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    Halfling in the Playground
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    Default Wacky (yet useful) spells you have used.

    A thread like this is probably buried in the archives somewhere, but I'd like to try my very own Highly Popular Thread (HPT). Post any wacked-out, goofy, insane, or cartoony spells you have come up with and actually used in a campaign here. Here's one my evil bard/sorceror (gestalt munchkin campaign I was in...) made up.

    Anvil Drop

    Conjuration
    Level: Wiz/Sor 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: one creature
    Duration: Instantaneous
    Saving Throw: Reflex half, fortitude (see text)
    Spell Resistance: No

    This spell creates a solid iron anvil above the head of a target, imbuing it with tremendous downward velocity. The target takes 1d8 bludgeoning damage per caster level (max 15d8). Additionally, if the target has failed the initial Reflex save, they must make an additional Fortitude save or be knocked prone. The anvil disappears immediately after impact.

    Imagine a bard/sorceror using this. Constantly. To the chagrin of more "serious" players. Also imagine me knocking a Large airborne blue dragon to the ground with this spell. On top of the party's barbarian. Needless to say new character rolling ensued, along with laughter.
    Winnar of the Friend or Foe Design Contest (entry), Best Overall, Best Fitting ToB Setting, Staff Choice and Rookie. w00t!

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    Ogre in the Playground
     
    Amotis's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    Major Creation does the same thing basically.
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    Barbarian in the Playground
     
    Abd al-Azrad's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    As does Summon Nature's Ally VI. Granted, two levels higher, but when you're only using it to drop an Elephant on your opponent from 50ft. up, I see it as a worthwhile use of the spell.

    And the elephant may even survive to continue dropping its own brand of anvils on your foes. Super-cool.
    That is not dead which can eternal lie
    And with strange aeons even death may die.

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    You are a bad, bad man, Abd.
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    'Psionics' is just tapping into the core of magic within yourself, whereas the mumbo-jumbo dancing, gibbering, and flinging around esoteric material components is like trying to paint-by-numbers when the guy next to you is rendering works from Picasso by memory alone.

    Abd's contribution to the Animate/End A World project.

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    beholder's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    portable holes are the most kick arse cartoony thing around
    Disatar is awesome. My namesake below by the ingenious Dr.Bath.
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    Originally Posted by Dhavaer
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    All of them.

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    Amotis's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    Quote Originally Posted by Abd al-Azrad
    As does Summon Nature's Ally VI. Granted, two levels higher, but when you're only using it to drop an Elephant on your opponent from 50ft. up, I see it as a worthwhile use of the spell.

    And the elephant may even survive to continue dropping its own brand of anvils on your foes. Super-cool.
    Can't. This has been discussed here before. You have to have a surface in which to summon 'em.
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    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Wacky (yet useful) spells you have used.

    I could see a druid setting a trap that way.

    Find a cave with a very high ceiling. Build wooden support system around the roof of it. Make one section very, very thin and weak. Wait until the PC's walk under it, and then summon your Dire Hippo. It breaks through and falls 50 feet onto the PC's.

    Lot of work, but worth it.
    Bearing Arms for Truth, Justice, and the occasional Pixie stick. But mostly Truth and Justice.

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    Halfling in the Playground
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    Default Re: Wacky (yet useful) spells you have used.

    Well, once I played in the Iron Kingdoms setting, and neutralized a Steamjack by creating a bunch of water just above his smokestack, which ran down into his boiler and quenched the fire. Not a bad bit of effect out of a lowly level 0 spell.

    Of course later on, I tried it against a WARjack. Didn't go so well. How was I to know they had a smokestack cover (kinda like the ones on a diesel truck) on this model? Much pain (for me) ensued.

    :)
    "Life is what happens to you while you're busy making other plans"-J. Lennon

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    Ogre in the Playground
     
    Amotis's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    Quote Originally Posted by The Werebear
    I could see a druid setting a trap that way. *

    Find a cave with a very high ceiling. *Build wooden support system around the roof of it. *Make one section very, very thin and weak. *Wait until the PC's walk under it, and then summon your Dire Hippo. *It breaks through and falls 50 feet onto the PC's.

    Lot of work, but worth it.
    A druid? Isn't that kinda mean to the hippo?
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    Dwarf in the Playground
     
    ClericGuy

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    Default Re: Wacky (yet useful) spells you have used.

    I did about the same thing as Hungerdog. As a relatively high level cleric, I used create water over the head of an enemy who was casting. As create water adds more and more water per caster level, I was dumping quite a few pounds of water on this persons head. I think it's 2 gallons of water per level, with a 6th level cleric and water weighing in at 8 pounds per gallon. That's 96 pounds randomly falling on someone's head. Granted, it's water but it would still hurt or at least distract the caster.
    You're part of something larger now. It's like you've been eaten...by something larger.

