Magic Net vs Carpet of Adhesion vs Other
Posted: Mon Mar 20, 2023 1:51 pm
Hey,
Reviewing these IMMOBILIZATION spells and comparing how they work and effectiveness:
Considering Victim Saving throw, chance to kill the victim while they are stuck, PPE cost, Range and Area of Effect.
Depending on the circumstances. A spell caster whose victim fails their Dodge or saving throw is TOAST in 1 melee round provided the caster has adventure buddies or has the free time to let loose with an energy weapon attack on the victim of these spells. Ah, the importance of friend and teamwork to keep your squadmate alive. Most Rifts battles, in my experience are done in a round or 2. So from my perspective duration only matters IF a trap is being set.
So the question is, what spell is the Best? Please Point out mistakes or mis-interpretations
Carpet of Adhesion. Range 30 foot per level.
So, Magic Super Glue Fly Paper for 200 square foot Area of Effect with length and wide being adjustable.
Duration: 2.5 minute per level. Cost of 10 PPE. Can be cast upon a "PERSON". Even IF the victim MAKES their saving throw versus magic they stay "STUCK" for 2d6 melee round or until the duration elapses. Effective even against cyborgs, power armor, and robots. Nothing mentioned about Dispell Magic Barrier for this spell.
Magic Net (GO to of my adventure group), Range: 60 foot. 30 seconds per level duration.
Saving Throw is a Dodge of 16+. Cost: 7 PPE
Area of Effect up to 6 human-sized victims within a 10 foot (3 m) area.
Only Mega-Damage weapons, magic weapons, and magic can cut the NET.
Takes 2 FULL melee rounds need to cut or blast out (a Dispel Magic Barriers will dispel it instantly).
Anyone caught in the Magic Net is helpless and unable to attack or defend.
Earth Warlock
Quicksand
Range: 100 foot.
Duration: 10 minutes per level. Saving Throw: NONE. Cost: 15 PPE.
Area of Effect 5 foot radious per level.
Anyone stepping into it will find himself sinking at a rate of two feet (0.6 m) per melee. Struggling doubles the sinking rate. Once submerged, the victim will drown/suffocate within four minutes (loses consciousness in two), unless the individual can hold his breath or is wearing an environmental suit/armor.
TO BE fair, it is NOT supposed to be castable any-where like Magic Net and Carpet. Need Stone or Earth (whatever that is) floor
Earth Warlock
WALL of Thorns. Range, 10 feet per level. 10 minutes per level duration. Saving Throw: NONE. Cost: 15 PPE.
Area of Effect 20 by 20 foot area, so 400 square feet.
This spell weaves a dense wall of hard, gnarled vines with long, sharp thorns. The thorns inflict only 5D6 S.D.C, damage if someone falls into them, but even pushing or chopping through them in M.D.C. armor can be time consuming; must inflict 20 M.D.C. per each 20 feet of thorns. Although it is NEVER explained if it can be cast "OVER" someone in terms of Area of Effect or just behind them, and the to left, right and in front (but it would be 4 castings).
5th Level Necromancer's
Grip of Death. Range: 100 feet (30.5 m) away. Duration: Two minutes per level.
Saving Throw: Horror Factor of 13 and dodge of 16. COST: 13 PPE
1d4+1 hands and arms of skeletons and corpses erupt from the ground to grab and ensnare everybody in the Area of Effect 10 FOOT DIAMETER.
First, each character in the area of effect must make a successful saving throw vs Horror Factor 13.
A failed save will inhibit the character's ability to dodge and is automatically ensnared by 1d4+1 of the hands rise from the grave (plus the usual penalties). Those who successfully save vs Horror Factor can attempt to dodge
in order to escape the clutches of the flailing hands of the dead. The character must make two consecutive dodges of 16 or higher (uses up two melee attacks) to get out of the area of effect. If even one dodge is missed, the character is ensnared by 1D4+1 of the hands.
