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2006-04-17, 02:07 PM (ISO 8601)
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- Apr 2006
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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.
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2006-04-17, 02:16 PM (ISO 8601)
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- Nov 2005
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- Heima
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Re: Wacky (yet useful) spells you have used.
Major Creation does the same thing basically.
avatar by kuja.girl
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2006-04-17, 02:58 PM (ISO 8601)
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- Jun 2005
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- Toronto, City of Spires
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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Abd's contribution to the Animate/End A World project.
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2006-04-17, 03:00 PM (ISO 8601)
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- Mar 2006
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- Oman
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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.
[Image removed - too large]
Spoiler
Quote:
Originally Posted by Bears With Lasers
Originally Posted by Dhavaer
How many hit points would an earth-sized planet have?
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2006-04-17, 03:03 PM (ISO 8601)
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- Nov 2005
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- Heima
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Re: Wacky (yet useful) spells you have used.
Originally Posted by Abd al-Azradavatar by kuja.girl
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2006-04-17, 03:12 PM (ISO 8601)
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- Aug 2005
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- Lincoln
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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.
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2006-04-17, 03:14 PM (ISO 8601)
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- Oct 2005
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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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2006-04-17, 03:16 PM (ISO 8601)
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- Nov 2005
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- Heima
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Re: Wacky (yet useful) spells you have used.
Originally Posted by The Werebear
avatar by kuja.girl
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2006-04-17, 03:21 PM (ISO 8601)
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- Feb 2006
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- Houston, Texas
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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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2006-04-17, 03:23 PM (ISO 8601)
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- Feb 2005
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- Richardson, Texas
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Re: Wacky (yet useful) spells you have used.
A druid? Isn't that kinda mean to the hippo?
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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2006-04-17, 03:24 PM (ISO 8601)
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- Jun 2005
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- Duvall, WA
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Re: Wacky (yet useful) spells you have used.
Originally Posted by HungerdogFhaolan by me! Raga avatar by Mephibosheth!
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2006-04-17, 03:27 PM (ISO 8601)
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- Oct 2005
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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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2006-04-17, 03:51 PM (ISO 8601)
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- Dec 2005
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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2006-04-17, 04:05 PM (ISO 8601)
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- Oct 2004
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- Skiatook, Oklahoma
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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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2006-04-17, 04:13 PM (ISO 8601)
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- Aug 2005
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- Lincoln
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Re: Wacky (yet useful) spells you have used.
Originally Posted by Amotis
Originally Posted by Sacrath
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2006-04-17, 04:19 PM (ISO 8601)
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- Feb 2006
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- Kanagawa, Japan
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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.txtIt 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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2006-04-17, 04:31 PM (ISO 8601)
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- Jul 2004
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Re: Wacky (yet useful) spells you have used.
Originally Posted by Sacrath
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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2006-04-17, 05:09 PM (ISO 8601)
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- Jun 2005
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- Toronto, City of Spires
Re: Wacky (yet useful) spells you have used.
Originally Posted by Amotis
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.
Expand for quotes.
Abd's contribution to the Animate/End A World project.
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2006-04-17, 05:41 PM (ISO 8601)
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- Nov 2005
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- By a Park
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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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2006-04-17, 05:56 PM (ISO 8601)
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- Nov 2005
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- Heima
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Re: Wacky (yet useful) spells you have used.
Originally Posted by Shhalahr Windrideravatar by kuja.girl
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