to navigate aquatic environments
    and slip through confined spaces. You
    gain a swim speed equal to your land
    speed, which grants you certain benefits
    (including a +8 racial bonus on Swim
    checks; see MM 311). You also gain the
    ability to breathe water (as if under the
    effect of a water breathing spell). Finally
    you gain a +5 enhancement bonus on
    Escape Artist checks.
    Furthermore, while this spell is active,
    you can activate a freedom of movement
    effect (as the spell) on yourself as a swift
    action. This benefit lasts for 1 round
    per level, at the end of which time the
    spell's entire effect ends.
    if heart of water is active on you at the
    same time as heart of air, heart of earth, or
    heart of fire, you gain light fortification.
    If all four of these spells
    are active on you at the same
    time, you become immune to
    extra damage from critical hits
    and sneak attacks.

    JET OF STEAM
    Evocation [Water]
    Level: Sorcerer/wizard 1, wu jen 1
    (water)
    Components: V, S
    Casting Time: 1 standard action
    Range: 30 ft.
    Area: 30-ft. line
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    Your hand is suddenly covered in warm
    condensation as a jet of burning steam
    bursts from your finger.
    You release a powerful jet of superheated
    steam that deals ld4 points of fire damage
    per caster level (maximum 5d4) to
    each creature within its area. The jet
    begins at your fingertips.
    The jet of steam deals no damage to
    objects in its path, nor can it set fire to
    combustibles.

    TORRENT OF TEARS
    Enchantment (Compulsion)
    [Mind-Affecting]
    Level: Bard 2, sorcerer/wizard 2, wu
    jen 2 (water)
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 5 rounds
    Saving Throw: Will negates
    Spell Resistance: Yes
    Tears pour from the subject's eyes, and his
    body is wracked with sobs.
    You force the subject to cry by drawing
    forth the water of his tears. For the duration
    of the spell, the subject is sickened
    and blinded; a successful Will save
    negates the effect.
    Material Component: A
    single tear.

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    Default Re: [3.5]Water spells

    For the new version, there is no max damage listed, but as that's one of the reason why blasting sucks, so not a real issue.
    Last edited by deuxhero; 2011-05-28 at 10:35 AM.

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    Default Re: [3.5]Water spells

    Water Blast
    Evocation [Water]
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting time: 1 standard action
    Range: special
    Area: 10' radius + 10'/2 levels centred on caster (see text)
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell causes a wave of pure elemental water to emanate from the caster. The blast knocks people back, sending them flying through the air to land prone at the edge of the spell radius (maximum 60'). For every 10' traveled, the target takes a base 1d8 bludgeoning damage, though additional damage may apply, at the discretion of the DM, if the target strikes other objects (eg is thrown at a wall of spikes).
    The caster may vary this spell by spending some of the spell radius on a 'safe area' around her position. For example, if the radius is 30', the caster may designate the first 10' as safe. Anybody within the first 10' will not be targeted by the spell. Anyone beyond 10' will then be thrown back to a position 30' from the caster, flying a maximum of 20' in the process.

    The material component is a drop of water.

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    Default Re: [3.5]Water spells

    Only spells with the Water descriptor at time of preparation (rather than after casting, due to how Summoning spells add descriptors based on what they summon) are Create Water, Control Water and Water Walk (Water Walk doesn't even affect the water, it just makes you float above the ground! What the Nine Hells, WotC?!). There is a rather serious deficiency of water-based spells. Particularly for Clerics. For some reason you'll find numerous water spells on both the Sorc/Wiz and Druid list but not on the Cleric list. And then every single water-based special ability granted by everything is breathing underwater. If you're lucky you'll find a walking on water one, but mostly it's just massive water-breathing redundancy.

    So, now that that's out of my system, how about this?

