Water breathing spell?

Started by Letsplayforfun, November 30, 2008, 11:08:29 AM

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Ommadawn

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.

Nightshadow

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?)

Caddies

Wizards need nerfs not buffs!

Wrexsoul

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.

Egon the Monkey

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.

Ommadawn

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?

Wrexsoul

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.

Ommadawn

*BUMP*

Still no opinion from a DM, any chance of weighing in and saying yay or nay?

Porkolt

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.

Howlando

Not going to happen.