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Thread: Tetris Spells

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    Orc in the Playground
     
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    Default Tetris Spells

    I took a look at my sig over on the WotC boards today and spotted these things which I created last summer when I was very, very bored. They didn't get much of a response over there, but hopefully the GitP crowd's better sense of humour will find these appealing.


    Guide to Identifying a Tetromino
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    The Spells
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    Level 1
    Korobeinki
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    Korobeinki
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd1 Sor/Wiz1
    Components: V, S,
    Casting Time: 1 standard action
    Range: Personal
    Affects: 1 or more creatures within a 60 ft. Emanation centred on You
    Duration: Concentration up to 2 rounds + 1 round/level
    Saving Throw: Will Negates
    Spell Resistance: Yes

    As you whistle, hum, sing or otherwise perform a happy tune, your foes become distracted.
    Korbeinki is a tune with magical properties, if used as part of a spell. This spell affects 4HD of creatures you target +2HD/level, up to 20HD of foes at 8th level. A save is attempted on the first round of the spell - Success prevents all effects of this casting, failure means the creature suffers normally under this spell until it ends.
    If you do not concentrate on the spell, the effects end at the end of your turn. The effects of the spell are as follows:
    Code:
    
    1st round - Lose 1 action as if Dazed at the start of each round for the duration of the spell.
    2nd round - Effective dexterity modifier is reduced by one, if applicable, for duration of the spell. Note that if the target has a lowered dexterity modifer due to Armour, this doesn't apply: A normal modifier of 3, reduced to 2, would still be counted as 1 if the target is in Banded Mail.
    3rd round - Become Flat-Footed at the start of each round affected.
    4th round - and all rounds thereafter - Flat-footed at start of round and -2 distraction penalty on attack rolls.

    Level 2
    Mind Games
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    Mind Games
    Enchantment [Mind-Affecting]
    Level: Sor/Wiz2 Brd2
    Components: V, S, M,
    Casting Time: Full-round action
    Range: Touch
    Affects: Creature Touched
    Duration: 1 round / level
    Saving Throw: Will Negates
    Spell Resistance: Yes

    As you touch your target, shapes dance before their eyes, causing them slow and stop as they watch the hypnotic patterns that fall down in front of them
    If your target fails its save, it becomes Fascinated for the duration of the spell. They cannot attack or move at a speed greater than 5 ft., if they have any speed. Flying creatures instead glide down gently as they stop propelling themselves and try to land. The creature can take no actions other than defense, though they take a second save to resist the spell if heading for mortal danger, such as spinning blades of doom or a cliff-edge, or if they take more than 1HD of damage in one round. In addition, the target automatically fails any saves and lowers its spell resistance (if any) by half against Tetris spells while under the influence of Mind Games.

    Material Component: Four small cubes of semiprecious stone worth 1gp each, which seem to sink into the touched target if the spell is successful.

    Level 3

    Sword of the Sacred Geometry, Lesser
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    Lesser Sword of the Sacred Geometry
    Conjuration [law]
    Level: Sor/Wiz3, Clr3 (Can replace 2nd level Law domain spell)
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Affects: One Created Weapon
    Duration: 1 minute / level (D)
    Saving Throw: No
    Spell Resistance: No
    Gesticulating wildly, you fling a single tetromino to an ally which grows as it flies, becoming a cross between a tetromino and the weapon you choose.
    Upon casting this spell, you call forth a weapon formed from the laws of the universe. Such a weapon is a powerful manifestation of universal force, and as such has the following properties:
    • Made of the DR-Overcoming material of the caster's choice
    • +1 enhancement bonus against Chaotic opponents and Abberations
    • Deals +1d4 points of damage to Outsiders with the Chaotic subtype and Abberations

    Material component: A gemstone tetromino worth 50gp

    The Long Piece
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    The Long Piece
    Evocation [Force]
    Level: Sor/Wiz3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Short (25 ft. + 5 ft./2 levels)
    Area: 60 ft. line
    Duration: Instantaneous
    Saving Throw: Reflex for Half
    Spell Resistance: No

    A single line Tetromino flies from your hand, continuing until it strikes a target and disappears, flashing and whooping as it stuns its target.
    You make a ranged touch attack to hit one target. If you miss the initial target, the line continues up to the maximum distance or until it hits a target.
    When a target is hit, the line vanishes on contact with a signature flashing and low bleeping. The target takes 1d4+1 points of subdual damage per two caster levels, up to 10d4+10 at 20th level. In addition, the target must make a fortitude save if they fail the initial save. Failure indicates that the target is stunned for one round.

