der_kluge
Adventurer
From the SRD:
I'm not sure I get these spells. Is there something uber-powerful about these spells that I'm not seeing?
Let's consider being ethereal for a moment. Ethereal creatures can be seen with a simple "see invisibility" spell (sor/wiz 2), and they can be attacked with [Force] based spells. About the only thing it's good for is moving through walls. It's not like a powerful invisibility, or even as a combat spell, since you can't affect anything in the material (without a ghost touch weapon), but what arcane spellcaster at that level is attacking with a weapon anyway?
Etherealness is just like ethereal jaunt, except it allows more people (essentially the entire party) and lasts longer.
In T&B, there is a spell called ghostform, which is essentially a weaker version of ethereal jaunt. It also allows someone to walk through walls, but they can be seen without See Invisibility, but have some slight DR to compensate for their quasi-ethereal state.
But, there doesn't seem to be any reason to take Ethereal Jaunt if you already have Ghostform.
I was thinking of making See Invisibility not be able to detect ethereal creatures, but then that might make ghosts and such really hard to detect (would need true seeing for that).
Right now, it's just not good as a spying spell since it has such a short duration, and it isn't a combat spell since you can't affect anything, so I'm just not quite sure I see the point.
My player suggested being able to "wink" back and forth as a free action between the ethereal and the corporeal worlds so that it would be a decent combat spell then, at the very least.
Also, when you talk about 9th level spells, why would anyone take etherealness, if Gate could provide the same result? Although I was thinking of only allowing Gate to provide access to the Outer Planes, not the inner planes, so there would still be some reason to have Etherealness then.
Comments?
Ethereal Jaunt
Transmutation
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
Etherealness
Transmutation
Level: Clr 9, Sor/Wiz 9
Range: Touch; see text
Targets: You and one other touched creature per three levels
Duration: 1 min./level (D)
Spell Resistance: Yes
This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.
When the spell expires, all affected creatures on the Ethereal Plane return to material existence.
I'm not sure I get these spells. Is there something uber-powerful about these spells that I'm not seeing?
Let's consider being ethereal for a moment. Ethereal creatures can be seen with a simple "see invisibility" spell (sor/wiz 2), and they can be attacked with [Force] based spells. About the only thing it's good for is moving through walls. It's not like a powerful invisibility, or even as a combat spell, since you can't affect anything in the material (without a ghost touch weapon), but what arcane spellcaster at that level is attacking with a weapon anyway?
Etherealness is just like ethereal jaunt, except it allows more people (essentially the entire party) and lasts longer.
In T&B, there is a spell called ghostform, which is essentially a weaker version of ethereal jaunt. It also allows someone to walk through walls, but they can be seen without See Invisibility, but have some slight DR to compensate for their quasi-ethereal state.
But, there doesn't seem to be any reason to take Ethereal Jaunt if you already have Ghostform.
I was thinking of making See Invisibility not be able to detect ethereal creatures, but then that might make ghosts and such really hard to detect (would need true seeing for that).
Right now, it's just not good as a spying spell since it has such a short duration, and it isn't a combat spell since you can't affect anything, so I'm just not quite sure I see the point.
My player suggested being able to "wink" back and forth as a free action between the ethereal and the corporeal worlds so that it would be a decent combat spell then, at the very least.
Also, when you talk about 9th level spells, why would anyone take etherealness, if Gate could provide the same result? Although I was thinking of only allowing Gate to provide access to the Outer Planes, not the inner planes, so there would still be some reason to have Etherealness then.
Comments?
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