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Thread: GITP Makes a Spell!
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2016-07-18, 03:51 AM (ISO 8601)
- Join Date
- Oct 2012
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- In the Playground, duh.
GITP Makes a Spell!
This is going to be silly, but whatever.
Welcome, one and all, to GITP makes a spell! Here, we post each line in turn of a spell description. The lines are:
Name
School (subschool) [Descriptors]
Level:
Components:
Casting Time:
Range:
Target:, Effect: or Area:
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.
For example, player 1 might say "Wall of Sheep". Player two then decides that this is a conjuration (summoning) spell. Player 3 decides it's clearly a Druid 4, Sorcerer/Wizard 5 spell. Player 4 thinks the components should be Verbal and Somatic. Player 5 thinks the casting time should be 1 standard action. Player 6 thinks the range should be medium. Player 7 thinks the effect should be "Wall of sheep, 20 ft high, 5 ft thick, 20 ft/level long". Player 8 thinks the duration should be 1 round/level. Player 8 thinks the spell should not allow a saving throw. Player 9 doesn't think it should allow spell resistance. Player 10 sets the descriptive text to "You summon a baa-ing wall of fluffy bodies that moves and tramples enemies." Player 11 sets the game mechanic effect to "You summon a wall of sheep up to 20 feet per level long, 20 feet high and 5 feet thick. The wall provides total cover to a creature on the other side, and a creature passing through the wall takes 5d6 points of damage from the kicking sheep. Each turn, you can move the wall of sheep up to 20 feet, and a creature moved into by the wall takes damage as though they had passed through. Each section of the wall has 20 hit points and no hardness."
The spell would then look like this:
Wall of Sheep
Conjuration (Creation)
Level: Drd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard action
Range: Medium (100 ft + 10 ft/level)
Effect: Wall of sheep, 20 ft high, 5 ft thick, 20 ft/level long.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You summon a baa-ing wall of fluffy bodies that moves and tramples enemies.
You summon a wall of sheep up to 20 feet per level long, 20 feet high and 5 feet thick. The wall provides total cover to a creature on the other side, and a creature passing through the wall takes 5d6 points of damage from the kicking sheep. Each turn, you can move the wall of sheep up to 20 feet, and a creature moved into by the wall takes damage as though they had passed through. Each section of the wall has 20 hit points and no hardness.
So, just as a reminder, you play name, school/subschool/descriptor, level, components, casting time, range, target/effect/area, duration, saving throw, spell resistance, descriptive text, and game effect text. The player who plays the game effect text writes up the spell, and the next player starts again.
Let's start with the name Death Altar.
Spoiler: The Hall of SpellsDeath Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
Casting time: 10 minutes
Range: Special (see text)
Target: One living creature
Duration: Permanent
Saving Throw: Reflex Partial
Spell Resistance: No
You point your finger at a creature, and they become a living altar of death, haunted by the visitations of the damned.
The range of this spell depends on your kinship with the target. You must be able to see or perceive the target, but that might be achieved by divination magic.
Kinship Range Clone or self Unlimited (same plane) Parent or child 100 feet Sibling 75 feet Uncle, aunt, niece, nephew 50 feet Grandparent or grandchild 50 feet First cousin 25 feet Not a close blood relative Touch
This spell is as much a blessing as it is a curse. The target can sees things that are inaccessible to most mortals, but is visited by strange powers.
The target of this spell can perceive the auras of undead (similar to detect undead, except it also extends to the ethereal plane and the plane of shadow, even if the target never sets foot in these planes). Fiends who were created from the souls of mortals (which excludes obyriths and archdevils) are also detected, though they "taste" differently from undead creatures. If the target has an Intelligence score of at least 7, he can distinguish between fiendish and undead auras.
Every time the target wakes up from sleep, he has a small chance of being afflicted by a terrible vision. Roll 1d6. On a roll of 2 to 6, nothing happens. On a roll of 1, the target suffers the visions. He can attempt to shrug them off by winking his eyes and making a Reflex save. If he succeeds, he suffers no ill effects but is shaken for 10 minutes. If he fails, the visions assault him. The target is shaken for an hour, suffers 1d6 points of nonlethal damage and is blinded for 1d6 days. A character who is blind can suffer from the visions as well, but receives a +4 bonus on its Reflex save. The duration of the blindness is not cumulative. A character who has no eyes cannot suffer from these visions.
Undead and fiends created from the souls of mortals can detect the presence of a target of this spell within 1 mile of themselves. They cannot pinpoint the target, and may not be able to recognize him on sight, but they feel some attraction to him. How they react to this attraction is theirs to decide.
Finally, if the caster is a cleric, the target of this spell counts as an altar dedicated to the caster's deity for the purpose of spells such as Consecrate or Desecrate. If the caster is a nar demonbinder, the target counts as an altar dedicated to the demon lord of the caster's choice.
Arcane Focus: A piece of bone from a (possibly formely) undead demon.
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One bush
Duration: 10 minutes/Caster Level
Saving Throw: None
Spell Resistance: None
Lighting up a bowl of mystic incense, you begin to recite the incantation, focusing all of your attention toward the bush. The smoke from your censer drifts toward it, and every leaf upon it begins to change into decidedly large tea leaves.