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    Dwarf in the Playground
     
    Kobold

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    Default Re: Wacky (yet useful) spells you have used.

    A druid? Isn't that kinda mean to the hippo?
    Ah yes, Summon Monster ethics, thats a huge can of worms that has me very close to swearing off the spell all together.

    Also, the Hippo trick won't work, as it clearly states the surface a monster is summoned to must be able to support it. Your wooden planks couldn't as part of the design. However, if you summoned say, a horse or lion, then cast Enlarge Animal it would work.
    "I'll give you a 10 second head start; if I catch you, I eat you."

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    Ogre in the Playground
     
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    Default Re: Wacky (yet useful) spells you have used.

    Quote Originally Posted by Hungerdog
    Well, once I played in the Iron Kingdoms setting, and neutralized a Steamjack by creating a bunch of water just above his smokestack, which ran down into his boiler and quenched the fire. Not a bad bit of effect out of a lowly level 0 spell.

    Of course later on, I tried it against a WARjack. Didn't go so well. How was I to know they had a smokestack cover (kinda like the ones on a diesel truck) on this model? Much pain (for me) ensued.

    :)
    One of my players always has a create water memorized, and he might even memorize it as quickened if he's being ornery. He uses it like an 'insult to injury' type spell. The villain is monologing? Splash. The villain is still standing after being fireballed? Splash. The villain is dressed to impress? Splash. Anything to piss the villain off so that s/he makes mistakes. :)
    Fhaolan by me! Raga avatar by Mephibosheth!

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    Halfling in the Playground
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    Default Re: Wacky (yet useful) spells you have used.

    ^

    Very nice.

    It goes to show-never underestimate the usefulness of 0 level spells. Even if just for effect.
    "Life is what happens to you while you're busy making other plans"-J. Lennon

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    Default Re: Wacky (yet useful) spells you have used.

    ^
    ^

    I play a gnome wizard who use Prestidigitation in much the same way.
    Is the BBEG talking too much? Soil his clothes or make his tongue taste bad.
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    Barbarian in the Playground
     
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    Default Re: Wacky (yet useful) spells you have used.

    Coconut Equestrian

    Illusion (Shadow)
    Level: Brd 4, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 10 minutes
    Range: 0 ft.
    Effect: One quasi-real, Medium size, humanoid creature
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    You summon a quasi-real, Medium humanoid creature of any type the caster has a hair from. This being will be carrying a very large pack and will take up the material components of the spell – a pair of coconut halves and two swallow feathers. With these in hand, the being will stand in the 5’ square immediately behind the person whom the caster designates the being to serve. When the humanoid claps together the coconut shells in the rhythmic pattern of horse hooves, the person will be transported forward as per Phantom Steed. The main difference between the spells is that the person does not appear to be riding a steed at all, merely moving their legs in a silly fashion and dictating the direction of movement by holding invisible reins.

    Additionally, the coconut clapper can be directed to carry gear and equipment for the “rider”. The spell can carry up to 50 pounds per caster level, but this weight includes the weight of the “rider”. So for a 17th level caster, the coconut clapper can move up to 850 pounds. If the rider weighs 200 pounds, then the clapper can carry an additional 650 pounds.

    Extra weight can also take the form of additional creatures, though they must ride on top of the clapper’s oversized pack (they suffer no penalties for doing so, but it looks about as absurd as the “rider” and they have no control over speed or direction). This weight does not affect the clapper’s speed in any way, except that an overburdened clapper is unable to move. An overburdened clapper will fall to the ground and struggle, groaning piteously and perhaps crying out things like “Help! Help! I’m being oppressed!” and “See the oppression inherent in the system!” This will continue until the burden is appropriately lightened.

    The clapper has an AC of 18 (+4 natural armor, +4 Dex) and 14 hit points +2 hit point per caster level. If it loses all its hit points, the coconut clapper disappears. The clapper can move with the “rider” at a speed of 20 feet per caster level, to a maximum of 240 feet.

    Animals, dire animals and vermin all shun the coconut clapper, for he is a very strange and unnatural creature. They will not attack a coconut clapper; nor will the coconut clapper make any attacks.

    The clapper gains additional powers according to caster level. A clapper’s abilities include those of clappers of lower caster levels. All abilities affect the “rider” as well.

    8th Level
    The coconut clapper can cross over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

    10th Level
    The coconut clapper can use water walk at will (as the spell, no action required to activate this ability) on themselves.

