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Can a 7th level cleric cast control water twice on a pool of water that is 30 ft deep? With each spell lowering the water 14 ft. School transmutation [water]; Level cleric 4, druid 4, sorcerer/wizard 6 Casting Time 1 standard action Components V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water) Range long (400 ft. + 40 ft./level) Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S) Duration 10 min./level (D) Saving Throw none; see text; Spell Resistance no This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.
Lots of this. At 100gallons consumed a pop it shouldn't cost *too* much to completely remove the advantage, or at least reduce it significantly.
Sorry...deleted the original thread. Thank you lyingbastard for commenting. Can you repost your comment on this thread? I did some research and found out the chain-knife used in the movie, "ninja assassin" is called either kyoketshu-sogei or kusari-gama. I would like to create that weapon for this new campaign I am going to be playin in. I need help with its stats, before I present to the GM. I was thinking of the following: Exotic 2 handed weapon, monk's would be proficient in it. Damage: either 1d4 or 1d6 Damage type: S/B Special: reach 10?, trip?, disarm? Description: also called "chain-sickle", the kusari-gama is a kama with a chain attached to the handle and a weighted iron ball at the other end of the chain. It can be used close range or at a distance. Traditonal tactics entails swinging the weighted iron ball around target's legs or weapon, then rushing forward and attacking with sickle. One can also strike at a distance with the sickle but swinging blade end at target while holding onto the weighted iron ball. I typed up the description pretty quickly, I'll revise it later so it is less wordy and more detailed. Any positive/negative feedback would be appreciated.
I was talking to my friend and he mentioned to me the 3rd level druid/wizard/sorcerer spell sleet storm: "Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). The sleet extinguishes torches and small fires." I was amazed at what a great spell it was, besides slowing down the enemy and limiting their movement, it also does not allow save/SR. I was wondering if anyone knew or can come up with anything additional that could take advantage of this spell or be used in juncture?
If someones casts the spell blur: "The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance)." Can you attempt to use the stealth skill indiscriminately during combat as if you had the hide in plain sight ability due to the concealment blur grants? "If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast."
If you have a character that specializes as a wizard i.e.)conjuration, then you went the route of becoming an arcane trickster, does your advancement in your arcane trickster levels count towards "wizard levels" when it comes to receiving the conjuration special ability of dimensional steps at 8th level? |