    Wellspring of Life
    Conjuration (Healing) [Water]
    Level: Cleric 4, Druid 5, Sorcerer/Wizard 5
    Components: V, S, M/DF
    Casting Time: 1 Standard action
    Range: Medium (100ft+10ft/level)
    Effect: A wellspring of water imbued with positive energy
    Area: 30ft radius spread
    Duration: 1 round/level
    Saving Throw: Will half (harmless), Reflex negates (see text)
    Spell Resistance: Yes

    You feel your heartbeat, perfectly in time with the movements of your hands as the spell's power flows through you. As you shatter the vial to complete the spell you experience a tingling throughout your body, leaving you pleasantly refreshed, as if by a cool drink on a hot day.

    Water laced with positive energy bursts from an area you designate, filling the a 30ft radius. Whilst the water is real and could theoretically drown those caught in the area, the spell usually does not last long enough to do so. Living creatures in the area heal 1d8 points of damage per round, as well as gaining fast healing equal to half of this spell's caster level (round down) for the duration (which persists after leaving the area). Undead in the area take 1d8+level damage every round (Will save half), in addition to another affect. Whilst most creatures can easily withstand the water's sudden appearance, undead weakened by the positive energy can be crushed under it. Any undead in the area of the spell when it is cast must make a Reflex save or fall prone.

    Arcane Material Component: A small vial of springwater.
    Last edited by ScionoftheVoid; 2011-06-05 at 12:38 PM.
    Ponytar by azuyomi244

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    BlueWizardGirl

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    Default Re: [3.5]Water spells

    Wellspring of life should not be a arcane or druid spell. Arcane spells don't normally do healing and positive energy effects and more damage vs undead. And druids don't do a lot of healing or effects vs undead.

    And a 30 feet of water 'filling' radius for 5 + rounds won't be around long enough to drown someone?

    And if the spell 'creates' water, it should have the [Creation] tag.

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    Default Re: [3.5]Water spells

    Quote Originally Posted by Gamer Girl View Post
    And a 30 feet of water 'filling' radius for 5 + rounds won't be around long enough to drown someone? .

    Well, for me It would take 20+ rounds. I can hold my breath for 2-4 minutes.
    1 round - 6 seconds.

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    BlueWizardGirl

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    Default Re: [3.5]Water spells

    Quote Originally Posted by Cipherthe3vil View Post
    Well, for me It would take 20+ rounds. I can hold my breath for 2-4 minutes.
    1 round - 6 seconds.
    In Core D&D you can hold your breath a number of rounds equal to twice your con score(per the DMG). Stormwrack has it at only one round per con point has reduces the time if you take actions.

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    Default Re: [3.5]Water spells

    Quote Originally Posted by Gamer Girl View Post
    In Core D&D you can hold your breath a number of rounds equal to twice your con score(per the DMG). Stormwrack has it at only one round per con point has reduces the time if you take actions.
    So by storm wrack the average person can hold their breath for 10 rounds, or one minute.
    I don't think anyone will drown in that time will they?

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    Default Re: [3.5]Water spells

    I hammered it out in less than ten minutes, it's nowhere near perfect. I have stuff to do at the moment, but I'll change it at some point. Also, Creation is a subschool, not a descriptor. Being unsure as to whether or not a spell can have more than one subschool, I just gave it Healing.

    Also, average people have Con scores of ten or eleven, so you start to drown commoners at level eleven or twelve using the shorter time for holding breath. With the longer time you'd have to hit Epic first. And that's just Commoners being assumed unlucky enough to fail the first Con check, I don't think drowning will come up unless it was already an issue.
    Ponytar by azuyomi244

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    Default Re: [3.5]Water spells

    Here are a few new ones, I'm not quite sure what level they should be (PEACH):

