New Savage Tidey spell


Savage Tide Adventure Path


This is a new spell that I made that could be useful in STAP, what with all the dinosuars and such. I was trying to fix the problem of a druid or ranger not being able to use wild empathy against an actively hostile animal, because he won't have time before the animal begins mauling him. I balanced it against Accelarate Movement, a 1st level spell that lets you use Climb, Move Silently, Swim and Tumble at full speed with no penalties.

Urgent Empathy
Transmutation

Level: Druid 2, Ranger 2
Components: V,S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

After casting this spell, you may use your wild empathy class feature as a full-round action without the normal -10 penalty. In addition, you receive a +1 enhancement bonus/5 caster levels, to a maximum of +4 at 20th. This spell has no effect if you do not possess the wild empathy class feature.

Let me know what you think about its balance, ways to improve it, etc...


change that into dissolwing after one successful use... or someone will use it to.. err, quick-zap a whole horde of rampaging dinos!

As 5th level it might be as such, ie stays for 1round/level.. and thus allows the quick-zapping


That's a good idea. The duration should be 1 round/level or until discharged, and it is discharged after 1 use of wild empathy.


cthulhu_waits wrote:

This is a new spell that I made that could be useful in STAP, what with all the dinosuars and such. I was trying to fix the problem of a druid or ranger not being able to use wild empathy against an actively hostile animal, because he won't have time before the animal begins mauling him. I balanced it against Accelarate Movement, a 1st level spell that lets you use Climb, Move Silently, Swim and Tumble at full speed with no penalties.

Urgent Empathy
Transmutation

Level: Druid 2, Ranger 2
Components: V,S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

After casting this spell, you may use your wild empathy class feature as a full-round action without the normal -10 penalty. In addition, you receive a +1 enhancement bonus/5 caster levels, to a maximum of +4 at 20th. This spell has no effect if you do not possess the wild empathy class feature.

Let me know what you think about its balance, ways to improve it, etc...

Oooo - me likey :)

The one thing I would change (if it were in my game) would be the duration. Since Wild Empathy is like using Diplomacy, and that skill doesn't allow for a retry in most cases, I would make it last only one round. That makes it more of a "last ditch" attempt.

Maybe also adding that, if the check fails, the creature attacks the caster first - but that might be a bit much...I'm still mulling over that part...

Just my two coppers. Other than that, it looks good!
(EDIT Looks like we all had the same ideas. Holding it like a charged spell could work too I suppose...)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"


I think it should be a level 1 ranger spell, level 2 druid. Remember that those two casters have wildly different "power levels" for their spells.


It's true, Black Bard, that they get spells at very different levels. But looking through a sampling of their spells, they are often the same level. There are some cases where the ranger version is a level lower, but there appear to be more that are not.

Liberty's Edge

Where's some good info on how to slap together a spell, and figure out what level it is and such?


I certainly agree with the observation, just looking at the mechanics for this spell in particular. As a 2nd level spell, the druid gets it at 3rd level. A "standard" druid has a wild empathy of 3+Cha+Synergy from Handle Animal: around 6-7. The druid also has at least 2 2nd level spell slots.

A ranger doesn't get the spell until 9th level reliably, possibly 8th with high wisdom. At this point, the "standard" ranger has wild empathy of 9+Cha+Synergy, which will likely be 11-12. Additionally, this will likely be the ranger's only 2nd level spell slot for some time.

This level arrangement means the druid gets the spell far earlier, far more often. As a level 1 ranger spell, the druid would still get the spell first, and have it more often, but the ranger won't be quite as far behind on both counts. Also remember that ranger's caster level is half their character level.

Just food for thought, and honest critique. No offense meant, and I plan to yoink the spell for my own game! Good work!


Heath, to tell you the truth I don't know. I just usually find a similar spell and compare it. In this case I used Accelerated Movement, from Complete Adventurer. Then I post it and get feedback. I posted it here and over at 3rdedition.com, which is my normal gaming messageboard. Speaking of which, over there they suggested making the bonus +1/4 levels, capping at +5 and I think that's a good change.

Black Bard, no offense taken! I posted it for feedback and you make some really good points about giving it to rangers at 1st level. I think that's probably a good change. Glad you'll be able to use it. That's about the highest compliment a new spell or resource can get. :)


Your spell will see action in my campaign too, cthulhu_waits (debuting at the start of HTBM too, most likely). Many thanks for posting it for us!

I've created some spells in the same style you did about a month ago for my STAP. They are based on the Mineral Warrior spell in the FR sourcebook Underdark, but changed to grant the amphibious template instead.

