Author Topic: [3.5] [Spell] [Magic Item] Slither [P.E.A.C.H.]  (Read 615 times)

Offline Draco Dei

  • Member
  • **
  • Posts: 99
  • Innovative Homebrewer of Loquacity
    • View Profile
[3.5] [Spell] [Magic Item] Slither [P.E.A.C.H.]
« on: June 12, 2024, 02:00:06 PM »
Slither
Transmutation
Level: Drd 0, Sor/Wiz 1, Wu Jen 0 [Water], Clerics with the Earth, Ooze, Sloth, or Scaleykin domains add it to their spell list as a 1st level spell.
Components: V, S, AF
Casting Time: 1 Standard Action
Range: Touch
Target: One creature
Duration: 1 hour/level
Saving Throw: Fortitude Negates (Harmless)
Spell Resistance: Yes (Harmless)
The entire front of the creature including their clothing and armor writhes subtly for about a second, then becomes still... for the moment.
The subject becomes capable of all four types of motion of a snake. They may move as per their land speed while prone including tumbling (fluffed as very deft serpentine motion), withdrawing, running, charging, counting as standing for purposes of provoking AoOs in general, etc... this may often give a bonus to hide/allow hiding in the first place in areas where sufficient cover is sparse or not present for a creature of their standing height, but is for a creature of their overall size. They are also not slowed in many situations where they need to Squeeze (other penalties for squeezing still apply), and may take 10 on escape artist checks to Squeeze.
Lastly, enemies do not get a melee to-hit bonus against you for you being prone. Penalties still apply.
Arcane Focus: A snake scale or live earthworm.


Slither, Mass
Transmutation
Level: Drd 3, Sor/Wiz 4, Wu Jen 3 [Water], Clerics with the Earth, Ooze, Sloth, or Scaleykin domains add it to their spell list as a 4th level spell.
Components: V, S, AF
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level
As per Slither except as above.



The most interesting part of these may be how I handled Cleric access. What do people think about both the spell in general and that particular innovation? It gives a way to makes domains more impactful, without increasing the flexibility (and therefore delay when selecting spell prep) of the domain SLOTS.

Long duration is to make up for the niche nature, and the fact I had to give it to Druids a level earlier, even though it is Sor/Wiz who can really use it the most (and Wu jen, but that is a much rarer class).
I guess it might also be pretty useful to a Druid who dumpstated strength and/or dexterity because they are anticipating when they can stay Wildshape-d all day, but haven't quite gotten there yet, but ARE high enough level they can spare the 1st level slot...
Maybe put it at +1 level to everything (like it was originally) and add 5' Tremorsense while prone?

(click to show/hide)

Cord of Slithering Escape
Price (Item Level): 250 gp (2nd)
Body Slot: Waist
Caster Level: 1st
Aura: Faint (DC 16) transmutation
Activation: Swift (command)
Weight: --
This cord looks like a extremely long earthworm with the faintest hint of snake scales.
This item can only be activated while prone. You gain a Slither effect for one minute. At the end of this time the belt becomes very brittle and weak, snapping in multiple places, its magic expended.
Prerequisites: Craft Wonderous Item, Slither
Cost to Create: 125 gp, 10 xp, 1 day.

((Would have explicitly given the effects rather than referring to Slither but I might be making changes to that spell at some point, so I wanted to save time and/or avoiding having to remember (of course, I might not want it to inherit the tremorsense if I add that to Slither.))

EDITED July 21st 2024: Officially added "not easier to hit while prone" bit.
« Last Edit: July 21, 2024, 02:09:33 PM by Draco Dei »
P.E.A.C.H. = Please Examine And Critique Honestly

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16217
  • Fnord bitches
    • View Profile
Re: [3.5] [Spell] [Magic Item] Slither [P.E.A.C.H.]
« Reply #1 on: June 28, 2024, 07:46:21 PM »
Does slither alter the disadvantages of being prone?

Offline Draco Dei

  • Member
  • **
  • Posts: 99
  • Innovative Homebrewer of Loquacity
    • View Profile
Re: [3.5] [Spell] [Magic Item] Slither [P.E.A.C.H.]
« Reply #2 on: June 29, 2024, 06:59:07 PM »
Well, as I said in a paranthetical note I was considering having it negate the AC penalty. I should probably do that...
Probably nothing more than movement and AC penalties.
What do you think?

Also, I just saw a typo... let me fix that...
P.E.A.C.H. = Please Examine And Critique Honestly

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16217
  • Fnord bitches
    • View Profile
Re: [3.5] [Spell] [Magic Item] Slither [P.E.A.C.H.]
« Reply #3 on: September 01, 2024, 02:00:49 PM »
If it fully negates the disadvantages of being Prone it should be a higher level spell.

Offline Draco Dei

  • Member
  • **
  • Posts: 99
  • Innovative Homebrewer of Loquacity
    • View Profile
Re: [3.5] [Spell] [Magic Item] Slither [P.E.A.C.H.]
« Reply #4 on: September 06, 2024, 02:06:22 AM »
How much higher? 1 level? 2?
Also, I think you still get a penalty to (most of?) your own attack rolls.
P.E.A.C.H. = Please Examine And Critique Honestly

Offline bhu

  • Uncle Kittie
  • DnD Handbook Writer
  • ****
  • Posts: 16217
  • Fnord bitches
    • View Profile
Re: [3.5] [Spell] [Magic Item] Slither [P.E.A.C.H.]
« Reply #5 on: September 06, 2024, 06:56:42 PM »
That's a toughie.  I'd go one level higher, playtest it, then adjust as necessary.