    Crushing Water
    Evocation (water)
    Level:Sor/Wiz 3, Cl 3, rgr 3, drd 3
    Components: V,S
    Casting Time: 1 standard action
    Range: Medium (100 ft.+10 ft/level)
    Target: Sphere with 20 ft. radius
    Duration: Instantaneous
    Saving Throw: Fortitude Partial (see text)
    Spell Resistance: no (object)
    Effect: Water in the targeted area compresses momentarily. This forces the lungs of any creature in the area to compress, leaving no room for air. This affects any creature in the area trying to hold its breath. If a creature in the effected area fails its fortitude save, the contents of its lungs are expelled. It immediately must begin making constitution saves to avoid drowning. A creature already out of breath must make subsequent Constitution check against a DC 5 higher than it would otherwise be.
    Even if a creature in the affected area makes their Fortitude save, they suffer half of the normal effect: A creature holding their breath loses half of their maximum lung capacity (using normal rules, they effectively lose a number of turns equal to their constitution score). A creature already out of breath must make subsequent con checks against a DC 2 higher than they otherwise would.
    Any part of the targeted area not filled with water is unaffected.

    Tricky Swimming
    Transmutation (water)
    Level:Sor/Wiz 2, Cl 2, rgr 2, drd 2
    Components: V,S
    Range: Medium (100 ft.+10 ft/level)
    Target: One creature, must be partially in water
    Saving throw: none
    Spell Resistance: yes
    Duration: 1 round/level
    Effect: The water around the targeted creature becomes unusually difficult to maneuver in. The creature's base swim speed is reduced by 25 ft. If this reduces its swim speed to 0, it loses its swim speed and the benefits this gives. If the creature's swim speed is reduced below 0, it instead gets a -1 penalty to swim checks per foot below 0 swim speed it has (treat creatures without a base swim speed as having swim speed 0 for this purpose).

    Difficult Swimming
    Transmutation (water)
    Level:Sor/Wiz 4, Cl 4, rgr 4, drd 4
    As tricky swimming, but the creature loses 50 ft of swim speed.

    Greater Difficult Swimming
    Transmutation (water)
    Level:Sor/Wiz 6, Cl 6, drd 6
    As tricky swimming, but the creature loses 100 ft of swim speed.

    Impossible Swimming
    Transmutation (water)
    Level:Sor/Wiz 8, Cl 8, drd 8
    As tricky swimming, but the creature loses 200 ft of swim speed.

    Extract Air
    Transmutation (water)
    Level: Sor/Wiz 3, Cl 3, rgr 3, drd 3
    Range:Medium (100 ft.+10 ft/level)
    Target:40 ft. radius sphere
    Saving Throw: reflex partial (see text)
    Spell Resistance: no (object)
    Duration: 1 minute/level
    Effect: The air normally dissolved in water in the effected area is transported elsewhere. Creatures that can breathe underwater but require air to survive (e.g. fish) cannot breathe. Because they were not expecting to have to hold their breath, they might release half of their lung capacity before realizing the spell was cast (creatures in the area when the spell was cast can hold their breath only half as long as normal, unless they make a reflex save. Creatures who swim into the affected area after the spell takes effect can hold their breath for their normal maximum time.)
    Creatures with no need for air (e.g. water elementals, or undead) are unaffected by this spell.

    Design notes: So, the discussion about how long a commoner can hold their breath gave me the idea for the crushing water. The problem is that 99.999% of creatures you fight underwater will be able to breathe anyways (unless, of course, you create a huge pool of water around them, but that requires more spells to be expended). So why not take away their ability to breathe underwater? When balancing, keep in mind that a creature caught by Extract Air could easily evade drowning by swimming out of the air-less zone, so this is not nearly as OP as it initially seems.
    Now, a combination of all three spells would trap any creature without air, which seems OP, but keep in mind that this requires expending three spells, AND it doesn't work against a large portion of opponents (undead, constructs, elementals, ect.), AND it requires the opponent to be underwater, so this combo isn't really game breaking.

