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View Full Version : [3.5; Spell] The Funniest Joke in the World



Vaynor
2010-01-23, 02:49 PM
The original sketch. (http://www.youtube.com/watch?v=8gpjk_MaCGM)

This is obviously a joke, but what do you think? Are the spell levels about right?

Britainís Great Pre-War Joke
Enchantment (Compulsion) [Mind-Affecting][Language-Dependent]
Level: Brd 4, Sor/Wiz 5
Components: V
Casting Time: 1 full-round action
Range: Touch; Close (25 ft. + 5 ft./2 levels)
Target: Creature touched; See text
Duration 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

ĒIt was obvious that this joke was lethal...no one could read it and live...Ē

The caster tells the target one of the funniest jokes in the world, causing them to laugh hysterically, physically harming the target because of how hilarious the joke is. The caster and the target must both be able to speak and comprehend a common language, and the target must have an Int of at least 3. Upon hearing the joke, the target must succeed on a Will save or be sent into convulsions and bursts into laughter for 1d4 rounds. When laughing the target gains a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and AC bonus granted by a shield the target holds is negated. The laughing subject provokes attacks of opportunity each round on its turn. While laughing, the target takes 1d8/caster level damage (max 15d8) over the course of the spellís effects (the damage is rolled when the spell begins and is split over the duration). Once the target stops laughing it is out of breath and cannot speak or breath until its next turn.

Alternatively, the caster may instead choose to say the joke out loud for all that can hear. Any creature within 15 feet that meets the requirements is affected by the joke, albeit with a +4 bonus to their Will save (the joke being difficult to hear when yelled).

The caster must succeed on a DC 10 Will save or also find the joke funny and be affected by the spell as well. The caster may deliberately tell the joke in a language they do not understand to auto-succeed on this save. Telling the joke in a different language requires a DC 10 Intelligence check (a failed check requires the caster to make the save as normal; this check grants knowledge on which languages a single intended target can speak). The spell still affects any creature affected by this spell that comprehends the language the joke is told in.


The Funniest Joke in the World
Enchantment (Compulsion) [Mind-Affecting][Language-Dependent]
Level: Bard 5, Sor/Wiz 7
Components: V
Casting Time: 1 full-round action
Range: Touch; Close (25 ft. + 5 ft./2 levels)
Target: Creature touched; See text
Duration 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

ďIt was a fantastic success. Over sixty thousand times as powerful as Britain's great pre-war joke...Ē

The caster whispers the funniest joke in the world to their target, causing them to laugh hysterically and die from laughter. The caster and the target must both be able to speak and comprehend (respectively) a common language, and the target must have an Int of at least 3. Upon hearing the joke, the target must succeed on a Will save or be sent into convulsions and bursts into laughter for 1d4 rounds. When laughing the target gains a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and the AC bonus granted by a shield the target holds is negated. The laughing subject provokes attacks of opportunity each round on its turn. While laughing, the target takes 1d8/caster level damage (max 15d8) over the course of the spellís effects (the damage is rolled when the spell begins and is split over the duration). At the end of the effect, the target must succeed on a Will save or die from laughter. The target receives a penalty on their Will save equal to the number of rounds they spent laughing. Upon a successful Will save, the laughing ceases but the target is out of breath and cannot speak or breath until its next turn.

Alternatively, the caster may instead choose to say the joke out loud for all that can hear. Any creature within 15 feet that meets the requirements is affected by the joke, albeit with a +4 bonus to their Will save (the joke being difficult to hear when yelled).

The caster must succeed on a DC 15 Will save or also find the joke funny and be affected by the spell as well. The caster may deliberately tell the joke in a language they do not understand to auto-succeed on this save. Telling the joke in a different language requires a DC 15 Intelligence check (a failed check requires the caster to make the save as normal; this check grants knowledge on which languages a single intended target can speak). The spell still only affects any creature affected by this spell that comprehends the language the joke is told in.

Zeta Kai
2010-01-23, 03:22 PM
I LOL'd at this, & then I died... :smallredface:

Flickerdart
2010-01-23, 04:11 PM
Give them [Language-dependent] tags. They are also considerably more powerful than Irresistible Dance, which is Bard 6/SorWiz 8.

Vaynor
2010-01-23, 04:13 PM
Give them [Language-dependent] tags. They are also considerably more powerful than Irresistible Dance, which is Bard 6/SorWiz 8.

Well they do damage but they also allow saves, and don't last as long. Should I give them a chance to break out of it each round instead of just one Will save at the end?