Hangman's Hempen Noose
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1, Asn1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Conjured rope entangles a corporeal creature of Large size or smaller.
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No
A length of rope appears (within the same space typically) hovering next to a creature you designate within the spell's range, even a flying creature, and makes an immediate touch attack (attack bonus equals your caster level +4 for the rope's Strength of 18.) Concealment bonuses apply to this attack as they would apply to you. Cover bonuses also apply if the designated creature has cover relative to you, regardless of the rope's location when it appears. The rope does not provide or receive flanking or higher ground bonuses, even if you would. Nor does it receive attack bonuses from effects on you, such as Guidance or Bless. If this attack misses, or is used on a creature greater than Large size, the rope vanishes and the spell immediately ends. It also fails against a creature without a discernible head, such as a gelatinous cube. After the initial casting of the spell, you need not maintain Line of Sight or Line of Effect while you continue concentrating, though you must remain within range.
If the touch attack succeeds, the rope attempts to start a grapple, similar to a creature with Improved Grab though it enters the target's square on a success. The rope's grapple bonus is equal to its attack bonus with a +2 'racial' modifier (caster level + 6.) If the rope fails to start a grapple, it vanishes and the spell ends. If the grapple check succeeds against the target, the rope coils into a noose around the target's neck and immediately constricts for 1d6+6 damage (1d6+ strength and a half.). This damage is considered bludgeoning, is subject to Damage Reduction, and it occurs automatically at the beginning of every round that the caster maintains concentration. The rope takes no further actions at this point other than to constrict and make grapple checks to resist attempts at escape by the target. It does not attempt to pin the target, for instance. A constricted target can break free, ending the spell, with a successful Escape Artist (standard action) or grapple (attack action) check against the rope's grapple check. As a standard action, a Strength check can also be attempted to burst the rope (Break DC23) and end the spell.
A creature being constricted by the rope is not considered grappled in the typical sense despite the similarities to a grapple. It does not stop threatening squares nor does it lose its Dexterity bonus against attackers. While the creature can still breathe with difficulty, unless it has multiple heads, it is unable to speak, use a breath weapon, or consume an item (a potion, for instance.) It is considered entangled (-2 to attack rolls and a -4 to Dexterity) and unable to move unless it succeeds on an opposed Strength check. A successful opposed Strength check allows it to move half its speed. A flying creature does not fall or suffer additional additional damage beyond the constriction from being suspended in the air. With a successful opposed Strength check it can move at half its Fly speed and will not fall, even if its maneuverability requires a minimum forward movement.
Attempts to force a constricted creature beyond the spell's area, as with any attempts to move, such as with a bull rush, are resisted with the rope's strength of 18 (+4 to resist) or by the creature's check if it doesn't want to be moved for some reason with a +2 bonus from the rope if this would be higher than the rope's check. Similarly, attempts to move the caster can be resisted by the rope's Strength modifier or the caster's modifier with a +2 bonus, whichever is better.
A creature attempting to cast a spell while being constricted must be able to do so non-verbally and succeed at a Concentration check for doing so while entangled (DC 15 + spell level.) This may be in addition to a Concentration check for any continuous damage being taken (DC 10 + half damage + spell level.)
Slashing or piercing attacks against the rope by the target or its allies can also destroy it and end the spell, although attacks on the rope from creatures other than the target have a 50% chance to strike the constricted creature. Attacks against the creature are not similarly affected. The rope is AC 14 (+4 natural), Break DC23, has a hardness equal to one-half your caster level (5 maximum), and hit points equal to caster level x2. It can be affected by area of effect spells (such as fireball) and takes damage as an object, though as a magical construct it is entitled to a save when appropriate, saving as a Medium-sized animated object (Fort +0, Ref +0, Will -5).
Material Component: a tiny noose made from wire.
Design Notes:
I wanted to come up with a low-level spell that could both inflict damage over time and have a powerful visual flavor and imagery, while working within the established framework of conditions that could affect a creature. I like the imagery of a caster concentrating and motioning as though pulling a noose tight over the target while it struggles, and while I'm not keen on it being pictured as a Force Choke, I guess if it floats their boat, so be it. I a used hybrid cross of the animate rope spell with summon monster-type spell (though the rope isn't considered summoned) for effect and duration.
I initially had the created rope just grapple and constrict, giving it a duration of concentration, but I found that grapple caused more detriment to a target than I really felt appropriate. Their Concentration checks were much harder, they lost threatened reach, and they lost Dexterity bonuses making sneak attacks too likely. Fortunately, entangle had the same descriptive flair while maintaining a strangling feel for the rope. I left in the grapple aspects and escape methods, despite the entangling because they are well-known enough and I wanted ample ways for a creature to escape the spell so it wasn't too save-or-die.
While I think some people might view the rope's attack/grapple bonus as high (Why not use the caster's normal or ranged touch attack, for instance?), I feel that the number of ways to end the spell early make up for this in ways that other initial touch spells don't allow; Melf's Acid Arrow or Ray of Enfeeblement for example.