    Assisting Rain
    Conjuration (creation) (water)
    Level:Sor/Wiz 4, Cl 4, rgr 4, drd 4
    Components: V,S,F
    Casting Time: 1 standard action
    Range: Close (25 ft.+5 ft/2 levels)
    Target: Cylinder with 50 ft. radius, 100 ft. high
    Duration: 1 round/level
    Saving Throw: none
    Spell Resistance: no
    Effect: You create a rainstorm that boosts your allies while hindering your foes. The water swerves slightly in just the right way to help your attacks find their targets. You and all your allies in the rainstorm gain a +2 luck bonus to attack rolls, saves, and skill checks based on strength or dexterity. Similarly, any foes in the storm get a -2 luck penalty to attack rolls, saves, and skill checks based on strength or dexterity. A creature standing outside of the affected area that attacks into the storm gets the same bonus or penalty (if you shoot an arrow into the storm, the magic rain can still affect where the arrow lands). Because the spell does not actually target a creature, it does not allow for saving throws or spell resistance.
    Creatures with the "fire" subtype are affected differently. Enemy fire creatures take the normal penalties, as well as taking 1d6 damage per round. Large or larger fire enemies that are only partially in the storm take only 1d3 damage per round. For ally fire creatures, there are two options:
    Option 1: The fire ally gains the normal bonuses from the spell, but also takes 1d6 damage/round. Large or larger allies enemies that are only partially in the storm take only 1d3 damage per round.
    Option 2: The spell's area of effect contains a "hole": the space extending in a sphere that extends 5 ft beyond the exterior of the fire creature in all directions (more specifically, consider the smallest sphere which completely contains the creature in question. The "hole" is a sphere with radius 5 ft. greater than the previously mentioned sphere.) The rain swerves to avoid the hole. Effectively, the fire creature (and any other creatures within 5 ft. of it) are outside the storm. The fire creature does not gain the luck bonus on skill checks, saving throws, or melee attacks. If the fire creature moves, the hole follows with it. If the fire creature makes a ranged attack (or melee attack with reach greater than 5 ft.) which targets another creature inside the storm, it follows the normal rules for attacking a creature in the storm (which, in this case, means the attack gets a +2 bonus).

    When you cast this spell, you determine who is an enemy and who is an ally. For each fire ally, you can individually determine whether they are affected by option 1 or option 2. You can change these choices as a free action (but only on your turn).

    PEACH!
    Last edited by 137ben; 2011-06-18 at 06:07 PM.
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    I vote for everything this guy says. I like the cut of his jib.
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    BlueWizardGirl

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    Default Re: [3.5]Water spells

    Crushing water does not really 'crush' anything. So maybe a different name would be better, even just 'weird' water or something. And a sphere that forces you to expel your air, sounds a bit clumsy. What does the water do 'punch' the creature in the stomach? This might work better as say 'Water Lungs' where you cast it on a set number of creatures and simply form a bit of water in their lungs, possibility forcing them to exhale.

    Tricky, hard and impossible swimming could work nicely at say 2nd, 4th, 6th levels.

    Extract Air is nice. Sounds more like a transmutation though. You don't want to 'teleport' the air away, just to make the water un-breathable sounds better. And it can work fine at 3rd level or 4th.

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    Default Re: [3.5]Water spells

    @above: under high pressure (such as from water), a human's lungs will compress, leaving less room for air. Crushing water "crushes" enemies' lungs, effectively reducing their lung capacity. That's why it causes all enemies in the affected area to lose their air. I updated the spell description to make this clear.

    Thanks for the advice on level. I decided to make extract air 3rd level, as it effectively counters Water Breathing.
    For crushing water, I'm thinking level 2-3. Thoughts?

    Also, I added a 4th level of the tricky swimming sequence.
    Last edited by 137ben; 2011-06-08 at 05:40 PM.
    The Ultimate Order of the Stick Book Tournament
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    Quote Originally Posted by Jaxzan Proditor View Post
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    I vote for everything this guy says. I like the cut of his jib.
    I won a thread. Am I pathetic to list that in my signture? Yes. Of course I am.
    Am I pathetic for copying this signature from Cizak? Yes. Of course I am.

