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Month Index: May, 2006
From: David Shepheard <david_shepheard@???????.com> Date: Thu, 4 May 2006 01:06:54 +0100 Subject: Re: Create Air spell 3rdEd conversion
>From: Dreamer <dreamer@??????.?????.??.uk> > >Starting to have a hack at the 3rdEd Cleric/Priest bits. > >I spent some time this evening talking through 3rdEd domains, >etc, and I _think_ that I now understand what is going on. > >This is the spec for the first cleric spell, Create Air. > >I think there is a typo and a 5th level priest only gets three, >not five, persons worth of air. I think you are right too, Dreamer. The stats in the example don't match the rule. It is a real shame that this spell seems to be pitched at people floating in the vaccum of wildspace. The spell has the following sentence: "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." This could be two ways, either: 1) Read as "there is no benifit in casting this on a ship because it combines with the other air" or 2) Read as "once created this air is no longer magical and combines normally with the air on a ship as per the rules about two air envelopes meeting". Jim Kersh (who did the version currently on Beyond the Moons) seems to read the spell the first way, but I prefer to read it the second way. It would be nice if Create Air actually stated how much extra time you got when it was cast on a ship. If we do switch from "tons of air" to "man/days of air" (with ships stats stating that each ton of ship has enough gravity to hold 30 man/days of air) then the "1 person per two levels" could be changed to "1 man/day of shipboard air per two levels". The description could then be changed to assume that it was normally cast on a ship with a paragraph adding that if cast in the vaccum the excess will drift off into space leaving the individual with enough air for x-rounds (whatever you normally get as your personal air envelope). >I think that Destroy Air wont actually make air poisonous, even >if it starts out as foul. It doesn't say it does and I'm inclined to think it would be far to powerful a spell. Perhaps there could be two versions of Destroy Air - one that makes air foul and one that makes air deadly. I'm inclined to think that "Destroy Air" is a bad name as the spell doesn't *actually* destroy the air. As it makes the air foul perhaps we could call it "Befoul Air". If befoul is too obscure a word then perhaps "Defile Air" or "Corrupt Air" could be used. Befoul Air has the word foul in it - so is probably the most descriptive, but I like the name "Defile Air" as it hints that in the distant past this spell might have come from Night Druid's Crimson Sphere! >I am unsure whether the small, stoppered flask should be a >consumed material, or be a focus - I can see arguments both ways. > >I note that the spec doesn't say what is _in_ the flask - I >assume it is good air. I also note that the spec does not say >that casting the spell involves opening the flask. > >On balance I would be inclined to say that it is a reusable >focus. > >Partly because I don't see clerics carrying around lots of little >flasks so as to be able to cast these spells. > >Comments? I had a look at the 3rd level cleric spells to see how many 1st level spells have material componants or focuses: http://www.d20srd.org/srd/spellLists/clericSpells.htm#firstLevelClericSpells There are only two spells that need material componants: Bless Water and Curse Water. I also checked out Create Food and Drink (as that seems similar to this spell) and found that that spell doesn't need a material componant. I'd say you have two options here: 1) Make the stoppered flask a focus for both spells or 2) Make the stoppered flask a focus *but* the air inside it a material componant! If you want to expand on option 1 the stopper can be pulled out of the bottle for "Create Air" and pushed into the bottle for "Defile Air" (Destroy Air). If you want to use option 2 then the cleric could fill the flask with fresh air as the material componant of Create Air and fill it with fouled air as the material componant of Defile Air! I like what Jim Kersh with the spell componant in his version of Create Air - "The flask is not consumed in the casting, but its contents are, leaving hard vacuum there. Opening the flask to refill it therefore requires a DC 15 Strength check." The cleric would then need a number of these stoppered flasks, however the flasks would probably be viewed as standard ship equpment and a good captain may welll carry two dozen prepared flasks in the ships stores. It's a shame that Jim didn't do the version of the reverse. I'll have a read through the 2e version you just posted and Jim's version and see if I can attempt hacked versions of the two 3e spells that Create Air changes into. >2ndEd: >----------------------------------------------------------------- >First-Level Spells > >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 five >, and so on. > >Creating additional air around a single indivual 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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Month Index: May, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Create Air spell 3rdEd conversion | Dreamer | |||
| Re: Create Air spell 3rdEd conversion | David Shepheard | |||
| Re: Create Air spell 3rdEd conversion | Dreamer |