    Material Component: Four small cubes of semiprecious stone worth 3gp each, which are thrown to form the Tetromino.

    Level 4
    Vanishing Lines
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    Vanishing Lines
    Conjuration
    Level: Sor/Wiz4
    Components: V, S, F
    Casting Time: Full-round action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: Up to one 10ftx10ftx2ft square of wall per 4 levels
    Duration: 10 rounds / level
    Saving Throw: None, target caught in closing hole makes Reflex.
    Spell Resistance: Yes

    As you point your Tetralisman and speak the correct words, Parts of the wall you indicate flash and disappear, leaving a hole which stays for some minutes before the wall re-knits suddenly.
    You temporarily shunt a wall into the Demiplane of Tetrominoes. You may remove parts of a wall up to the indicated area, 10ft up and across and 2ft deep, but multiple castings can dig through thicker walls. A thinned section may, at the DM's discretion, have less HP or hardness.
    After the duration, the removed parts of the wall seem to fall rapidly from just above the hole, which closes in 1 round. Anything caught in the reforming wall takes 1d4 points of bludgeoning damage per caster level and is ejected backwards from the hole unless they make a reflex save to leap through.
    No permanent damage is done, and the spell cannot be made permanent. Magical walls are unaffected and magically treated walls continue to function outside of the removed area.

    Focus: A Gemstone carving of a Tetromino, carefully made and costing 300gp

    Level 5
    Piece Preview
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    Piece Preview
    Divination
    Level: Sor/Wiz5 Brd5
    Components: V, S, F,
    Casting Time: 1 standard action
    Range: Touch
    Affects: Creature Touched
    Duration: 1 round / level
    Saving Throw: Will Negates * Harmless
    Spell Resistance: Yes

    As you bestow this spell on your target, the way things move and fit together seems to be so much clearer than it was.
    The target can tell how flying objects will hit things easily. This gives a +3 bonus to AC against ranged attacks and a +3 bonus to hit with ranged attacks. These bonuses are +1 every 2 levels up to a maximum of +6.

    Focus: A Gemstone carving of a Tetromino

    Brickfall
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    Brickfall
    Conjuration
    Level: Sor/Wiz5
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Medium 100 ft. + 10 ft./level)
    Affects: One target / 3 levels (up to 5 at 15th) none of which can be more than 20ft from another target
    Duration: 1 round / 3 levels (up to 5 at 15th)
    Saving Throw: Reflex Half
    Spell Resistance: Yes
    Raising your arms to the sky and praising the perfection of geometry, you call the wrath of the laws of nature to strike the enemy with falling Tetrominoes of great power
    Brickfall calls down pieces at great speeds, a scaled-down version of an epic Relativistic Kill Spell developed for use in the void of the Astral Plane where pieces can accelerate to stupendous speeds. Though nowhere near as powerful as the original, Brickfall is useful in pinning down a small group of enemies while other spells. A single brick falls onto each target each round of the spell - they need only be within 20ft of another target at the time of casting. If used inside, bricks fly on the longest path towards the target possible and the effect remains the same. Targets save each round to avoid damage and stunning. On a failed save, a target takes 1d8 force damage/2 levels and is stunned for 1 round. On a successful save, damage is halved and the stun negated. Targets taking a full-round defense action pass their save automatically, and can work this out after observing the spell in action - it is designed to force enemies to seek shelter. This spell deals double damage to and ignores the hardness of walls.

    Level 6
    Tetromino Cylinder
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    Tetromino Cylinder
    Evocation (Force)
    Level: Sor/Wiz6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: 15-foot radius, 15-60 foot high cylinder
    Duration: Instantaneous
    Saving Throw: Reflex for Half * see text
    Spell Resistance: Yes

    Pieces pour down around where you indicate, creating a cylinder which falls as a wall, then sweeps in to crush everything caught inside
    This spell creates a downwards blast of interlocking pieces, 30 feet wide and anywhere between 15 and 60 feet high. Anyone caught in the area of effect takes 1d6 points of force damage per 2 levels as they are smashed by the rain of blocks, and if they failed their initial save for half force damage they are swept into the middle of the area and take a further 1d6 bludgeoning damage/level. Creatures may be forced into each other's squares by this spell and fall prone after the spell ends if this was the case.

