Playtesting: Cooling Canopy

Post/Author/DateTimePost
#1

zombiegleemax

May 20, 2004 12:43:24
My second thread, and the complaints don't end. Forgive me, please ;)

In the DS 3 game I've been running since late last year (I think a total of 14 sessions or so so far), there's only been one Dark Sun specific spell that's bothered me: Cooling Canopy

For those who don't recall, it is:

Conjuration (Creation)
Level:Wiz 1,Clr 1,Drd 1
Components,S,M,F
Casting Time:1 standard action
Range:Close (25 ft.+5 ft./2 levels)
Effect:30-ft.-radius emanation centered on a creature
Duration:12 hours
Saving Throw:Will negates (harmless)
Spell Resistance:Yes (harmless)

When cooling canopy is cast,a small blue cloud gathers in the sky far
above the target's head. This cloud blocks the direct rays of the sun and
provides shade for anyone within the spell's radius. Those so protected
need only one-half their normal water ration (or one-quarter if resting
instead of traveling) needed to prevent dehydration. A creature must
spend the majority of the 12 hours underneath the cooling canopy to
decrease their required water intake.

Material Component:A drop of water.
Focus: A filmy bit of material (anything will do)stretched over the top of a stick or twig.

I feel that it is perhaps too low level. It's a level 1 spell that essentially replicates the game-rules consequences of another level 1 spell (resist elements), but as an area of effect. Granted, resist elements has other uses, but this still seems too much.

Moreso, I find that this spell totally ruins the danger of traveling the wastes. It's got a 12 hour duration. By using a single 1st level spell per day, the Cleric in my campaign can negate the need for fortitude saves during travel. This is because, as per the rules for Athasian heat, on normal days, there are four hours of 'very hot' heat, and on hot days, there are four hours of 'very hot' and four hours of 'extreme' heat. As per the rules for shade, the effects of 'very hot' and 'extreme' heat are negated by shade.

If it only reduced water consumption, it'd be fine. But, by granting shade, you've effectively taken away the environmental dangers of travel for the whole party, at the cost of a single 1st level spell per day.

How to fix? Well, in my campaign, I'm considering bumping it up a level, and reducing it's duration. Though the duration doesn't really matter; a smart player will just cast it as close to the hot part of the day as possible and ride it through that section. Either way, I think that for a level 1 spell, it does far, far too much.

Thoughts?

(EDIT: Other thought is to keep it level 1, and just make it only halve water consumption, and not grant shade)
#2

zombiegleemax

May 20, 2004 13:51:07
Agreed, I think that spell may need a little tweaking. Although my cleric in my campaign is an aarakocra, so even if he did cast it, he'll be the only one benefitting from it, as he doesn't like walking

I would either reduce the duration to 1 hour/level, or bump it up to level 2, but probably not both. That way, even though the spell may last longer after level 12, you'll probably be making those Fort saves without much problem at that point, whereby the spell looses its usefulness (unless you've got a wizard or rogue with your group).

If we compare it to endure elements, then it almost looks balanced. Almost.

While both spells are 1st level, there are pros and cons to each. If we look at area of effect, duration, and of course the effect. Endure Elements is 24 hours duration, and only affects one person, while Cooling Canopy is half of that but affects the whole party. Some may say that those cancel each other out. I'll leave that up to you. The effects of the spell is the main difference. Cooling canopy only protects you during the day, not at night. So your PC's can still freeze to death. Also, depending on the terrain, the cloud may not even help. Such as with the salt flats which reflect the heat right back at you, not to mention the lovely salt filled winds that would probably make you even more thirsty.

Hope this helps a bit!
#3

zombiegleemax

May 20, 2004 13:59:17
Originally posted by Tembo-Pie
I would either reduce the duration to 1 hour/level, or bump it up to level 2, but probably not both. That way, even though the spell may last longer after level 12, you'll probably be making those Fort saves without much problem at that point, whereby the spell looses its usefulness (unless you've got a wizard or rogue with your group).

One of the biggest problems with bumping it to level 2 is that it's a domain spell for the Rain domain. And there's already a level 2 domain spell. So, bumping it in level leaves a hole in that domain list.

The duration, also, mucks things up quite a bit. If it's an hour per level, then you also have to change how the water usage reducing part of it works. With a 12 hour duration, it halves water consumption for the day. So how does the reduction in water consumption work if we change the duration?

I still feel that simply removing the shade aspect of it still makes it a very useful spell. 1/2 water consumption for a long trip means a lot less weight carried (roughly 7lbs per gallon of water).

Originally posted by Tembo-Pie
While both spells are 1st level, there are pros and cons to each. If we look at area of effect, duration, and of course the effect. Endure Elements is 24 hours duration, and only affects one person, while Cooling Canopy is half of that but affects the whole party. Some may say that those cancel each other out. I'll leave that up to you. The effects of the spell is the main difference. Cooling canopy only protects you during the day, not at night. So your PC's can still freeze to death. Also, depending on the terrain, the cloud may not even help. Such as with the salt flats which reflect the heat right back at you, not to mention the lovely salt filled winds that would probably make you even more thirsty.

I dunno. I really don't think that the fact that it only helps during the day matters, since it not only removes the effects of the environment, but also reduces water consumption across the board. It's just too generally useful for me to think it's on par with endure elements, even with the fact that it's less all purpose when it comes to different types of elements.
#4

greyorm

May 20, 2004 14:07:15
So leave it at level 1 for Rain clerics, and level 2 for everyone else.

And, alternately, you could leave the shade effect in place, but remove the water consumption benefit. So, they don't need to make saves during the day because of the heat, but they do need their usual amount of water. That solves the water consumption/time limit problem.
#5

zombiegleemax

May 20, 2004 14:12:01
Originally posted by greyorm
So leave it at level 1 for Rain clerics, and level 2 for everyone else.

The guy who has proven to me this is broken happens to be a Rain Cleric, so for me, the result would be no net change in the fact that 1 1st level spell is staving off all heat issues from travel ;)
Originally posted by greyorm
And, alternately, you could leave the shade effect in place, but remove the water consumption benefit. So, they don't need to make saves during the day because of the heat, but they do need their usual amount of water. That solves the water consumption/time limit problem.

I suppose, but if I were to do this, I'd still want it to be level 2. Providing moving shade in a 30 foot radius for 12 hours is still too much, IMHO, for a 1st level spell.
#6

zombiegleemax

May 20, 2004 14:22:22
Or just revert it back to its predecessor from 2nd edition, called Merciful Shadows. The spell effects are identical except it only affects one person (Touch) so your rain cleric would need to blow 3-4 spells to protect the rest of the party.

Plus, you can justify to your PC that the area of effect was a mistake from its conversion to 3E ;)

Not sure why it was changed to the 30 ft. radius in 3E.
#7

zombiegleemax

May 20, 2004 16:09:09
Originally posted by Tembo-Pie
Or just revert it back to its predecessor from 2nd edition, called Merciful Shadows. The spell effects are identical except it only affects one person (Touch) so your rain cleric would need to blow 3-4 spells to protect the rest of the party.

Plus, you can justify to your PC that the area of effect was a mistake from its conversion to 3E ;)

Not sure why it was changed to the 30 ft. radius in 3E.

I think this is the best option so far presented. I don't mind the spell at all in it's current form if it's a single target spell. It's just the AoE aspect of it that makes me kinda do a double take when I read it. The party in question is currently all about 5th level, 5 total players. 1 1st level spell a day is nothing to the Cleric, given what it gives. But, 5 1st level spells a day for the same effect is significant enough that it might give pause to question whether to cast it, when those could instead be curing spells.