EFUPW Forums

Main Forums => Suggestions => Topic started by: Letsplayforfun on November 30, 2008, 11:08:29 AM

Title: Water breathing spell?
Post by: Letsplayforfun on November 30, 2008, 11:08:29 AM
Just an idea coming back back from snorkling and drinking too much water...

I don't remember if implementing new spells is possible, but a water breathing spell would be neat (i'm thinking lvl 3 arcane spell, or divine for water domain, eventually druidic as well, with a short duration of about 1 turn, maybe 2 rds per lvl)
Title:
Post by: Jayde Moon on November 30, 2008, 11:24:37 AM
Just an FYI:

QuoteWater Breathing
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living Creature Touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted creature can breath water freely.  Divide the duration evenly among all creatures you touch.
The spell does not make creatures unable to breath air.
Arcane Material Component: A short reed of piece of straw.

Adding spells may not be possible without haks, this is probably a totally irrelevant post, but just for kicks:

Maybe adding 1d6 rounds per level of hold breath (something like empowered bubbleberries)?  In PnP you can target a single target for full, or a group.  Make it like dispel where you can target single target for max effect or up to 1 additional person/lvl (starting closest to the caster) for 1d6 rounds.
Title:
Post by: ScottyB on November 30, 2008, 11:57:08 AM
It's possible add spells only through override, but they're kinda funky so almost all efforts on that front fail.

We've had special, sometimes magical, waterbreathing items available in the past (above mentioned bubbleberries). Custom scrolls that are available from merchants, perhaps, could complement the selection of such items? Different merchants might sell the scrolls for use by different classes, as well.

It's a bit of work though. I wouldn't expect such a thing any time soon.
Title:
Post by: Thomas_Not_very_wise on November 30, 2008, 02:36:39 PM
Or make Bubble Berries available to other Venders other than William Bell.
Title:
Post by: Egon the Monkey on November 30, 2008, 03:17:56 PM
I'm fairly certain another place sells them too.
Title:
Post by: Equinox on November 30, 2008, 03:59:08 PM
there are three places that i know of.
Title:
Post by: Letsplayforfun on November 30, 2008, 05:05:21 PM
Actually, i was well aware about the items, i'm just hoping to see more usefull spells pop up. But as adding spells require more work than it's really useful for, i'll make do with the usuals.
Title:
Post by: Zelknolf on November 30, 2008, 05:24:10 PM
The only way to get the spells to work reliably as spells is with a hak, and the only way to get them to look good is with a tlk. It's technically possible, and technically not a lot of work, but doing so would require EfU to throw away its current hakless niftiness.
Title:
Post by: MisterPAIN on December 01, 2008, 12:27:29 AM
Instead of using a custom spell, just mod an existing one?  Extending the range of invisibility sphere and turning it into underwater breathing?
Title:
Post by: ExileStrife on December 01, 2008, 02:38:07 AM
Quote from: Zelknolf;99002The only way to get the spells to work reliably as spells is with a hak, and the only way to get them to look good is with a tlk. It's technically possible, and technically not a lot of work, but doing so would require EfU to throw away its current hakless niftiness.

Just so the information is right, it was already mentioned that spells can be added with overrides, not necessarily haks.  ScottyB is a champion behind this.  You are correct about the "looking good" part however, but you might be surprised in seeing how far you can go with stuff that already exists in dialog.tlk.
Title:
Post by: Cruzel on December 01, 2008, 06:07:37 AM
You know, you -can- make new spells, without clientside changes to haks/2das, which are fully functional and still work properly with spellcraft checks ^^
 
its a bit of work, but it's 100% possible. Its one of the systems I had on project prelude before my drive died, but one I could (sort of) easily replicate if it is wanted.
Title:
Post by: Thomas_Not_very_wise on December 01, 2008, 11:26:38 AM
Cruzel for DM
Title:
Post by: Cruzel on December 03, 2008, 04:28:23 AM
lol. Well, to clarify;
 
Usually people are skeptical about adding new spells because;
 
1; new spells cannot be leanred/prepared/cast/recognised unless the player has the proper override or hak;
 
2: spellcraft+ counterspelling for the new spells does not work properly for people who don't have the override or hak
 
3;  Dialog.tlk options are limited, meaning the text people see when you cast the spell, is limited and not customisable unless people download a new dialoge.tlk
 
 
During my quest to make 'proper incantations' for spells on project prelude,  meaning a verbal component actually meant you typing something out and then getting a spell effect for it, I manged to bypass all of the above.  Not only was I able to make override-free custom spells, but I could make (easily) custom notifications of people recognizing the spell using spellcraft + counterspelling working properly, without the use of downloaded content.  The system is 100% scripted and was (fairly) easy to add to, since I designed it to accomodate several additions later on.
Title:
Post by: Hammerfist0 on December 03, 2008, 05:03:01 AM
Cruzel also once scripted an AI, but it went rogue and killed his grandparents. Do not allow him to touch the scripts of EfUa, he will kill us all.