    Material Component: Three small silver carvings of Tetrominoes worth at least 10gp each, which crush easily in the caster's hand as he finishes casting the spell

    Level 7
    Wall of Tetrominoes
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    Wall of Tetrominoes
    Conjuration (Force)
    Level: Sor/Wiz7
    Components: S, M, F
    Casting Time: Full-round action
    Range: Medium (100 ft. + 10 ft./level)
    Area: 10 ft. square wall segment / levels
    Duration: 1 hour / level (D)
    Saving Throw: Reflex for Half *see text
    Spell Resistance: No

    As you gesture and whirl, Tetrominoes made of 8" cubes begin to rain down and stack up, playing a giant game of Tetris that blocks progress where you point, churning, flashing, vanishing and falling again in a seemingly endless parade of happy little blocks
    You may designate as many 10'x10'x8" areas as you are able to, though each area must be in contact with another. You may also shape the wall to fit spaces such as corridors, etc. The wall is made of blocks of force which extend to the Ethereal plane.
    The blocks do not form a perfect wall - There is a 15% chance that an item of small size or smaller passes through unharmed if it moves at a speed of 40ft in one round or more, the run speed of a small creature. Medim-sized creatures have a 10% chance if they move at this speed, or a 15% chance if they move at 60ft in one round. Anything larger will hit bricks 99% of the time regardless of speed, due to the Sod's Law Principle.
    If an object hits the wall, it is suddenly smashed between Tetrominoes. It takes 1d6 points of force damage per level and is flung back 30 feet, unless it succeed at a reflex save, in which case it takes half damage is is knocked prone in the square it was in right before it hit the wall.
    Lines of sight (and thus gaze attacks) continue through the wall normally, though line of effect has a 40% chance of being blocked, re-rolled each round, unless the creature using the effect is the subject of Piece Preview (Which negates the chance entirely due to its Tetromino affinity) or has some form of prescience, which reduces this chance to 10% as they see where to guide the effect to minimise chance of a block intersecting for too long.
    Finally, the Wall interacts with most spells as a Wall of Force, though it is only 80% effective at blocking areas of effect. A cone-shaped effect that passes through the wall comes through as 1d4 separate line effects with half the length of the remaining cone length, so a 60ft cone hitting 30ft down its length would produce 1d4 lines 15ft long from the wall at random points where the cone hit the wall.
    The wall may be made permanent, though its constant bleeping, clicking and buzzing noises make it an irritating defensive measure for any length of time.
    The Wall of Tetrominoes is countered and dispelled by Devastate the Walls, but does not counter or dispell that spell.

    Material Component: Small Diamond cubes
    (not necessarily perfect) with a total value of at least 75gp
    Focus: A Gemstone carving of a Tetromino worth at least 300gp

    Sword of the Sacred Geometry, Greater
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    Greater Sword of the Sacred Geometry
    Conjuration [law]
    Level: Sor/Wiz7, Clr 7 (Can replace 6th-level Law domain spell)
    Components: V, S, M, F
    Casting Time: Single Action
    Range: Medium (100 ft. + 10 ft./level)
    Affects: One conjured weapon
    Duration: 1 minute / level (D)
    Saving Throw: No
    Spell Resistance: No
    Calling on the very laws that define shape, you conjure a weapon of incredible power to force back creatures that are anathema to creatures which defy such natural law by existing.
    As Sword of the Sacred Geometry, Lesser, but the created weapon has the following properties:
    • Overcomes the DR of any Abberations and Chaotic-Subtype Outsiders
    • Deals +1d6/3 levels damage to such targets
    • Can be dismissed by Caster or Wielder to cast Order's Wrath for Divine casters or Dismissal for Arcane casters (CL Same as that of Caster)
    • Wielder can Detect Chaos and Detect Abberations at will
    • Wielder gains (Choose each round on the player's turn) +1/3 Levels bonus to hit Abberations and Chaotic-Type Outsiders or +1AC/3 levels against such targets

    Against creatures that are not of these types, the weapon is still a +2 Keen weapon of its type and retains the Keen bonus against the target enemies. All bonuses/level use the Caster's level, not the wielder's.

    Level 8
    Fingers of Fury
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    Fingers of Fury
    Enchantment
    Level: Sor/Wiz8
    Components: S, M, F
    Casting Time: Full-round action
    Range: Touch
    Duration: 1d6+1 rounds
    Saving Throw: Will Negates * Harmless
    Spell Resistance: Yes * Harmless

    Spurred by a sudden burst of energy, the target moves as if experiencing life at a faster pace than those around him. After the unfortunate events of the 3rd annual puzzle tournament, potions of this spell are now required to be labelled with warnings against mixing with any other stimulants.

    The target of this potent spell gains several enhancements.

