Cloudshape (3.5e Spell)

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Author: Grog_toad (talk)
Date Created: 2/18/2018
Status: complete
Editing: Clarity edits only please
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Transmutation [Air]
Level: Air 3, Bard 3, Cleric 4, Druid 3, Shugenja (Air) 3, Sorcerer/Wizard 3, Wu Jen (Water) 3
Components: V, S
Casting time: 1 Standard Action
Range: Touch
Target: Willing corporeal creature
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

All power comes from the breath, so I became it.

This spell is intended to replace the Gaseous Form and Wind Walk spells and was inspired by the Watershape and Greater Gaseous Form spells by Eiji.

The touched creature transforms into a being not unlike an air elemental. You assume a gaseous shape(explained below and n the link) and you are unable to speak (and thus may be unable to cast spells) in this form. You count as an Air subtype creature for the duration and are treated as if you had the incorporeal and swarm subtypes, whenever it would be detrimental (though you do not actually possess said subtypes and gain none of their traits). Physical attacks (those that deal bludgeoning, piercing, or slashing damage) have a 20% chance to simply not harm you (for an attack that deals physical and non physical damage, only the physical damage is negated, ie a flaming longsword attack that hit would have a 20% chance of dealing 1d8+str but deal the 1d6 fire damage from flaming regardless of whether the physical damage is negated or not). Attacks that possess the ghost touch trait or force descriptor may target you normally.

  • By increasing the spell level by one, any held objects such as weapons can shift between gaseous and solid states as a swift action for the duration of the spell, and dropped items become solid after 1 round out of your hand. You can attack and manipulate solid objects.
  • By increasing the spell level by one, you can retain the ability to speak (and are able to speak Auran even if you do not know it). You count as an elemental for the purpose of interacting with spells and effects, and become immune to poison, sleep, and paralysis.
  • By increasing the spell level by one, you can change between solid and gaseous form as a move action without dismissing the spell.
  • By increasing the spell level by one, the target changes to you plus one creature touched per 3 caster levels.
  • By increasing the spell level by one, the spell's duration becomes 10 minutes per caster level.
  • By increasing the spell level by one, the range changes to personal, the target to you, and casting time becomes 1 immediate action.
  • By increasing the spell level by one, if you are in gaseous form and you are reduced to -10 hp and below, instead of dying you dissipate into the air and you must make a Fortitude save equal to 10 + 1 point per 2 damage you are past the point of death (-10). If you succeed on the saving throw, at the end of the spell's duration you will reform in a random location 10 x 1d10 ft away from where you vanished at 0 hp. If you fail the saving throw you still reform, dead.
  • By increasing the spell level by two, you can attempt to suffocate creatures you grapple. Creatures you grapple must hold their breath or risk suffocation. If you make a successful grapple check while pinning a creature, you force their mouth open and they begin to suffocate.

These spell level modification stack. For each spell level modification applied, increase the fly speed granted by the spell by 5ft.

If cast as a 7th level or higher spell, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability as a full round action.

If cast on a creature already under the effects of this spell, reset the duration.

Gaseous Form[edit]

Creatures in gaseous form can’t run but can fly. A gaseous creature can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can’t, however, pass through solid matter. Gaseous creatures can’t attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).

Creatures in gaseous form have damage reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply.

Gaseous creatures do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like).

Gaseous creatures can’t enter water or other liquid. They are not ethereal or incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can’t disperse or damage a creature in gaseous form.

Discerning a creature in gaseous form from natural mist requires a DC 15 Spot check. Creatures in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.

Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDruid
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsShugenja
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsWu Jen

Article BalanceHigh +
AuthorGrog_toad +
ComponentV + and S +
DescriptorAir +
Identifier3.5e Spell +
LevelAir 3 +, Bard 3 +, Cleric 4 +, Druid 3 +, Shugenja (Air) 3 +, Sorcerer/Wizard 3 + and Wu Jen (Water) 3 +
RangeTouch +
RatingUndiscussed +
SchoolTransmutation +
SummaryBecome a fog +
TitleCloudshape +