(And only a few of us on purpose)
Title:
Post by: Cruzel on December 03, 2008, 06:28:58 PM
*cough*
 
lol.
Title:
Post by: Ommadawn on February 16, 2011, 04:01:04 AM
I know this is massive thread necromancy, but is there a chance of having the Water Breathing spell added to the list of new spells? This would be amazing.
Title:
Post by: Nightshadow on February 16, 2011, 04:13:23 AM
Threadnomancy isn't a bad thing, tbh... because if you make a new thread people will just say "This has been suggested before." lol

I agree, a water breathing spell would be great. +1d4 rounds per caster level of breath seems fair for a 3rd level spell (maybe 2 with water or sea caves domain or 1 for rangers?)
Title:
Post by: Caddies on February 16, 2011, 07:20:13 AM
Wizards need nerfs not buffs!
Title:
Post by: Wrexsoul on February 16, 2011, 09:46:27 AM
I'd love for this to be added, to be honest. Underwater exploration is scary enough anyway; Those who disagree have obviously never encountered any great Oozes. It would also allow for a much easier time to actually roleplay underwater stuff, instead of the general "metagame-swim as fast as possible to your destination since everybody is afraid of drowning" that takes place most of the time now. I know my character would love to be able to properly investigate underwater ruins, for example, but since that would require a group underwater, it's extremely tricky to coordinate.
Title:
Post by: Egon the Monkey on February 16, 2011, 10:58:34 AM
It's not metagaming to not want to stay for too long in an environment where you cannot breathe. If you want to investigate underwater you could have a mage send a non-breathing Familiar or Arcane Eye down. You could hire a PC with Iron Lungs (or a Genasi) to make a report.

Have to say I disgree with Caddies. Wizards are still as vulnerable as ever to KD, potion chugging, crits and savewhoring. More so to mobs seeing invis as they have Mort's new "mobs arbitraily gain seeing just to be bastards" system to contend with as well as bugged Listen.  The new spells are good, but there's also a degree of choice paralysis ("Agh, what do I take!") and spreading yourself too thin if you try and do everything. For example Mass Ultravison is an extremely effective L4 spell if you've arranged to have someone spamming darkness, but otherwise, it's kind of weak. Some PCs spam Ward Area around factionzones whenever they log on, but that's taking up their L4 slots. This spell would fulfil the same sort of niche of letting wizards doing what they do best. Being *really good* at dealing with a situation they've rigged for, but rather stuffed if they're caught with the wrong loadout.

Water Breathing would have no use anywhere else and would be a waste of a L3 slot in any other situation. As a Cleric/Druid spell it's fairly redundant and overly powerful, as they already have a L4 (and 3 for several domains) spell that indirectly lets them zip around underwater with ease for 1 turn/level in addition to a load of other benefits.

EDIT:
I think it'd be fine for Wizard/Sorc/Bard/Ranger, but Clerics and Druids with it could have normal movement speed and a ton of extra breath. Whoosh, escape/explore. Also, side note, you can't add rounds of breathing outside the water, and spells fail underwater. It'd be better to make it just double your current breath time or something like for Iron Lungs.
Title:
Post by: Ommadawn on February 16, 2011, 11:02:00 AM
I don't see this as overpowering at all, especially if balanced properly. And as others have said, it's very limited in use but still gives further options for exploration and roleplay? Where's the harm in that?
Title:
Post by: Wrexsoul on February 16, 2011, 11:09:32 AM
Quote from: Egon the Monkey;224347It's not metagaming to not want to stay for too long in an environment where you cannot breathe. If you want to investigate underwater you could have a mage send a non-breathing Familiar or Arcane Eye down. You could hire a PC with Iron Lungs (or a Genasi) to make a report.
I didn't mean that it's metagaming wanting to get out of the water ASAP. I mean that there is some rather heavy metagaming involved quite often when dealing with underwater things. I've seen people even talk underwater to help others survive, invisibility being metagamed, and so on.

As for underwater investigations, I mean more serious stuff than just "see what it looks like". Iron Lungs only helps the person who has it (I do), and so it does not help in any way whenever you need a crew for, say, combat purposes. Adding this spell would, as Ommadawn says, only further roleplaying, while not being in any way mechanically overpowered. As you say, if the purpose is soloing or just looking at stuff there are solutions present already that ensure water breathing would not be an overpowered advantage, so it would only further situations where other people are involved in more serious business underwater, situations that today are not very common and often invite to more or less blatant metagaming when they do occur.
Title:
Post by: Ommadawn on February 20, 2011, 05:20:02 AM
*BUMP*

Still no opinion from a DM, any chance of weighing in and saying yay or nay?
Title:
Post by: Porkolt on February 21, 2011, 12:06:46 PM
Quote from: ScottyB;98981It's possible add spells only through override, but they're kinda funky so almost all efforts on that front fail.

ALRIGHT?! So no!!
 
 
 
 
...Oh, wait.
Title:
Post by: Howlando on February 21, 2011, 12:39:47 PM
Not going to happen.