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    Default Re: [3.5]Water spells

    Quote Originally Posted by 137ben View Post
    @above: under high pressure (such as from water), a human's lungs will compress, leaving less room for air. Crushing water "crushes" enemies' lungs, effectively reducing their lung capacity. That's why it causes all enemies in the affected area to lose their air. I updated the spell description to make this clear.
    See that is the tricky part, you don't want the spell to just effect humans, right? But the spell is fine, it's just different flavor.

    Quote Originally Posted by 137ben View Post
    Thanks for the advice on level. I decided to make extract air 3rd level, as it effectively counters Water Breathing.

    That's what I was thinking...

    Quote Originally Posted by 137ben View Post
    For crushing water, I'm thinking level 2-3. Thoughts?
    Third looks good


    Quote Originally Posted by 137ben View Post
    Also, I added a 4th level of the tricky swimming sequence.
    Looks good

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    Default Re: [3.5]Water spells

    Well, this should be USEFUL (assuming you have some way of putting ranks in Swim), but if you think it doesn't fit the theme, then you probably are going to think it is absolutely contrary to the theme.

    Original thread for this spell can be found HERE. (so people can look at the discussion).

    In this specific case, unless you have a native swim speed, it MIGHT be acceptable to drop this down to level 2.


    Air Swim
    Transmutation [Air, Water]
    Level: Clr 3, Drd 3, Water 3
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature Touched
    Duration: 10 min./level
    Saving Throw: None
    Spell Resistance: Yes (Harmless)

    You may treat air as water for the purposes of movement(including the swim-by attack feat), allowing you to swim straight upwards, etc. this has no affect on your attacks (except as mentioned above) or respiration. If this spell ends (including if dispelled) you drop (unless another effect would prevent this), generally taking falling damage.





    Also, to go with this, a feat, somewhat off the top of my head. HEre is a hombrew feat that specifically lets a waterbreathing creature breath air than substitute that for waterbreathing with the only differences being the name, the specific effect (which is all of one sentence) and the material component... I thought that waterbreathing already had a reversible casting mode to handle that sort of thing. As it is I suggest houseruling either the separate spell or the alteration I described. I would right up the spell, but I don't feel like digging out the template for spells just at the moment. Anyway... having rambled a bit, here is more actual homebrew...



    Air Breathing
    Transmutation [Air, Water]
    Level: Clr 3, Drd 3, Sor/Wiz 3, Air 3, Water 3 ((Yes I am expanding the domain spell lists... it hardly matters for such a utility spell that is either going to be vital or useless in a given campaign.))

    As per Water Breathing except that it instead allows one or more water-breathing creatures to breath air and that the material component is 1 drop of unclotted blood smeared on each creature (the caster may prick his own fingers (or other part of his body if they lack fingers) as part of the same action as casting the spell to obtain this without inflicting any hitpoint damage or requiring a concentration check).




    Watery Summons
    Prerequisites:
    • Racial swim speed, but no racial land speed OR Water Domain OR the ability to Wildshape into a water elemental OR Ability to cast at least 5 arcane spells that ALWAYS (so not just when summoning [Water] type creatures or whatever) have the [Water] descriptor.
    • Abilty to cast Air Swim AND Air Breathing (replace all instances of the mention of this spell in this feat with Water Breathing if your GM allows Water Breathing to dual-function for allowing waterbreathing creatures to breath air)

    Benefits: You may use spells to summon (such as with Summon Monster, and Summon Nature's Ally spells) sea-creatures that can not go on land (at least not noticeably better than an orca) into mid-air (including as low as 2 inches off the ground) within the range of the spell, provided you also can, at that time cast Air Swim. If the creature you are trying to summon can't breath air, then you must also similarly have Air Breathing available for casting. The additional spells required can and MUST be cast as an immediate action immediately after the summoning, and take effect on all the creatures you just summoned before the they can fall so much as an inch, let alone have trouble breathing. Ignore the range limits and/or the need to smear the blood on the recipients for Air Swim and Air Breathing for these purposes. If the summoning spell is wasted (such as if you fail a concentration check while casting) then the other spells involved are also wasted.

