Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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Given the recent thread on Rope Trick (and bearing in mind that the below suggestions were written up based off of the IMO more abuseable 3.5 version of the spell, not the final PF version), I dug up this alternate rope trick spell I had posited back during the PF beta test period, just in case anyone is interested in a different take on the spell. That uses actual ROPE and stuff. :)
If you're interested in the discussion from that original thread, it's here.
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From way back when, we had many arguments about a certain spell referenced in the title. Contained herein are a pair of alternate versions of the spell that I think take it down to a much more 2nd level power level, avoiding all of the weirdness of the invisible, impenetrable extraplanar space.
Rope Trick (the simple version)
School: Transmutation
Level: Sor/Wiz 2
Components: V, S, M (powdered corn and a twist of parchment), F (a rope)
Casting Time: 1 round
Range: Touch
Target: One touched piece of rope
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
This versatile spell can be cast upon a piece of rope, causing it to stretch vertically to a height of 5 to 30 feet and hang suspended, knotting itself for ease of climbing (Climb DC 5). The top of the rope leads to a ropy hammock woven in a ring of 5-foot squares surrounding the square containing the vertical rope 'ladder.' This ropy hammock is stationary and can support up to 2000 pounds of creatures or objects. As a move action, the caster can command the rope ladder to withdraw into the hammock, forming a new 5-foot square of hammock in the center of the ring, or lower to the ground again, opening a 5-foot hole in the center of the hammock. When the rope is withdrawn, the rope trick blends in with its surroundings and muffles sounds and smells from creatures resting on it, imposing a -10 penalty to Perception checks to notice creatures resting on it. This penalty is negated if a creature on the rope trick attacks or moves faster than half speed. The hammock provides partial cover (+2 bonus to AC, +1 to Reflex saves) against attacks from beneath it.
The rope trick is made of ordinary rope and can be broken or damaged. Each 5-foot section has a break DC of 23, AC 11, hardness 1, with 1 hit point per caster level (maximum 10), and is immune to bludgeoning damage. A 5-foot section reduced to 0 hit points collapses and is destroyed, but the other sections of the rope trick remains magically suspended. If the center section or the vertical rope is destroyed, the caster can cause a different 5-foot section to transform into the rope ladder.
Rope Trick (the cool version)
School: Transmutation
Level: Sor/Wiz 2
Components: V, S, M (powdered corn and a twist of parchment), F (a rope)
Casting Time: 1 round
Range: Touch
Target: One touched piece of rope
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
This versatile spell can be cast upon a piece of rope, causing it growing in length and weaving itself into one of magically suspended several shapes at the direction of the caster, each of which may support a maximum weight of 200 pounds per caster level (maximum 2000 pounds). Once the form of the rope trick is chosen, it remains in that shape for the duration of the spell. Once created, the rope trick is stationary.
Rope bridge: The rope forms a bridge that spans up to 10 feet per level horizontally (maximum 100 feet). A character must make a DC 5 Acrobatics check to move across the bridge at half speed. Failure means the creature loses its balance and fails to progress; failure by 5 or more means the creature falls from the rope bridge.
Rope hammock: The rope knits itself into a stationary hammock suspended in midair. The hammock can be suspended at a height of 5 feet plus 5 feet per 2 levels (maximum 30 feet), with a rope ladder (see below) leading up to a ring of 5-foot squares surrounding the square containing the vertical rope 'ladder.' As a move action, the caster can command the rope ladder to withdraw into the hammock, forming a new 5-foot square of hammock in the center of the ring, or lower to the ground again, opening a 5-foot hole in the center of the hammock. When the rope is withdrawn, the rope trick blends in with its surroundings and muffles sounds and smells from creatures resting on it, imposing a -10 penalty to Perception checks to notice creatures resting on it. This penalty is negated if a creature on the rope trick attacks or moves faster than half speed. The hammock provides partial cover (+2 bonus to AC, +1 to Reflex saves) against attacks from beneath it.