If we want to expand this thread with more homegrown spells for the STAP, I'd be happy to post them here. All I ask is that you be gentle with them... ;P

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"


Bring 'em on, Dalesman. I don't know much about the spell you mention, not playing FR, but they sound interesting.


cthulhu_waits wrote:

Bring 'em on, Dalesman. I don't know much about the spell you mention, not playing FR, but they sound interesting.

The spell I referenced is a Sor/Wiz 6 spell (Transmutation - Earth) that permanently applies an ECL 3 template called the Mineral Warrior (lots of neat earth-based abilities basically). It also subjugates the creature augmented to the caster for a year and a day I think, and has obscene GP- and XP-material costs to it.

Now, the two spells I created throw out the subjugation, and use an ECL 0 template, which allowed me to believably make the levels of the spells lower (and reduce the component costs of the higher level spell).

Here's what I ended up with:

Blessing of the Shoal
Transmutation [Water]
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living, non-aquatic/amphibious creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You temporarily infuse a willing creature with part of the elemental spirit of water. For the duration of the spell, the creature gains the abilities of the amphibious template from Stormwrack.
Material Component: Pearls and seashells worth at least 50 gp.

Gift of the Shoal
Transmutation [Water]
Level: Druid 4
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One living, non-aquatic/amphibious creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You permanently infuse a willing creature with part of the elemental spirit of water. Upon completion of the spell, the subject gains the amphibious template from Stormwrack.
Material Component: Pearls and seashells worth at least 500 gp.
XP Cost: 50 XP per HD of the amphibious creature created.

(Note - I did forget about Water Breathing being close in level to Blessing of the Shoal when I created the spell. However, the lower duration and being able to affect only one target balances things out I hope.)

There they are. Let me go get my crash helmet and iodine... :P

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"


Those are cool ideas for spells, Dalesman. I can't remember exactly what the Amphibious template gives you, so until I get a chance to look at it later tonight I really can't comment on the power of the spells. But I will post again after I look at it.

One thing I would suggest is either specify 1 willing creature, or make it a saving throw (harmless) and spell resistance (harmless.)


cthulhu_waits wrote:

Those are cool ideas for spells, Dalesman. I can't remember exactly what the Amphibious template gives you, so until I get a chance to look at it later tonight I really can't comment on the power of the spells. But I will post again after I look at it.

One thing I would suggest is either specify 1 willing creature, or make it a saving throw (harmless) and spell resistance (harmless.)

Whoopsy - I did put that in the text but not in the statblock for the spells. The Saving Throw and Spell Resistance entries should indeed have (harmless) at the end of them.

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"


I think they need to be higher level. The first one is basically a combination of Swim, from Stormwrack, and a one-person water breathing. Swim is a 2nd level spell, and the reduced water breathing is probably the equivalent of a 2nd level spell. So a combination of the two spells should probably be 4th, and the permanent one should be at least 6th. That's my take on 'em, anyway.


cthulhu_waits wrote:

I think they need to be higher level. The first one is basically a combination of Swim, from Stormwrack, and a one-person water breathing. Swim is a 2nd level spell, and the reduced water breathing is probably the equivalent of a 2nd level spell. So a combination of the two spells should probably be 4th, and the permanent one should be at least 6th. That's my take on 'em, anyway.

Yeah - I've been wondering whether or not the level listed for Mineralize Warrior was a typo. The abilities that template provides are much more than the Amphibious, which is why I reasoned I could bring the levels down for my spells. I wish I had a copy of the spell with me to post so you could compare the templates - I may just not be looking at it right.

My main reason for trying to keep the levels low is so the druid in my party can have access to them starting in HTBM. I'm pretty sure they will try to recruit some of the local dinosaurs for the defense of Farshore later, and I can't get this image out of my head of an amphibious T-Rex holing one of the Crimson Fleet ships out in the harbor.... :P

I guess I could make some scrolls to be found as treasure in one of the encounters before TOD; that still gives the PCs a shot at using them, but keeps the levels realistic.

At any rate, thank you for that bit of feedback sir. Let's see what other spells get posted here!

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"


Realm's magic is in general more powerful than standard.

With the -2 to dex and material cost, that does bring the power down a bit. It's either a high end 3rd level or lower end 4th level, IMO. Perhaps you could lower the duration to 1 minute/level. Then it would be more in line with a 3rd level spell.


cthulhu_waits wrote:

Realm's magic is in general more powerful than standard.

With the -2 to dex and material cost, that does bring the power down a bit. It's either a high end 3rd level or lower end 4th level, IMO. Perhaps you could lower the duration to 1 minute/level. Then it would be more in line with a 3rd level spell.

Hmmm - 1 minute/level is still a respectable duration. That might work...

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"


Glad to help, Dalesman. I told my brother about the spell, and he thought it was probably a 3rd level spell without the duration change. I still think it's iffy, though. Let me know how it works out.

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