    As an added bonus when using this feat the duration of your summon's is increased by 20%. Apply this effect after (and stacking mathmatically, rather than by the usual multiplication/stacking rules) all other duration increasers. For example an Extended Summon Monster I spell cast by a 5th level sorcerer or wizard in conjunction with an Air Swim spell to summon a celestial porpoise would last 240% of the normal duration (NOT 220%) for a final duration of 12 rounds.
    Normal: The restriction against summoning creatures into environments that can not support them prevents you from summoning most sea-life outside water.
    Last edited by DracoDei; 2011-06-08 at 10:58 PM.
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    Default Re: [3.5]Water spells

    Watery Boots
    Conjuration(Creation) [Water] [Curse]
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Permanent
    Saving Throw: Wil neg.
    Spell Resistance: Yes

    This spell spell places a water curse on a single creatures feet and/or footwear. For every step they take they leave a small puddle of water where their foot/boot touched the ground. The small puddle is roughly the size of the foot/boot. The puddle is normal water and will be effect by normal environmental conditions. Those tracking a creature effected by this spell gain a -10 bonus to the DC to track the effected creature on hard ground(effectively making a hard floor a soft floor DC).

    This spell was created to track foes indoors or in a city environment such as cobble stone streets. While the spell can be used elsewhere the effect can be less pronounced, granting only a -5 bonus to the track DC, in locations such as dense wood or grasslands or already wet land. The spell provides no bonus if the creature walks in water, such as a wet river bed.

    Note:This spell, despite it's name, will effect the feet of a creature that does not wear boots.

    The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.


    Lore:This spell was created by the gnome detective guardsgnome Ellyissora Complantorrli to aid her in tracking criminals in the city of Urmlaspyr, Sembia in 1320 DR. She was quite proud of her spell and made several copies to sell.

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    Default Re: [3.5]Water spells

    I think Spell COmpendium has a spell that animates the water in someones body. It does damage, and if they die from the damage, then a water elemental rises from their corpse.
    Quote Originally Posted by jamieth View Post
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    Default Re: [3.5]Water spells

    Well, not skilled at making spells myself, but if it might work to make some damaging spells that are supposed to do so via cytolysis, given that in many cases it can be hard to come up with ways for water to hurt someone directly outside of freezing, boiling, or drowning.

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    Default Re: [3.5]Water spells

    Buoy
    Transmutation
    Level: Clr 1, Drd 1, Sor/Wiz 1
    Components: V, S, M /DF
    Casting time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 15 minutes/level
    Saving Throw: Wil neg.(harmless)
    Spell Resistance: Yes (harmless)

    When this spell is cast the target is able to float effortlessly in a body of water, even if he is weighed down with armor and equipment that would normally drag him under. He can bear a weight up to a medium load, plus any additional small load he can keep afloat by swimming motions. He can swim at the normal rate, unless hindered by armor, and is not fatigued by the additional weight he is carrying.

    The extra buoyancy has a drawback, however, in that any attempts to swim underwater require additional effort to stay under the surface. His movement rate while swimming underwater is half the normal amount.

    Arcane Material Component: A piece of cork.

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    Default Re: [3.5]Water spells