Those ensnared are shook and pulled down on their knees, so they cannot simply ignore the clutching hands in an attempt to launch attacks at those outside the area of affect. Such attacks can be attempted but are done without benefit of any attribute, skill or combat bonuses — straight, unmodified die rolls. The same applies for trying to parry or dodge attacks leveled at them while in the Grip of Death! This penalty remains in effect the entire lime the characters are trapped by this magic.
Only a strength of 35 or higher (or supernatural P.S. of 20 or higher) can pull free of the hands, but one melee action is burned up for each hand that has a hold. Others can help in the effort, but they may also become ensnared by the hands from the grave as well. Chopping or blasting the grasping hand off at the base of the arm is another possibility but each arm has 13 M.D.C. and will use up the character's melee attacks (the hand vanishes once destroyed). In either case, the character must then roll two consecutive dodges of 16 or higher in order to escape other hands of the dead trying to grab victims.
Note: Negate Magic and Dispel Magic Barrier may offer a means to eradicate the entire magic spell. Anti-Magic Cloud automatically dispels it.
4th level Invocation:
Energy Field.
Range, 60 feet away. Duration: One minute per level or until it is destroyed. Saving Throw: None.
P.P.E.: 10
A protection spell turned into a temporary Jail Cell. Why? To keep them from getting away. Can't the victim shoot until the Energy Field is out of MD? YES. Then why bother? Depending on what they are shooting it will take them their 5 attacks or so of 1 melee round to get free. The magic creates a protective field of energy that can be placed around the mage, others, or an object. Area of Effect is about 8 feet (2.4 m), about 6 to 8 individuals. The energy field appears as a semitransparent wall or bubble that shimmers with a blue-white light. 60 M.D.C. BUT TOTALLY PROTECTS those it is cast upon.
BONUS Psionic Super Powers
Telekinectic Force Field
Like Energy Field Above.
Bio-Manipultion.
Paralysis.
Saving throw vs psionics. Fail and helpless to defend, attack or flee. It's really a version of the Earth Warlock's petrification spell with a duration limit.
Reviewing these IMMOBILIZATION spells and comparing how they work and effectiveness:
Considering Victim Saving throw, chance to kill the victim while they are stuck, PPE cost, Range and Area of Effect.
Depending on the circumstances. A spell caster whose victim fails their Dodge or saving throw is TOAST in 1 melee round provided the caster has adventure buddies or has the free time to let loose with an energy weapon attack on the victim of these spells. Ah, the importance of friend and teamwork to keep your squadmate alive. Most Rifts battles, in my experience are done in a round or 2. So from my perspective duration only matters IF a trap is being set.
So the question is, what spell is the Best? Please Point out mistakes or mis-interpretations
Carpet of Adhesion. Range 30 foot per level.
So, Magic Super Glue Fly Paper for 200 square foot Area of Effect with length and wide being adjustable.
Duration: 2.5 minute per level. Cost of 10 PPE. Can be cast upon a "PERSON". Even IF the victim MAKES their saving throw versus magic they stay "STUCK" for 2d6 melee round or until the duration elapses. Effective even against cyborgs, power armor, and robots. Nothing mentioned about Dispell Magic Barrier for this spell.
Magic Net (GO to of my adventure group), Range: 60 foot. 30 seconds per level duration.
Saving Throw is a Dodge of 16+. Cost: 7 PPE
Area of Effect up to 6 human-sized victims within a 10 foot (3 m) area.
Only Mega-Damage weapons, magic weapons, and magic can cut the NET.
Takes 2 FULL melee rounds need to cut or blast out (a Dispel Magic Barriers will dispel it instantly).
Anyone caught in the Magic Net is helpless and unable to attack or defend.
Earth Warlock
Quicksand
Range: 100 foot.
Duration: 10 minutes per level. Saving Throw: NONE. Cost: 15 PPE.
Area of Effect 5 foot radious per level.