Rope ladder: The rope knots itself and hangs suspended in midair, perpendicular to the ground stretching up to 10 feet per level vertically (maximum 100 feet). Climbing the rope ladder is a DC 5 Climb check, DC 0 if there is a wall adjacent to it to brace against.
Tripline: The rope stretches into a ropy tangle that fills one 5-foot square per level (maximum 10); each square must be adjacent (including diagonally) to at least one other square. A creature entering a tripline square can move through it at half speed with a DC 10 Acrobatics check. Failure means its movement stops after entering the square; failure by 5 or more means it falls prone in that square.
Any type of rope trick can be attacked and damaged. Each 5-foot section has a break DC of 23, AC 11, hardness 1, with 1 hit point per caster level (maximum 10), and is immune to bludgeoning damage. A 5-foot section reduced to 0 hit points collapses and is destroyed, the remainder of the rope trick remains magically suspended.
| Marshall Jansen |
Isn't this kind of thing what Animate Rope is for?
Also, why would this have a duration? Why would any of these items be undone when the spell wears off? Does the rope magically unknot itself right before the magic wears off just to make sure people can't keep using the items?
From my reading, the magic is what stretches, grows, knots, weaves, and otherwise turns an undisclosed length of rope into a 100' rope bridge or huge magically suspended hammock.
At the end of the duration, the magic causing the rope to have grown and been magically suspended ends, returning your piece of rope to it's original form. The magic is actively holding the rope trick in place as well as transmuting the rope into the required length and strength.
As to whether or not it's needed? Ehn. I'd be hard pressed to point at any single option a character can choose and say 'this is needed'. It's neat, though.
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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Isn't this kind of thing what Animate Rope is for?
Also, why would this have a duration? Why would any of these items be undone when the spell wears off? Does the rope magically unknot itself right before the magic wears off just to make sure people can't keep using the items?
As stated above, it's way beyond what AR can do. It's more the kind of thing you would do with fabricate, but that's a 5th level spell and you'd need to start with a lot more rope, since fabricate just works material that you have; it doesn't create stuff out of nothing or enlarge the amount of stuff you're working on.
The spell has a duration because it is effecting a temporary magical change upon the basic rope. It takes a normal 50' rope, 1" thick or so, and turns it into a vastly larger woven/net-like structure that is made of rope (but comprised of hundreds of feet of individual lines).
When the spell expires, the RT turns back into a regular old rope, the same rope you started with.
Just like enlarge person is a transmutation that turns a regular humanoid into a bigger humanoid, and then at the end of the spell the target creature turns back into its old self. Ditto shrink item (in reverse, of course).
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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Sure, maybe they are "Improved Animate Rope" but do we really need that?
Eh, there's an infinite quantity of spells that could be designed; whether most of them are actually needed is pretty much the ultimate YMMV.
If it's worth having one 1st level spell to affect rope, why not have a 2nd level spell that also affects rope but does more and different things (but not identical; there are things you can do with AR, like entangling people, that this spell doesn't do).
| Screaming-Flea |
I like it! So much so that I'm going to use it in my current summer game. I think I'll put it in 'rod' form and have it found by the PCs.
If they find it pretty cool (and I think they will) then they'll find a written form of the spell (the cool version) for our spellcaster.
Good job :)
And needed..no. Fun? YES
-Flea
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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I like it! So much so that I'm going to use it in my current summer game. I think I'll put it in 'rod' form and have it found by the PCs.
If they find it pretty cool (and I think they will) then they'll find a written form of the spell (the cool version) for our spellcaster.
Good job :)And needed..no. Fun? YES
-Flea
This.
It is a good 'camping spell' and the cool version makes it from a 'scroll' spell for a sorcerer to a 'I'll burn a known spell slot' spell.
I'd rather the 5' section bit is rewritten to give the entire rope the break DC of 23, AC 11, hardness 1, with 1 hit point per caster level (maximum 10) and breaking it ends the spell (and ruins your focus rope)