    Assisting Rain
    Conjuration (creation) (water)
    Level:Sor/Wiz 4, Cl 4, rgr 4, drd 4
    Components: V,S,F
    Casting Time: 1 standard action
    Range: Close (25 ft.+5 ft/2 levels)
    Target: Cylinder with 50 ft. radius, 100 ft. high
    Duration: 1 round/level
    Saving Throw: none
    Spell Resistance: no
    Effect: You create a rainstorm that boosts your allies while hindering your foes. The water swerves slightly in just the right way to help your attacks find their targets. You and all your allies in the rainstorm gain a +2 luck bonus to attack rolls, saves, and skill checks based on strength or dexterity. Similarly, any foes in the storm get a -2 luck penalty to attack rolls, saves, and skill checks based on strength or dexterity. A creature standing outside of the affected area that attacks into the storm gets the same bonus or penalty (if you shoot an arrow into the storm, the magic rain can still affect where the arrow lands). Because the spell does not actually target a creature, it does not allow for saving throws or spell resistance.
    Creatures with the "fire" subtype are affected differently. Enemy fire creatures take the normal penalties, as well as taking 1d6 damage per round. Large or larger fire enemies that are only partially in the storm take only 1d3 damage per round. For ally fire creatures, there are two options:
    Option 1: The fire ally gains the normal bonuses from the spell, but also takes 1d6 damage/round. Large or larger allies enemies that are only partially in the storm take only 1d3 damage per round.
    Option 2: The spell's area of effect contains a "hole": the space extending in a sphere that extends 5 ft beyond the exterior of the fire creature in all directions (more specifically, consider the smallest sphere which completely contains the creature in question. The "hole" is a sphere with radius 5 ft. greater than the previously mentioned sphere.) The rain swerves to avoid the hole. Effectively, the fire creature (and any other creatures within 5 ft. of it) are outside the storm. The fire creature does not gain the luck bonus on skill checks, saving throws, or melee attacks. If the fire creature moves, the hole follows with it. If the fire creature makes a ranged attack (or melee attack with reach greater than 5 ft.) which targets another creature inside the storm, it follows the normal rules for attacking a creature in the storm (which, in this case, means the attack gets a +2 bonus).

    When you cast this spell, you determine who is an enemy and who is an ally. For each fire ally, you can individually determine whether they are affected by option 1 or option 2. You can change these choices as a free action (but only on your turn).


    I updated my first post to include this spell.
    Last edited by 137ben; 2011-06-18 at 06:58 PM.
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    Default Re: [3.5]Water spells

    Aqua Strike
    Evocation [water]
    Level: Sor/Wiz 3
    Components: V,S
    Casting Time: Standard action
    Range: long 400+50ft/level
    Area: 15ft burst
    Duration: instantaneous
    Saving Throw: Reflex half
    Spell Resistance: yes
    You conjure a violent turning sphere of water that rockets toward a target exploding with an great force dealing 1d6 water damage per caster level (10d6 maximum). The Strike starts as a small sphere about 3 inches in diameter, though it can squeeze through smaller spaces of a CM or so for the first foot or so without triggering premature detonation.

    Aqua Hammer
    Evocation [water]
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: standard action
    Range: close 25+5ft/level
    Area: single target
    Duration: instantaneous
    Saving Throw: fortitude partial
    Spell Resistance: yes
    In a fierce motion you conjure a large twisting body of water that seems to follow your hand motions to strike the target with the brute force of crashing waves. make an attack roll for 1d8 water damage per caster level (15d8 max), double to [fire] creatures. They must make a fortitude save of be stunned by the force of the water for half caster level rounds.

    Aqua Blitz
    Evocation [water]
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: standard action
    Range: --
    Area: Burst centered on you 10ft/caster level.
    Duration: instantaneous
    Saving Throw: reflex half
    Spell Resistance: yes
    you create a swirling vortex of crushing water that swirls around you for a moment pushing away your enemies as they are pounded by the waves. they take 1d6 water damage per caster level and are forced out of the area of effect. if they succeed the reflex save they take half damage and are not pushed away. puts out all flame in area.


    Deluge
    Evocation [water]
    Level: Sor/Wiz 4
    Components: V,S,M
    Casting Time: Standard action
    Range: long 400+50ft/level
    Area: single target
    Duration: instantaneous
    Saving Throw: none
    Spell Resistance: yes
    You conjure a swell of water directly above the target, 10ft per caster level, that falls in large drops that through arcane might are denser then normal. Drops fall each with they're own +caster level attack roll to hit (Caster level +1d20). on a hit they deal 1 water damage per 10ft fallen. On a miss, no further drops fall.

    Naturally, this spell fails or is at least lessened if you cannot reach a required height.

