Nov. 2nd, 2013

Buoyancy

Nov. 2nd, 2013 08:21 pm
marsden_online: RPG log icon for this character (Arthur)
Last session of Arcana Unearthed we discovered just how lethal a small pool of water can potentially be. With this in mind the lack of a watery equivalent to the Safe (Feather) Fall spell seems like a serious oversight.

Note: the version of AU we are using is based off D&D 3.0. The relevant part of the Swim skill which was removed in D&D 3.5 is emphasised below:
Swim
Strength
A successful Swim check allows the character to move in water at one-quarter of his speed as a move-equivalent action or at one-half his speed as a full-round action. Roll once per round.
Failing the check means the character makes no progress through the water. Should he fail the check by 5 or more, he goes underwater and starts to drown.
If the character is underwater (whether drowning or swimming underwater intentionally), he suffers a cumulative –1 penalty to his Swim check for each consecutive round he’s been underwater. The Difficulty Class for the Swim check depends on the water’s condition:
Water Condition | DC
Calm water | 10
Rough water | 15
Stormy water | 20
For each hour that the character swims, make a Swim check (DC 20); on a failure, the character takes 1d6 points of subdual damage from fatigue.
Special: Instead of an armor check penalty, the character suffers a penalty of –1 for every 5 lbs. of gear he is carrying or wearing.

Drowning
In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates.

That's comparable, arguably worse, than being hit with any of the high level instakill spells.
(Note: in AU you actually start dying at -CON bonus), significantly more dangerous to many characters than a very high fall (thanks to D&D physics...)

So how often lethal? Well very few characters actually put ranks into Swim, either because those who have it as a class skill usually have few skill points to go around. And even for those that do the penalties add up fast. Take Markos as an example.
- He does actually have an unencumbered +5 to Swim because he maxed it out at as a class skill at 1st level (ranks) and has a strength bonus (+1)
- Just in light armour (masterwork studded leather jack, 20lb, -4) and carrying his athame (swordstaff, 10lb, -2) he is already at -1 to Swim, -3 after his minimal other gear is taken into account.
- that translates to failing a swim check in still water (eg a 10' deep pit) 60% of the time (roll 12-), starting to drown 35% of the time (roll 7-). Woe betide a more heavily laden or lower-strength character.

So here is my shot at an equivalent to Safe Fall which may save characters from a watery grave.

Buoyancy
Transmutation [Air, Water]
Level: 1 (Simple)
Casting time: See text
Range: Close (25' + 5' per two levels)
Targets: Targets: Any objects or creatures in a 10-foot radius whose weight totals up to 300 lbs./level
Duration: 1 minute per level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
If the creatures or objects affected by this spell are immersed before or while it is active they rise towards the surface at a rate of 30'/round (in addition to any distance they swim) and once there automatically make any Swim checks to remain surfaced. Movement still requires the usual Swim checks and a -5 buoyant penalty applies to any attempt to descend. A solid object (eg the roof of a water filled cavern) will prevent any further movement upwards.

This spell grants no ability to breathe underwater, those affected must still hold their breath. However drowning creatures which survive long enough to reach the surface will cease drowning (but remain unconscious).

Creatures with a natural swim speed are unaffected by this spell.

You can cast Buoyancy quickly enough to affect someone who unexpectedly becomes immersed. Casting the spell is a free action and can be cast out of turn, although no more than once per round.

Diminished Effects: The spell affects only one creature or object (of up to Medium size);
Heightened Effects: Drowning creatures cease to drown (but remain unconscious) when the spell takes effect; Creatures with a swim speed may be affected (Will negates) and thus forced towards the surface but cannot be moved past the point where they can breathe.

~~~
Frostburn does have the Float spell, which is similar but not quite what I wanted. In particular it only has one target and can be used offensively as a level 1 spell.

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