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Thread: Survivability Spells? [3.5]
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2010-01-22, 03:34 AM (ISO 8601)
- Join Date
- Apr 2008
Survivability Spells? [3.5]
I've been flipping through the books trying to find a spell or spells that would help me survive the following situations: [done in as few spells as possible] Being suddenly in water/at risk of drowning with no way to fly or swim out, or being suddenly buried alive, or thrust into the positive or negative planes.
I would like spells or items, as few as possible, to cover all of these situations. Also, no spell that cuts out my spellcasting please. I'd at least like to survive 2 minutes before being forced to gate or teleport out.
I thought I could use the Elemental Body spell, but apparantly those only grant me protection from suffocation/drowning if I'm on the earth or water planes.Failure is not only an option, its expected.
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2010-01-22, 03:48 AM (ISO 8601)
- Join Date
- Aug 2009
Re: Survivability Spells? [3.5]
Shapechange. Solves all issues.
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2010-01-22, 03:48 AM (ISO 8601)
- Join Date
- Sep 2007
Re: Survivability Spells? [3.5]
http://www.d20srd.org/srd/magicItems...ceofAdaptation
Edit: a 9000g item to protect against breathing issues. The positive/negative planes require a source of deathward.
Edit 2: Contingent teleport/planeshift (or craft contingent teleport/planeshift) is also very helpful (depending on how the dm rules it)
Edit 3: Any way to get the undead type will save you in all of those situations (surprisingly including the positive energy plain)Last edited by Rainbownaga; 2010-01-22 at 03:53 AM.
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2010-01-22, 04:19 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Oregon
- Gender
Re: Survivability Spells? [3.5]
There's a swift action 1st level spell in Stormwrack that'll do for breathing. It gives air for a while and then you can hold your breath to the max after that, should be more than two minutes easy. Kinda like the featherfall of water campaigns. Or the necklace of adaptation.
Buried alive will require air and a burrow speed of some sort most likely. Standard burrowing spells are pretty hard to get, but you could try Summon Monster III for a celestial dire badger get you out with the tunnel left behind by it's burrow speed. No way to summon it after you're buried though, which kinda defeats the point. Xorn Movement is a hefty lvl5 spell, but it'll beat a cave in easy.
Avoid Planar Effects and Attune Form are the spells you want for the pos/neg planes. Immediate action for 1 min/level on the first and 24 hours on the second.Fizban's Tweaks and Brew: Google Drive (PDF), Thread
A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).