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Month Index: April, 2006
From: David Shepheard <david_shepheard@???????.com> Date: Mon, 3 Apr 2006 10:57:06 +0100 Subject: Re: Chill Fire spell 3rdEd conversion - 1st hack
From: "Dreamer" <dreamer@??????.?????.??.uk> > This is a first hack at a 3rdEd Chill Fire. Hopefully in doing > this I'm not treading on anyone's toes. Go for it. > Please give me guidance on Clerical Domains: 'Phlogiston 2'? It doesn't have to go into a clerical domain . If you did have a Phlogiston domain, you would need to have a granted power and one spell of every level to fill the domain. I would probably advise against having a phlogiston domain (despite the fact that it could be quite interesting to plan one). Clerical domains come from deities and deities are supposed to not be able to get access to the phlogiston. An entire domain based on a place the gods only get Secondhand information about seems wrong somehow. The biggest problem with a Phlogiston domain is that you couldn't actually regain most of its spells in the phlogiston. Phlogiston spells that can only be reganed in wildspace seem back-to-front. You would then of course be tempted to overide the rules about regaining spells in the flow. I think the only way you could do that sort of thing would be to let clerics worship the flow and get spells there instead of wildspace. But then you would make characters that were hobbled most of the time. > The changes to the text are minimised; I removed the redundant > examples, while leaving text making it clear that the intent of > the spell would in most cases affect a whole ship. > > > I find the fact that as a 2ndEd 3rd level spell its casting time > is 2 segments interesting. I wonder if the idea is that, given > the example in the spell, you see some idiot casting a Fireball > spell (3 segments) and maybe have just enough time to cast Chill > Fire before it goes bang! [grin] > > I suppose under 3rdEd you might try and use another Fireball as a > counterspell, but if you know how dangerous they are in the > phlogiston you likely haven't got one memorised! [grin] > > > 2ndEd: > ----------------------------------------------------------------- > Third-Level Spells > > Chill Fire > (Alteration) > > Range: 10 yards > Components: V, S, M > Duration: 1 turn/level of caster > Casting Time: 2 > Area of Effect: 40 yard radius > Saving Throw: None or Neg > > The Chill Fire spell functions only in the phlogiston, and > casting it in other surroundings is useless. In the phlogiston, > however, the spell reduces the flamable nature of the phlogiston > for one full turn per level of the caster. A 15th-level wizard > could reduce the flammability of an area the size of his ship for > 15 turns. > > When this spell is in effect, the flammable nature of phlogiston > is reduced. Though a Fireball spell will still center on the > spellcaster who created it, the damage caused by the fire will be > normal. This applies to both magical and nonmagical fire. > > The material component of the Chill Fire spell is a sliver of > glass or ice. > ----------------------------------------------------------------- Here are the existing sorces of conversions: Mark Doolan ----------------------------------------------------------------- Chill Fire Transmutation Level: Sor/Wiz 3, Wildspace 2 Components: V, S, M Casting Time 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 120 feet radius Duration: ½ hour /3 levels Saving Throw: None Spell Resistance: No The chill fire spell functions only in the phlogiston, and casting it in other surroundings is useless. In the phlogiston, however, the spell reduces the flaming nature of the phlogiston for 10 minutes per level of the caster. A 15th level wizard could reduce the flammability of an area the size of his ship for 2½ hours. When this spell is in effect, the flammable nature of phlogiston is reduced. Though a fireball spell will still center on the spellcaster who created it, the damage caused by the fire will be normal. This applies to both magical and nonmagical fire. Material Component: A sliver of glass or ice. ----------------------------------------------------------------- Jim Kersh ----------------------------------------------------------------- Chill Fire Transmutation Level: Cleric 3, Druid 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area of Effect: 40 yards radius Duration: 10 minutes/level Saving Throw: None Spell Resistance: No Chill Fire reduces the minor fire-dominant trait of the phlogiston in a limited area, causing fire to inflict normal damage only. Spells and any other effects that create flame still detonate instantly, centered on the caster or creator of the fire, but the damage is not increased for being in the Rainbow Ocean. All forms of fire are affected. This spell has no effect in any place other than the phlogiston. Material Component: A sliver of glass or ice. ----------------------------------------------------------------- Both of these versions have the saving throw for characters targeted by Chill Fire missing. Mark using this for the Wildspace domain is a bit dodgy, because I've always understood "wildspace" to mean the part of space that is inside a crystal sphere. I think the domain would read better with another spell in place of Chill Fire (or with an alternative name - perhaps Void or Space) Dreamers new 3rd Ed conversion: > ----------------------------------------------------------------- > Chill Fire > Transformation > Level: Sor/Wiz 3 > Components: V, S, M > Casting Time: 1 action > Range: Close (25 ft. + 5 ft./2 levels) > Area: 120-ft.-radius sphere around the target creature or object > Duration: 10 minutes/level > Saving Throw: Negates (harmless) *save type missing* As this is a transformation spell I'd go for: "Fortitude negates (harmless)" > Spell Resistance: Yes (harmless) > > The Chill Fire spell functions only in the phlogiston, and > casting it in other surroundings is useless. In the phlogiston, > however, the spell reduces the flamable nature of the phlogiston. > The area will be big enough to effect many whole ships. *Can be cut down* Chill Fire only functions in the phlogiston. It reduces the flamable nature of the flow. The area of affect is large enough to protect entire hulls of many ships. > When this spell is in effect, the flammable nature of phlogiston > is reduced. Though a Fireball spell will still center on the > spellcaster who created it, the damage caused by the fire will be > normal. This applies to both magical and nonmagical fire. *Repitition of flamable nature being reduced* Chill fire applies to magical and normal fires. If a Fireball spell is cast within its boundries, it still centers on its caster, but only does normal damage. > Material Component: A sliver of glass or ice. > ----------------------------------------------------------------- Nice one Dreamer David Shepheard
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Month Index: April, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Chill Fire spell 3rdEd conversion - 1st hack | Dreamer | |||
| Re: Chill Fire spell 3rdEd conversion - 1st hack | Peter Aronson | |||
| Re: Chill Fire spell 3rdEd conversion - 1st hack | David Shepheard |