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Month Index: May, 2006


From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Tue, 2 May 2006 23:27:48 +0100
Subject:  Re: 3rdEd Create Air spell - 1st hack
Nobody came back on this the first time it was posted, so I am
posting a proposed conversion.

Thoughts?


2ndEd:
-----------------------------------------------------------------
Create Air
(Alteration)
Reversable

Sphere: Elemental (Air)
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: 1 person per two levels
Saving Throw: None

By means of this spell a priest may generate a bubble of fresh,
breathable air around a person.  This air will drive out the
stale air around a person and restore it to a 'fresh' state.  In
cases of individuals adrift in space, this permits another
rolling of the die to determine duration of the fresh air.

Within a larger envelope of air (such as the deck of a ship or
the atmosphere of a planet), the freshened air will drift off,
combining with the existing air.

The spell can replace air that may be stale or befouled,
including air that is poisoned or tainted by a Cloudkill or
Stinking Cloud spell.

For every two levels over first, the priest may create sufficient
air for an additional person.  At 3rd level he may create air for
two human-sized individuals, at 5th level sufficient air for
three, and so on.

Creating additional air around a single individual does not
create a larger envelope; the excess air will simply drift off. 
The caster can refresh the air within his own personal air
envelope and that of others within the range of the spell,
without needing to touch those individuals.

The reverse of this spell, Destroy Air, immediately reduces the
air around one target to "fouled", with all effects of that
change.  See Chapter 1 for more on this topic.

If the Create Air spell is used within a gravity field, inside
otherwise hostile circumstances (such as inside a Cloudkill or
Stinking Cloud), it will allow the recipient a single clean
breath before the created air bubbles to the surface.

The material component for the spell is a small, stoppered flask.

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3rdEd:
-----------------------------------------------------------------
Create Air
Transmutation [Air; see text]
Level: Clr 1, Drd 0, Pal 1, Wildspace 1
Components: V, S, F
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 person per two levels advanced
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

By means of this spell a bubble of fresh, breathable air may be
generated around a person.  This air will drive out the stale air
around a person and restore it to a 'fresh' state.  In cases of
individuals adrift in space, this permits another rolling of the
die to determine duration of the fresh air.

Within a larger envelope of air (such as the deck of a ship or
the atmosphere of a planet), the freshened air will drift off,
combining with the existing air.

The spell can replace air that may be stale or befouled,
including air that is poisoned or tainted by a Cloudkill or
Stinking Cloud spell.

Creating additional air around a single individual does not
create a larger envelope; the excess air will simply drift off. 

If the Create Air spell is used within a gravity field, inside
otherwise hostile circumstances (such as inside a Cloudkill or
Stinking Cloud), it will allow the recipient a single clean
breath before the created air bubbles to the surface.

This spell does not precisely counter Destroy Air, as it affects
more targets, and just transforms the air in a different way. 
Even though this is primarily an air transmutation spell, you can
alternatively use it as a conjuration/creation spell, as long as
you are not in the Flow, to create air.

Focus: A small, stoppered flask.


Destroy Air
Transmutation [Air; see text]
Level: Clr 1
Components: V, S, F
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: 1 person
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

By means of this spell the air around one target is immediately
reduced to "fouled", with all effects of that change.  See
Chapter 1 for more on this topic.  This spell does not exactly
counter Create Air, just transforms air in a different way. 
Unlike Create Air this is always an air transmutation spell.

Within a larger envelope of air (such as the deck of a ship or
the atmosphere of a planet), the fouled air will drift off,
combining with the existing air.

Focus: A small, stoppered flask.

-----------------------------------------------------------------

-- 
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/


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