Choking Grip
Choking Grip is one of my favorite 1st level Arcane spells. It’s usage is simple, it lets Mages apply damage and Choking to a target and its concentration based. Fucking lovely.
Choking Grip
Arcane 1, Divine 2
Type: Death
Range: 45’
Duration: Concentration
This spell can place an invisible grip around the throat of a living target. The target must make a Death saving throw. If the save succeeds, the target resists the spell. If the save fails, the target begins choking. It immediately suffers 1d6 necrotic damage and thereafter cannot take any actions or speak (although it can still defend itself) until the choking grip ends.
When the caster’s next initiative number comes up, if the caster maintains concentration on the spell, then the choking target must make another Death saving throw. If the save succeeds, the spell ends. If the save fails, the target continues choking. It suffers another 1d6 necrotic damage and still cannot take any action. The choking grip lasts until dispelled, the caster stops concentrating upon it, or the target makes a successful saving throw and ends the spell.
The target of this spell must be a living animal, giant, humanoid, monstrosity, or other creature that respirates through a windpipe. If cast on another type of living creature, such as an ooze or vermin, the spell automatically fails.
Now breaking down the spell it comes in two parts. This is the first spell that I’ve broken down that has an Effect, the Choking, on top of the damage. The first part will be the 1d6 damage and the second is the Choking effect.
1st …
Choking Grip (1): Death, 1d6 Damage/Level (33), Maximum 1d damage (x0.1), 1 Creature (1), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 1.56
2nd …
Choking Grip (1): Death, target Choking/Vomiting for duration (x15), 1 Creature (1), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 7.09, total cost 8.65
So the spell is a little tight at first level with only 1.85 to work with but let’s see what I can do with it. If I increase the damage on the first part to 1d12/level the cost goes to 2.83 which when added to the 7.09 for the second part gets 9.92. Daddy Like.
1st …
Choking Grip (1): Death, 1d12 Damage/Level (60), Maximum 1d damage (x0.1), 1 Creature (1), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 2.83
2nd …
Choking Grip (1): Death, target Choking/Vomiting for duration (x15), 1 Creature (1), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 7.09, total cost 9.92
I tried increasing the max damage to 2d and decreasing the damage to 1d4 looking for that 2-8 vs 1d6 but that doesn’t fit. Normally you can’t get 2d of damage on a first level spell so if you allow it then understand that you’re breaking that rule. Let’s see if I can increase the range on both parts to 90’. The first part becomes 3.31 and the second 8.27 for a total of 11.58. Which is too high. Let’s try a 60’ range on both parts … that becomes 3.07 and 7.68 for a total of 10.75 … damn, just too high. So it’s a reset to 45’
There’s not much else I can do with the spell at 1st level without changing the basic nature of the spell. Let’s see what a third level Choking Grip could be …
1st …
Choking Grip (3): Death, 1d10 Damage/Level (52), Maximum 2d damage (x0.3), 1 Creature +1 / 5 levels (2), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 14.74
2nd …
Choking Grip (3): Death, target Choking/Vomiting for duration (x15), 1 Creature +1 / 5 levels (2), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 14.18, total cost 28.92
That’s not bad, the second target doesn’t kick in until the caster is 6th level but still. 2d10 to a single target that is also choking and then two targets at 6th level. I just couldn’t carry the 1d12 over if I wanted to expand it to extra targets which I think is a cool feature.
Now … how about a 5th level version?
1st …
Choking Grip (5): Death, 1d10 Damage/Level (52), Maximum 2d damage (x0.3), 1 Creature +2 / 5 levels (3), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 22.11
2nd …
Choking Grip (5): Death, target Choking/Vomiting for duration (x15), 1 Creature +2 / 5 levels (3), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 21.26, total cost 43.37
Hmmm, really all you’re getting is that additional target. 3 targets at 6th level and 4 targets at 11th level. I could have adjusted the range but 45’ has carried through the whole build and the short range feels like a pillar of the spell. Let’s see if I can’t tweak the damage a little bit …
1st …
Choking Grip (5): Death, 1d6+1 Damage/Level (35), Maximum 3d damage (x0.5), 1 Creature +2 / 5 levels (3), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 24.81
2nd …
Choking Grip (5): Death, target Choking/Vomiting for duration (x15), 1 Creature +2 / 5 levels (3), range 45’ (x0.6), duration: concentration or until target makes save (x1.75), save to avoid spell effect (x0.5), only targets living creatures (x0.9), Arcane (1), cost 21.26, total cost 46.07
I just couldn’t fit a 1d8 in there, at 3d it worked out to 31.29 and when added 21.26 came in at 52.45 which is just out of reach. But with this version you get a 3d6+3 (6-21) vs 2d10 (2-20) an obvious increase which when you add it to an additional target feels more like a 5th level spell. 3d6+3 to 3 targets at 6th and 4 targets at 11th is pretty nasty.
Take that Lord Vader.
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