    • +4 insight bonus to dexterity (stacking)
    • Double base land speed (including bonuses from classes such as Monk)
    • The target's armour (if any) has its Armour Check Penalty halved (e.g. Chain Shirt goes from ACP-2 to ACP-1
    • The target's armour (if any) has its Max Dex Bonus doubled (e.g. Chain Shirt goes from max dex 4 to max dex 8)
    • +4 insight bonus (stacking) on reflex saves
    • Improved evasion as the Rogue ability
    • Weapon Finesse in any weapons they are proficient with
    • +2 Dodge bonus (stacking) to AC


    However, after the 1d6+1 rounds of bonuses are up, the target is hit by the bounds they threw off. For 1d4 rounds, the target has the following penalties:

    • -4 penalty to Dex
    • -2 penalty to Str
    • Halved base land speed
    • Doubled Armor Check penalty
    • -2 penalty to reflex saves
    • Loss of Improved Evasion and Weapon Finesse (and any feats that use these as pre-requisites) if they have these feats


    Material Component: Four small cubes of Diamond worth 25gp each
    Focus: A Gemstone carving of a Tetromino worth at least 300gp

    Level 9
    Devastate the Walls
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    Devastate the Walls
    Evocation [Force]
    Level: Sor/Wiz9
    Components: S, M, F, XP
    Casting Time: Full-round action
    Range: Long (400 ft. + 40 ft./level)
    Area: 5ft./level cone
    Duration: 1 Hour
    Saving Throw: See Text
    Spell Resistance: Yes

    Concentrating on a Tetromino mantra, you call into existance a sudden blast of tetrominoes, pouring forth from your hand with devastating speed. Where they strike, holes open in walls and armor, magical barriers wink out of existance and the tide of battle is turned.
    This spell unleashes a blindingly fast cone of phasntasmal tetrominoes. Those caught within its area take 1d4 force/level. Defensive structues both man-made and natural are hit by 1d10 force/level, ignoring hardness on nonmagical structures and halving it on magical structures. Shields, armor and other defensive wear is similarly damaged, having its effectiveness reduced by 3/4 as holes appear in it. However, the armor check and max Dex penalties are increased by one (So a character wearing full plate can have a dexterity modifier of 2), as the armor is temproarily lighter and less in the way. Magical armor is allowed a save to avoid these penalties. Any spells from the Abjuration school are treated as being hit by a targeted Greater Dispel Magic.

    The effects of this spell extend to the Etherial plane. Anything removed is not destroyed, it is shunted temporarily into a pocket of the Tetromino dimension. Walls do not crumble on their own, but are weakened and may more easily be destroyed by Seige weapons before the parts drop back into place at the end of the spell's duration. Walls entirely destroyed are not repaired at all when the duration expires.

    Material Component: A bag of ten small diamond cubes worth 25gp each.
    Focus: A Gemstone carving of a Tetromino worth at least 500gp
    Experience Point Cost: 150xp


    Epic Level
    Epic Brickfall
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    Epic Brickfall
    Conjuration [sonic]
    Seed Conjure: 21
    Seed Energy: 19
    1-action casting time: 20
    Increase area by 100%: 4 (Used 3 times for 400% area)
    Spellcraft DC 72
    Spell Components: V,S
    Duration: 20 hours
    Saves: Reflex to avoid crushing
    Area: 32000 cubic feet (256 tetrominoes)

    With a gesture and a word, you call down up to 256 tetrominoes composed each of four 5-foot-cubes of incredibly hard stone which slam into the ground and begin to blare out a song that splatters the weak. This mighty wall lasts for almost a day, scouring the land of any who come near it.

    The Conjure seed creates the tetrominoes. The Energy seed is used in its slow-burning form.

    The 256 tetrominoes created must touch at least one other tetromino with one full side to its full side. Tetrominoes may be arranged in a 3D pattern.

    The tetrominoes fall immediately, but appear to the observer to fall one by one at exponentially increasing speeds, each accompanied by a low thudding sound that seems artificial - this is just a minor illusion and time is not affected.

    Any creature caught under a tetromino takes normal crushing damage for 4* the weight of a 5-foot block of stone and is pinned unless they succeed on a reflex save to leap out from under the block. If there is no escape route within the furthest distance the creature can move in one round, they are caught automatically.

    Any creature within 5 feet of a tetromino takes 2d4 points of sonic damage and any creature within 10 feet takes 1d4 points of sonic damage. A creature trapped underneath a tetromino may be suffocated by the great crushing weight. The sound of the tetrominoes can be heard for five miles around, imposing a -2 circumstance penalty to listen checks, which increases to -8 within 100 feet of them and -20 within 10 feet. The cacophonic wailing of the blocks also forces a concentration check as if spellcasters had taken 2d4 points of damage when casting within 10 feet.



