Talk:Ice Spike (3.5e Spell)

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Comments[edit]

If I may, you're not being awfully clear as to the effects being impaled by a massive ice spike has on subsequent rounds... -HarrowedMind (talk) 19:20, 11 December 2012 (UTC)

Yeah, this is a really "cool" sounding spell that could use a duration and effect on the impaled thing. - Tarkisflux Talk 19:44, 11 December 2012 (UTC)
To be honest, I'm not 100% sure myself. I'm thinking immobility and damage over time, but... Is there any in-game precedent for determining the effects of being impaled on a massive spike? —Preceding unsigned comment added by Luigifan18 (talkcontribs) at
There's some impaling stuff in the pit traps, but it's just one time damage stuff. Round per level 3d6 cold damage + prone / immobilized / held in mid-air might work well at this level, with reflex ends note (like hold person) to keep it at moderate level. - Tarkisflux Talk 22:54, 11 December 2012 (UTC)
Thing is, this spell's supposed to be a little weaker than earth reaver, which does a total 7d6 damage (and is a 5th-level spell); its saving grace is that no saving throw applies against its damage. Instead, earth reaver has the potential to knock creatures prone, and a Reflex save negates being knocked prone. So, yeah... I'm multitasking and don't know where I was going with this... I guess that I don't want the penalty for being impaled to be too extreme. --Luigifan18 (talk) 03:02, 12 December 2012 (UTC)
Earth reaver is an AoE spell and hits a bunch of people. As a single target spell, this has a bit of leeway to be better against its only target. If you don't want the penalty for being impaled to be too great, you probably don't want to put them up in the air. A simple "can't move from space until you save / duration expires" with no other action denial sounds close to what you want. Add additional damage or not as you like. - Tarkisflux Talk 03:55, 12 December 2012 (UTC)
You have no listed area of effect for the icicle, the "+1 ref per 10 feet of elevation" makes me think it's big, but not exactly how big EDIT:Nevermind, missed the entire point of it being single target, must (somehow) be getting senile.--Stryker (talk) 13:50, 12 December 2012 (UTC)

Spike[edit]

...le sigh. What happened to not wanting the impaled penalty to be too extreme? If you're getting stuck on the "spike from the ground" fluff, may I suggest a change to "causing a free-floating spike to skewer someone" instead? Seems like it could do damage and impairment (if not movement blockage in the same way) without needing walls of text about getting off the spike. - Tarkisflux Talk 06:09, 13 December 2012 (UTC)

Good idea... even I think this is too complicated, and I need a way to simplify it... well, actually, I do prefer the idea of the spike coming from the ground... I'll have to think about it. --Luigifan18 (talk) 07:36, 13 December 2012 (UTC)

(RESET INDENT) Ah dangit, this is a long one. *Cracks neck*


In the effect line, change it to "a 5 ft diameter icicle 60 ft high". As for the text...

"This spell generates an icicle from the ground, impaling upward at its target. The icicle deals 3d6 piercing damage and 3d6 cold damage and impales the target 30 ft high upon the 60 ft high spire. Impaled targets are unable to move, and take 1d4 cold damage and 4 points of bleed damage each round they remain on the spire. The spire has 3 hp/level, is repaired by cold damage, and takes double damage from fire. It can be sundered outright with a Break DC equal to the spell DC. Lastly, a creature can attempt to pull themselves up the spire and off the top with successful Climb checks (DC 30). Regardless how they escape the spire, they continue to bleed until they receive at least 1 point of healing or a DC 15 Heal check.

If an obstruction prevents the spire from forming the full 60 ft, it reaches the maximum height it can and leaves the victim impaled midway through its shaft. A successful Reflex save negates being impaled, but not the damage."


This is the part where I tell you what I've done.

So much needless fluff. Out out out, all of it. The height of the spike is important mechanics to go under "Effect". We simplify granularity with the save my making it save partial only. 6d6 damage is not a huge deal with no save, and though you may like the granularity, for the sake of gameplay I would insist you keep the saving throws simple.

For that same reason, out goes the variables on Reflex save vs height. Out goes anything beyond the initial "you get cold damage and bleeding". You don't actually need more mechanics for jostling internal organs, or long descriptions thereof. Falling damage is already implied if they are suspended in the air and doesn't need to be covered.

Added boilerplate anti-bleeding mechanics (DC 15). The Break DC was altered to more resemble Wall of Ice, where the hp total was also obtained from (notably absent). This way too the break DC doesn't start at "Impossible" and get worse from there.

I think the original spell is intended to scale in height, but to be honest it's so confusing I'm not certain. I do see it says 90 ft at some point, and implies scaling of 5 ft/2 levels. Since this is fairly complex, best give it a fixed height.

You can re-add the "sticks around after casting" aspect, but I see no purpose. Especially since this contradicts having a duration. If the latter is true, this spell is Instant, and the spire melts on its own as such. With a duration, it is implied to vanish after anyway.

Try that. -- Eiji-kun (talk) 03:56, 3 December 2017 (MST)