I’m running a final session for a short campaign tomorrow. The majority of the action will take place underwater. They spent last session gathering information and finding a way to exist underwater for extended periods. They ended up finding an alchemist who was able to make them some potions of water breathing (they will grow gills). One player wanted to become a shark. After some negotiation with the alchemist, it was determined that she could make that kind of potion.
Become Shark needs some rules. The player really wants to be able to cast his spells (he’s a wizard) as a shark. While this is cool, I’m trying to figure out how it works. I’ve tried to get him to describe his spells in the past (do they have a somatic or verbal component?). I have not gotten quite enough description to nail that down. Any suggestions on how I should proceed? I’m thinking either:
– he can cast spells as a shark
– I rule that the potion lasts a short time (e.g. one fight) and it makes him awesome melee but not spells.
When not a shark, he can do his spells normally underwater, subject to hopefully cool description of course.
Here’s my suggestion:
He can totally cast spells as a shark. He just needs to prep them in advance to be “shark ready”. Of course, a “shark ready” spell isn’t great as a human, so basically he’ll be prepping two sets of spells (shark form and human form). His rotes he can prep for both, so this only really applies to the powerful stuff.
This will give him what he wants (Shark Spells!) and create an interesting conflict that can be exploited as a GM.
The separate prep for each seems like a good idea. It has some drawbacks so it doesn’t just overwhelm the druid’s coolness. I assume that the total number of non-rotes he prepares cannot exceed his normal max. So he has to split between “human spells” and “shark-ready spells”.