While this spell has the potential to lock down an opponent, the balancing factor is that it locks the caster down too, restricting them to a move-action as they concentrate. Yes, most PCs have members of a party to attack the monster while the caster is busy holding it but if the party is against one creature then that's a classic one creature's action versus four creatures' actions scenario anyhow. Also, as an NPC/adversary spell, you can use it to inflict damage on a PC which is not overwhelming, but keeps them out of a fight, while leaving ample opportunity for the PCs party to assist in numerous ways that play towards that PC's strengths, be it trying to burst the rope with high strength, cast spells to dispel or aid escape, attack the rope itself, or attack the caster to disrupt his concentration.
A constricted creature can still attack the caster as well. Since the range is close, a caster must stay within a reasonable distance. The upside to a more powerful caster is that they have a longer range and can use their move action to keep out of range of their target's half-speed move action if they make a successful Strength check or two to cover the distance. But also, if the caster does keep moving back to prevent this, it makes a more attractive option for the target to move away and those leave the spell's range and break the spell. So it requires some tactical thinking on both sides.
This spell also scales well with caster level without making it better than higher level spells unless you have plenty of time and few enemies threatening you. Obviously the attack/grapple bonus improves, as does the hardness to a point and the rope's hit points with the caster's. The damage never increases, although the amount of time you can concentrate does. So while someone might think a 20th level caster will just fall back to using a 1st level spell to do 20d6+120 damage, you have to realize that's over 20 rounds. Much better to just cast summon monster for a creature that will last 20 rounds, do about 1d6 damage on a hit with 2 to 3 natural attacks, and allow you to keep casting other spells or even summon more monsters. So yes, it could be a kill spell against a weak creature, but so would a lightning bolt or magic missile spell for 5 missiles.
As for why it is a [creation] spell instead of a [summon] spell, that was a choice I made to prevent any trouble with protection from...-type spells where a summoned creature can't make bodily contact, plus it prevents the Augment Summoning feat from adding Strength or abilities to the rope. I didn't want someone trying to call up a pseudo-natural, draconic noose with electrical skin with some obscure build, although you can't know everything that's out there.
I did some minor play-testing in my campaign by giving the spell to any suitable casters for free, but I don't force them to use it, nor do I force them to even prepare it, so I haven't been able to gauge the effects completely. It did seem to help the party against a gargoyle they encountered. Though it inflicted no damage it did keep the beast in place long enough for the party to get the upper hand. Still even though there are countless creatures and some will be affected more than others, I wouldn't mind having a bit more data to tweak it with.
There are some higher-level, upgraded versions I made, but this is the base spell that I built them on.
Edited in some changes and clarifications.
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1, Asn1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Conjured rope entangles a corporeal creature of Large size or smaller.
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No
A length of rope appears (within the same space typically) hovering next to a creature you designate within the spell's range, even a flying creature, and makes an immediate touch attack (attack bonus equals your caster level +4 for the rope's Strength of 18.) Concealment bonuses apply to this attack as they would apply to you. Cover bonuses also apply if the designated creature has cover relative to you, regardless of the rope's location when it appears. The rope does not provide or receive flanking or higher ground bonuses, even if you would. Nor does it receive attack bonuses from effects on you, such as Guidance or Bless. If this attack misses, or is used on a creature greater than Large size, the rope vanishes and the spell immediately ends. It also fails against a creature without a discernible head, such as a gelatinous cube. After the initial casting of the spell, you need not maintain Line of Sight or Line of Effect while you continue concentrating, though you must remain within range.
If the touch attack succeeds, the rope attempts to start a grapple, similar to a creature with Improved Grab though it enters the target's square on a success. The rope's grapple bonus is equal to its attack bonus with a +2 'racial' modifier (caster level + 6.) If the rope fails to start a grapple, it vanishes and the spell ends. If the grapple check succeeds against the target, the rope coils into a noose around the target's neck and immediately constricts for 1d6+6 damage (1d6+ strength and a half.). This damage is considered bludgeoning, is subject to Damage Reduction, and it occurs automatically at the beginning of every round that the caster maintains concentration. The rope takes no further actions at this point other than to constrict and make grapple checks to resist attempts at escape by the target. It does not attempt to pin the target, for instance. A constricted target can break free, ending the spell, with a successful Escape Artist (standard action) or grapple (attack action) check against the rope's grapple check. As a standard action, a Strength check can also be attempted to burst the rope (Break DC23) and end the spell.
A creature being constricted by the rope is not considered grappled in the typical sense despite the similarities to a grapple. It does not stop threatening squares nor does it lose its Dexterity bonus against attackers. While the creature can still breathe with difficulty, unless it has multiple heads, it is unable to speak, use a breath weapon, or consume an item (a potion, for instance.) It is considered entangled (-2 to attack rolls and a -4 to Dexterity) and unable to move unless it succeeds on an opposed Strength check. A successful opposed Strength check allows it to move half its speed. A flying creature does not fall or suffer additional additional damage beyond the constriction from being suspended in the air. With a successful opposed Strength check it can move at half its Fly speed and will not fall, even if its maneuverability requires a minimum forward movement.