    Material component: Vial of Sea water.

    Maelstrom
    Evocation [water][ground]
    Level: Sor/Wiz 7
    Components: V,S,M
    Casting Time: Standard action
    Range: long 400ft+50ft/level
    Area: 20ft cylinder(down)
    Duration:1 round/level
    Saving Throw: Reflex half
    Spell Resistance: no
    you conjure a violent swirling mass of water beneath the target that eats away at the ground as it violently jumps and propels itself toward the surface. Target takes 1d6 water damage per caster level from the water and falls in where they are trapped if they cannot get out. (climb check = 10 plus your caster level) the pit is 5ft down per caster level, and they may take falling damage accordingly and repeated damage from the water they are trapped with at a rate of 1d4/caster level per round they remain trapped.

    Material: vial of sea water, pinch of dirt

    Tempest
    Evocation [water][electricity][air]
    Level: Sor/Wiz 9
    Components: V,S,M
    Casting Time: 2 rounds
    Range: long 400ft+50ft/level
    Area: 50ft cylinder
    Duration: 1 round/level
    Saving Throw: reflex half
    Spell Resistance: yes
    Creates a small tempest dealing 1d4 water damage from brutal crushing water, 1d4 slashing damage from razor winds, and 1d4 lightning damage from arcing lightning to all in area. Reflex save for half damage. Movement is halved, and visibility is reduced to zero (total concealment to everything but the ground in your square)

    Material Components: vial of sea water, captured cloudstuff, 5cp
    Last edited by Cipherthe3vil; 2011-06-27 at 06:01 PM.

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    Default Re: [3.5]Water spells

    I like it, and the image of someone accidently using it to try to aid a climb or balance check is funny. Balance would be effected by the "slightly slippery" condition at least, which increase the DC by 2 for a net gain of 0. I think Climb is even worse by RAW since the only modifier for slipperiness there is a +5 to the DC. Come to that even Tumble has a +2 DC for a wet floor.

    Hmmmm.... that means that for a significant number of skills (Tumble most importantly) it only gives a bonus if the surface is already wet or worse. I guess it isn't really mostly for the skill bonus (especially as a 4th level spell), but it is an... interesting point to note.
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    BlueWizardGirl

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    Default Re: [3.5]Water spells

    Quote Originally Posted by Cipherthe3vil View Post

    Aqua Hammer
    They must make a fortitude save of be stunned for half your caster level as rounds as they choke on water forced into they're lungs.

    You might want to update this to ''stunned by the force of the water''. Water can well do this. In the good old days we used to put on a foam suit and stand in front of a net and then the fire department would blast you with the fire hose, sending you flying back a good ten feet...it was sooooooo much fun.

    Quote Originally Posted by Cipherthe3vil View Post
    Deluge
    You conjure a swell of water directly above the target, 10ft per caster level, that falls in large drops that through arcane might are denser then normal. Drops fall each with they're own +caster level attack roll to hit (Caster level +1d20). on a hit they deal 1d6 damage per 10ft fallen. On a miss, no further drops fall.
    This is too powerful.....you don't want spell casters having a drop fall 1000 feet(100d6 damage). Even 500 feet(50d6) is way too much. You should cap the damage or get rid of the 'falling'.


    Quote Originally Posted by Cipherthe3vil View Post
    Maelstrom
    Is not exactly a 'maelstrom', it's more of a 'watery pit' so this could use a better descriptive name.


    Quote Originally Posted by Cipherthe3vil View Post
    Tempest
    Evocation [water][lightning][wind]
    That's [Electricity] and [Air] for descriptors.

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    Default Re: [3.5]Water spells

    Quote Originally Posted by Gamer Girl View Post
    This is too powerful.....you don't want spell casters having a drop fall 1000 feet(100d6 damage). Even 500 feet(50d6) is way too much. You should cap the damage or get rid of the 'falling'.
    That would require caster level 100 -_- I'm all about high powered games and all, but 100? ouch. Most deities are level 40...

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