Hydrophoia: Trolling the Water Elementals?


Rules Questions

Scarab Sages

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How exactly would the Hydrophobia spell work if used on a Water Elemental? I mean how would they react with the fear of drowning and that they are made entirely of water. Seeing as how Elementals maybe immune to sleep effects but they are easily affected by most other forms of mind affecting spells.

I can see this spell having some hilarious uses. The bard casts Hydrophobia on a shark or merfolk, the creature fails its safe and seeks to beach itself if possible as it is suddenly afraid of drowning and will thrash in the water as if it were drowning.


I'm having a hard time wrapping my head around how a creature that has no need to breathe becomes deathly afraid of drowning, or how a creature made entirely of water (and again, with no need to breathe) deals the nonlethal damage to itself (since it's said to come from swallowing water).

Scarab Sages

Rynjin wrote:
I'm having a hard time wrapping my head around how a creature that has no need to breathe becomes deathly afraid of drowning, or how a creature made entirely of water (and again, with no need to breathe) deals the nonlethal damage to itself (since it's said to come from swallowing water).

The irony is strong in this spell.


Enchantment!

...(er, really? OK then...)

...Necromancy!


Man its a good thing that fear is hardly ever rational.


There's another headscratcher for you. Necromancy is the laziest school of magic in this game, I tell you. It's actually kinda starting to piss me off.

It's like they couldn't find enough spells to fit the theme (...somehow) and just decided to throw random s#$~ in there.

Because nothing says Necromancy like "I make people afraid of water!" and "I can poison people by touching them."


You think that's crazy Rynjin?

Apparently Necromancy makes armor comfy too.


It makes playing a Necromancer kinda a pain in the neck. There's hardly any real meaty Necromancy spells at all, and almost none below 5th level.

And then there's THOSE weird offerings. =/

I mean, making people afraid of me and various other things is cool and all (and it was hilarious making a Paladin Frightened for the last 3 seconds or so of his life earlier with my Anti-Pally buddy's help) but you'd think they could come up with more stuff on a theme as broad as "Power over spirits, the dead, and Negative Energy". Harrumph.


I tend toward houseruling this to affect aquatic and water subtype creatures differently: Instead they fear being out of water.

All in all, it is a pretty amazing spell for a druid turning into water elemental form. 1 save failed, and the enemy won't interact with you.


A panic attack is the result of a "short circuit" in the brain where it starts sending the same alert signals it would normally send if you're drowning. So there is a precedent for the idea of "drowning without water". Extend this to the aquatic creature, and you are essentially giving them a panic attack where they feel that water and air have been swapped and they are getting brain signals that they're drowning, even though they are submersed, and try to make their way to air.


I'm not sure about aquatic creatures, but I would rule water elementals immune to this spell. Probably anything that doesn't breathe either, but them at the very least.

As for necromancy - it gets the fear spells, that's a very clear demesne for it.

Also... Rynjin... 5th level? That's about the very worst necromancy spells in the book!

So getting this for my Bard/Paladin who's got a real issue with alchemists.


Majuba wrote:


Also... Rynjin... 5th level? That's about the very worst necromancy spells in the book!

Under 5th level. 6th level and above exist too ya know.

Wizard gets some good ones earlier but they don't raise armies of undead nearly as good as an Oracle.


Rynjin wrote:

There's another headscratcher for you. Necromancy is the laziest school of magic in this game, I tell you. It's actually kinda starting to piss me off.

It's like they couldn't find enough spells to fit the theme (...somehow) and just decided to throw random s$~* in there.

Because nothing says Necromancy like "I make people afraid of water!" and "I can poison people by touching them."

Not exactly random... Mostly fear spells in addition to spells that are related to death and lifeforce manipulation.

Not that I am exactly happy with that, but with the way schools work in D&D 3.0+ there should be plenty of spells in each school. Otherwise the whole magic school system should be rebuild.


Fear spells should be Enchantment. They're affecting the mind, the emotions. That's very obviously under Enchantment's purview, not Necromancy's.

Similarly, Mage Armor and Shield should both be Abjurations.

And frankly, the whole magic school system should be rebuilt.


Other weirdness. Positive energy related stuff is typically conjuration, while negative energy stuff is conjuration or necromancy.


Caedwyr wrote:
Other weirdness. Positive energy related stuff is typically conjuration, while negative energy stuff is conjuration or necromancy.

Both should be necromancy, really.


Now if only there was a spell that allowed the caster to create a mirage of being submerged or swimming in water.

Then you could do it on land or in the sky as well.


Chloe Rabbit wrote:

Now if only there was a spell that allowed the caster to create a mirage of being submerged or swimming in water.

Then you could do it on land or in the sky as well.

Hallucinatory Terrain =)

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