Anyone stepping into it will find himself sinking at a rate of two feet (0.6 m) per melee. Struggling doubles the sinking rate. Once submerged, the victim will drown/suffocate within four minutes (loses consciousness in two), unless the individual can hold his breath or is wearing an environmental suit/armor.
TO BE fair, it is NOT supposed to be castable any-where like Magic Net and Carpet. Need Stone or Earth (whatever that is) floor
Earth Warlock
WALL of Thorns. Range, 10 feet per level. 10 minutes per level duration. Saving Throw: NONE. Cost: 15 PPE.
Area of Effect 20 by 20 foot area, so 400 square feet.
This spell weaves a dense wall of hard, gnarled vines with long, sharp thorns. The thorns inflict only 5D6 S.D.C, damage if someone falls into them, but even pushing or chopping through them in M.D.C. armor can be time consuming; must inflict 20 M.D.C. per each 20 feet of thorns. Although it is NEVER explained if it can be cast "OVER" someone in terms of Area of Effect or just behind them, and the to left, right and in front (but it would be 4 castings).
5th Level Necromancer's
Grip of Death. Range: 100 feet (30.5 m) away. Duration: Two minutes per level.
Saving Throw: Horror Factor of 13 and dodge of 16. COST: 13 PPE
1d4+1 hands and arms of skeletons and corpses erupt from the ground to grab and ensnare everybody in the Area of Effect 10 FOOT DIAMETER.
First, each character in the area of effect must make a successful saving throw vs Horror Factor 13.
A failed save will inhibit the character's ability to dodge and is automatically ensnared by 1d4+1 of the hands rise from the grave (plus the usual penalties). Those who successfully save vs Horror Factor can attempt to dodge
in order to escape the clutches of the flailing hands of the dead. The character must make two consecutive dodges of 16 or higher (uses up two melee attacks) to get out of the area of effect. If even one dodge is missed, the character is ensnared by 1D4+1 of the hands.
Those ensnared are shook and pulled down on their knees, so they cannot simply ignore the clutching hands in an attempt to launch attacks at those outside the area of affect. Such attacks can be attempted but are done without benefit of any attribute, skill or combat bonuses — straight, unmodified die rolls. The same applies for trying to parry or dodge attacks leveled at them while in the Grip of Death! This penalty remains in effect the entire lime the characters are trapped by this magic.
Only a strength of 35 or higher (or supernatural P.S. of 20 or higher) can pull free of the hands, but one melee action is burned up for each hand that has a hold. Others can help in the effort, but they may also become ensnared by the hands from the grave as well. Chopping or blasting the grasping hand off at the base of the arm is another possibility but each arm has 13 M.D.C. and will use up the character's melee attacks (the hand vanishes once destroyed). In either case, the character must then roll two consecutive dodges of 16 or higher in order to escape other hands of the dead trying to grab victims.
Note: Negate Magic and Dispel Magic Barrier may offer a means to eradicate the entire magic spell. Anti-Magic Cloud automatically dispels it.
4th level Invocation:
Energy Field.
Range, 60 feet away. Duration: One minute per level or until it is destroyed. Saving Throw: None.
P.P.E.: 10
A protection spell turned into a temporary Jail Cell. Why? To keep them from getting away. Can't the victim shoot until the Energy Field is out of MD? YES. Then why bother? Depending on what they are shooting it will take them their 5 attacks or so of 1 melee round to get free. The magic creates a protective field of energy that can be placed around the mage, others, or an object. Area of Effect is about 8 feet (2.4 m), about 6 to 8 individuals. The energy field appears as a semitransparent wall or bubble that shimmers with a blue-white light. 60 M.D.C. BUT TOTALLY PROTECTS those it is cast upon.
BONUS Psionic Super Powers
Telekinectic Force Field
Like Energy Field Above.
Bio-Manipultion.
Paralysis.
Saving throw vs psionics. Fail and helpless to defend, attack or flee. It's really a version of the Earth Warlock's petrification spell with a duration limit.