    Might make more some other time. I know that the balance will be Waaay off, so please PEACH me with all you've got!
    Last edited by Mysticaloctopus; 2007-06-26 at 02:38 PM.
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    WhiteWizardGirl

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    Default Re: Tetris Spells

    Where is the spell thats drops just one tetrimino?

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    biggrin Re: Tetris Spells

    do dododo dododo dododo do do doooo do do do do do do

    Oh noes! The Wizard is cornered in!

    DEVASTATE THE WALLS! Small holes begin to fall out of the Fighters' armor, until almost nothing is left. The party meatshield comes in for the kill. If you were looking for a place where your spells would be appreciated, this would be the place. You definitely nailed which spells should be bard, and altogether marvelous work. I commend you.
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    Ettin in the Playground
     
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    Default Re: Tetris Spells

    Awesome. Just awesome.

    I love these. And Korobeiniki is an awesome song.

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    Default Re: Tetris Spells

    Quote Originally Posted by jindra34 View Post
    Where is the spell thats drops just one tetrimino?
    That's The Long Piece. It can fire off other shapes, too, I'm sure. Just remember to include "Damn I need one of those long ones right now" as you cast and you're guaranteed to get a different shape.
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    Default Re: Tetris Spells

    Quote Originally Posted by Mysticaloctopus View Post
    That's The Long Piece. It can fire off other shapes, too, I'm sure. Just remember to include "Damn I need one of those long ones right now" as you cast and you're guaranteed to get a different shape.
    I meant like a peice made up of 5 foot cubes... for splatting people...

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    Default Re: Tetris Spells

    Added Brickfall, which splatters people underneath falling tetrometeors, and Lesser/Greater Sword of the Sacred Geometry, which summon weapons useful against Abberations and Chaotic-Subtype Outsiders.
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    GreenSorcererElf

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    Default Re: Tetris Spells

    By Word of Law do you mean Dictum? Cause if so, you're granting a free lv7 divine spell as a bonus effect of a lv7 arcane spell, which is just flat too much.
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    sheer awesomeness

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    Default Re: Tetris Spells

    On the Dictum problem, how about Order's Wrath instead? It's only a 4th level divine spell. That might make it ok.
    Ralien, my elf soulknife, by Magioth.

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    Default Re: Tetris Spells

    Aah, whoops. That's what happens when you don't play a cleric for so long you forget their spell list. Commence the editing!

    Edit: There, it now casts Order's Wrath or Dismissal based on Divine or Arcane caster of the spell and both Sword of the Sacred Geometry spells are Lawful-aligned.
    Last edited by Mysticaloctopus; 2007-06-26 at 06:30 AM.
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    Default Re: Tetris Spells

    As awesome as they are, I think it should just be one spell. Cast it, and strange music starts playing, and massive blocks start falling. That's it.

    Mind you, there's some good flavor in the spells :P
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    Rizban: You could be all, "Today's Destruction is brought to you by the color green.... I HATE GREEN!" then fly off mumbling to yourself "Seven... seven bats... mwa ha ha ha..."

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    Default Re: Tetris Spells

    Hmm... I'll get to work on a stupidly powerful epic-level spell later on.

    There, corrected the problem with lesser sword of blah blah can't be bothered to type long name which arose from copying the stats block from another spell and made an epic spell for the hell of it.
    Last edited by Mysticaloctopus; 2007-06-26 at 02:46 PM.
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    Default Re: Tetris Spells

    lol, I think I'm gonna include an NPC with these spells sometime...

    The only thing I noticed that was really off about the spells is that Lesser Sword of the Sacred Geometry has a duration of instantaneous (which indicates that it spontaneously creates permanent magic weapons?) and it also says "Reflex for Half" in the save entry.

    Is it really supposed to create permanent weapons instead of being hours or minutes/level. I'm guessing that the save entry there is a typo.

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    Default Re: Tetris Spells

    I'm going to make a massive puzzle with these. A machine enchanted to crate with randomized tetriminoes made up of 5' blocks in a machine that's exactly five foot thick fifty feet wide and 100 feet tall. it will also have a control that uses telekinesis to manuever the blocks in 90 degree angles, left and right, Really fast down or slower up. If they make a line, then a disintigration spell destroys it and the blocks all move down to fill the cleared line.
    If a block reaches the top, epic brickfall in the whole room! Mwahahaha.

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