    12th Level
    The coconut clapper can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time. After one round, it falls to the ground ingloriously, as does the rider.

    14th Level
    The coconut clapper can fly at its speed (average maneuverability).

    16th Level
    The coconut clapper improves its fly ability to good maneuverability.

    18th Level
    The coconut clapper improves its fly ability to perfect maneuverability.
    New Terminator movie = Awesome!

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    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Wacky (yet useful) spells you have used.

    Quote Originally Posted by Amotis

    A druid? Isn't that kinda mean to the hippo?
    Yeah, but it disapears without being hurt when it would normally die, so no problems there. *

    Quote Originally Posted by Sacrath
    Also, the Hippo trick won't work, as it clearly states the surface a monster is summoned to must be able to support it. Your wooden planks couldn't as part of the design. However, if you summoned say, a horse or lion, then cast Enlarge Animal it would work. *
    Well, summon it onto a sturdy section and order it to move onto the weak section.
    Bearing Arms for Truth, Justice, and the occasional Pixie stick. But mostly Truth and Justice.

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    Titan in the Playground
     
    Matthew's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    The 'Summon Cow' cheat code spell from Baldur's Gate / Icewind Dale, etc... was hilarious... I have yet to see it used in a pen and paper campaign, but it would be both wacky and useful, so it meets the first criteria...


    Summon Cow (Summoning)
    Level: 2
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 1
    Area of Effect: 1 Creature
    Saving Throw: None
    The spell speaks for itself baby!

    Taken from: http://db.gamefaqs.com/computer/dosw...dale_items.txt
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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    Pixie in the Playground
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    Default Re: Wacky (yet useful) spells you have used.

    Quote Originally Posted by Sacrath

    Ah yes, Summon Monster ethics, thats a huge can of worms that has me very close to swearing off the spell all together.

    Also, the Hippo trick won't work, as it clearly states the surface a monster is summoned to must be able to support it. Your wooden planks couldn't as part of the design. However, if you summoned say, a horse or lion, then cast Enlarge Animal it would work.

    Hmm. Well, as the Druid is above the person they wish to hit with the Hippo, I'd summon it like this.

    Set up a platform suspended by ropes. Make sure this platform suspended by ropes can support the hippo. Summon the hippo onto this platform. Cut the ropes.

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    Barbarian in the Playground
     
    Abd al-Azrad's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    Quote Originally Posted by Amotis

    Can't. This has been discussed here before. You have to have a surface in which to summon 'em.
    Okay, fine, I'm an idiot. :P

    Although I do believe the best spells, in terms of being completely at odds with the caster's ethics, are the Nature's Ally spells. Calling dominated monsters into battle to act as meat shields? Setting up elaborate wooden platform traps to crush enemies under the weight of a Dire Hippo, which will certainly die (and, I know, return to its previous location at full health, no harm done, blah blah hippie protests), pure brilliance.

    We need an alternate version of the Nature's Ally spells that kills the summoned animal automatically, after dropping it 200 feet onto an enemy. That way, you really can kill two birds with one stone.

    ...or, more precisely, crush your enemy under a hippopotamus and piss off every living druid with one spell. There's no downside!

    EDIT: I've decided the spell should also broadcast the caster's name and location to every druid in the world as well. Saves you time in locating and killing druids if they all come to you. And then you can cast the spell on each druid that comes!

    Brilliance, I am.
    That is not dead which can eternal lie
    And with strange aeons even death may die.

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    Quote Originally Posted by Sophismata View Post
    You are a bad, bad man, Abd.
    Quote Originally Posted by Lycanthromancer View Post
    'Psionics' is just tapping into the core of magic within yourself, whereas the mumbo-jumbo dancing, gibbering, and flinging around esoteric material components is like trying to paint-by-numbers when the guy next to you is rendering works from Picasso by memory alone.

    Abd's contribution to the Animate/End A World project.

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    Ettin in the Playground
     
    Shhalahr Windrider's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    I've always been fond of thunderhead, a 0-level spell from Dragon #302. It conjures a small storm cloud over the targets head. For the next three rounds, the cloud zaps the target with lightning bolts, dealing 1 damage each (Reflex negates).
    The Future just ain’t what it used to be.

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    Ogre in the Playground
     
    Amotis's Avatar

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    Default Re: Wacky (yet useful) spells you have used.

    Quote Originally Posted by Shhalahr Windrider
    I've always been fond of thunderhead, a 0-level spell from Dragon #302. *It conjures a small storm cloud over the targets head. *For the next three rounds, the cloud zaps the target with lightning bolts, dealing 1 damage each (Reflex negates).
    Haha, awesome. Must use that.
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