Attempts to force a constricted creature beyond the spell's area, as with any attempts to move, such as with a bull rush, are resisted with the rope's strength of 18 (+4 to resist) or by the creature's check if it doesn't want to be moved for some reason with a +2 bonus from the rope if this would be higher than the rope's check. Similarly, attempts to move the caster can be resisted by the rope's Strength modifier or the caster's modifier with a +2 bonus, whichever is better.
A creature attempting to cast a spell while being constricted must be able to do so non-verbally and succeed at a Concentration check for doing so while entangled (DC 15 + spell level.) This may be in addition to a Concentration check for any continuous damage being taken (DC 10 + half damage + spell level.)
Slashing or piercing attacks against the rope by the target or its allies can also destroy it and end the spell, although attacks on the rope from creatures other than the target have a 50% chance to strike the constricted creature. Attacks against the creature are not similarly affected. The rope is AC 14 (+4 natural), Break DC23, has a hardness equal to one-half your caster level (5 maximum), and hit points equal to caster level x2. It can be affected by area of effect spells (such as fireball) and takes damage as an object, though as a magical construct it is entitled to a save when appropriate, saving as a Medium-sized animated object (Fort +0, Ref +0, Will -5).
Material Component: a tiny noose made from wire.
Design Notes:
I wanted to come up with a low-level spell that could both inflict damage over time and have a powerful visual flavor and imagery, while working within the established framework of conditions that could affect a creature. I like the imagery of a caster concentrating and motioning as though pulling a noose tight over the target while it struggles, and while I'm not keen on it being pictured as a Force Choke, I guess if it floats their boat, so be it. I a used hybrid cross of the animate rope spell with summon monster-type spell (though the rope isn't considered summoned) for effect and duration.
I initially had the created rope just grapple and constrict, giving it a duration of concentration, but I found that grapple caused more detriment to a target than I really felt appropriate. Their Concentration checks were much harder, they lost threatened reach, and they lost Dexterity bonuses making sneak attacks too likely. Fortunately, entangle had the same descriptive flair while maintaining a strangling feel for the rope. I left in the grapple aspects and escape methods, despite the entangling because they are well-known enough and I wanted ample ways for a creature to escape the spell so it wasn't too save-or-die.
While I think some people might view the rope's attack/grapple bonus as high (Why not use the caster's normal or ranged touch attack, for instance?), I feel that the number of ways to end the spell early make up for this in ways that other initial touch spells don't allow; Melf's Acid Arrow or Ray of Enfeeblement for example.
While this spell has the potential to lock down an opponent, the balancing factor is that it locks the caster down too, restricting them to a move-action as they concentrate. Yes, most PCs have members of a party to attack the monster while the caster is busy holding it but if the party is against one creature then that's a classic one creature's action versus four creatures' actions scenario anyhow. Also, as an NPC/adversary spell, you can use it to inflict damage on a PC which is not overwhelming, but keeps them out of a fight, while leaving ample opportunity for the PCs party to assist in numerous ways that play towards that PC's strengths, be it trying to burst the rope with high strength, cast spells to dispel or aid escape, attack the rope itself, or attack the caster to disrupt his concentration.
A constricted creature can still attack the caster as well. Since the range is close, a caster must stay within a reasonable distance. The upside to a more powerful caster is that they have a longer range and can use their move action to keep out of range of their target's half-speed move action if they make a successful Strength check or two to cover the distance. But also, if the caster does keep moving back to prevent this, it makes a more attractive option for the target to move away and those leave the spell's range and break the spell. So it requires some tactical thinking on both sides.
This spell also scales well with caster level without making it better than higher level spells unless you have plenty of time and few enemies threatening you. Obviously the attack/grapple bonus improves, as does the hardness to a point and the rope's hit points with the caster's. The damage never increases, although the amount of time you can concentrate does. So while someone might think a 20th level caster will just fall back to using a 1st level spell to do 20d6+120 damage, you have to realize that's over 20 rounds. Much better to just cast summon monster for a creature that will last 20 rounds, do about 1d6 damage on a hit with 2 to 3 natural attacks, and allow you to keep casting other spells or even summon more monsters. So yes, it could be a kill spell against a weak creature, but so would a lightning bolt or magic missile spell for 5 missiles.
As for why it is a [creation] spell instead of a [summon] spell, that was a choice I made to prevent any trouble with protection from...-type spells where a summoned creature can't make bodily contact, plus it prevents the Augment Summoning feat from adding Strength or abilities to the rope. I didn't want someone trying to call up a pseudo-natural, draconic noose with electrical skin with some obscure build, although you can't know everything that's out there.
I did some minor play-testing in my campaign by giving the spell to any suitable casters for free, but I don't force them to use it, nor do I force them to even prepare it, so I haven't been able to gauge the effects completely. It did seem to help the party against a gargoyle they encountered. Though it inflicted no damage it did keep the beast in place long enough for the party to get the upper hand. Still even though there are countless creatures and some will be affected more than others, I wouldn't mind having a bit more data to tweak it with.
There are some higher-level, upgraded versions I made, but this is the base spell that I built them on.
Edited in some changes and clarifications.