One bush you designate turns into a greater tea bush, changing all of its leaves for the duration of this spell. 1d4 +1 of these leaves per caster level (maximum +5) are completely real, and can each be used to make a serving of tea that grants Fast Healing 1 for one round upon consumption, though the potency of the leaves (and thus, the tea) fades when the spell ends. Consuming one serving of the tea is a standard action that provokes attacks of opportunity. As long as the spell lasts, creatures within 10 feet of the bush have a +2 bonus to concentration and spellcraft checks.
Electric Mania
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6, Beguiler 6
Components: V
Casting Time: Standard action
Range: Touch
Target: Creature touched, plus arcs (See text)
Duration: 10 minutes/level
Saving Throw: Will partial, with a penalty on each creature's saving throw equal to the armor check penalty of all metal armor worn (special armors, such as those made from wood or bone, do not get applied)
Spell Resistance: Yes
You touch a creature, and instill in them a charge that will pass to any creature they touch, riddling them with both electric burns and electric mania.
You make a touch attack against a creature as part of casting this spell. If it succeeds, the target takes 1d6 points of electricity damage per caster level.
The target then makes a will saving throw, with a penalty equal to all Armor check penalty the target is receiving from metal armor or shields. If the save fails, they are compelled to drop anything they are holding, and then attempt to touch their nearest ally, cackling madly, wanting to share their delightfully energizing new gift with their friends. Any creature they touch is affected as if you had cast this spell on them. If a creature afflicted with this spell does not touch anyone in a round, the electricity arcs to creatures within 10 feet, making a ranged touch attack with your modifiers, and dealing half as much damage as the afflicted creature took. If there are no targets to arc to, and no one was touched by the afflicted, the afflicted takes half the initial damage again.
Any creature already afflicted by this spell will not be targeted by other creatures instilled with the mania. Any creature instilled with the mania cannot make intelligence-, wisdom- or charisma-based skill checks, and takes a -2 penalty to all saving throws and to armor class.
Buxby's Crushing Tactical Nuke
Conjuration (Summoning)
Level: Sorc/Wiz 8, Destruction 9
Components: V, S, M
Casting time: 5 minutes
Range: 6d6*10 feet.
Effect: A Gargantuan size explosive projectile
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
As you finish weaving the spell, a very large bomb appears in the sky where you indicate, falling quickly to cause massive devastation and despair in the area. Some of those affected may never recover fully, and the land affected could be tainted for centuries if not treated.
You create a missile and fire it into the distance, causing a directed nuclear explosion which fortunately eminates away from you.
The bomb flies the indicated distance, before exploding in a blast of flame, creating a 5-mile cone of fiery death that deals 1d6 points of fire damage per level. A creature actually hit by the missile itself takes 1d6 points of force damage per level as well, and is dragged backwards by the bomb unless it passes its reflex save, in which case it steps aside.
The land is dangerous to live in. A creature who spends more than three days in the area needs to save each six hours against radiation sickness (Inhaled DC 16/1d3 days/1d6 CON+1 CON drain), and the land only becomes safe in 1d6d6d6 years - that is, roll a d6 to see how many d6s you roll, then roll that many to determine how many are made in the third roll, then roll that many to determine the actual length of time the land is dangerous.
Black Flare
Evocation
Level: Sorcerer/Wizard 0
Components: V, S
Casting time: One Immediate Action
Range: 5 feet
Target: One Object
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
As you utter this evocation, an orb of sickening negative light appears, latching on to the nearest inanimate object.
You cast this spell on a object within range. Although physically nothing changes, for the duration of the spell that object emits overwhelming auras of good, evil, law, chaos, and magic for the purposes of divination spells that detect auras (such as Detect Magic or Detect Evil) as if from a Caster Level object equal to your caster level.
If a creature is concentrating on a divination spell that detects auras when you cast this spell on an object within the divination's area they must succeed a Fortitude save of lose their concentration on that spell (spell resistance applies)
Undeniable Imperative
Enchantment
Level: Cleric 9, Beguiler 9
Components: S, F/DF
Casting Time: 16 years
Range: Infinite, even onto other planes
Target: All non-unique creatures occupying targeted plane of existence
Duration: Instantaneous
Saving Throw: Will partial (see text)
Spell Resistance: No
With this spell, you instill an undying Geas in the inhabitants of the plane. The behavior thrust upon them is as necessary as life itself to those subjects, your imperious decree being now a part of every living things' life.
This spell causes all non-unique creatures on whichever plane the caster targets to be affected as the Geas spell, except as noted above. If a creature makes its save, then it is merely affected by Lesser Geas (ignoring the HD limit). Note that as the duration is instantaneous, not even Remove Curse, Wish, Miracle, or Limited Wish can cause the (Lesser) Geas to cease functioning.
Fivefold Wrath
Evocation [Acid, Cold, Electric, Fire, Sonic]
Level: Druid 4
Components: V, S
Casting Time: 5 rounds
Range: Personal
Target: You
Duration: 1 round/level
As you finish the lengthy incantation, an aura surrounds you, shifting continuously through the five elements: first it appears you're dripping acid, then covered in frost, crackling with electricity, blazing with fire, and finally vibrating furiously, before cycling back to acid.
Until the end of this spell, whenever you hit a creature with a melee attack, add 1d8 damage of a type chosen randomly from the following list: Acid, Cold, Electric, Fire, and Sonic.
Diplomatic Immunity
Abjuration
Level: Sorcerer 4, Bard 3
Components: V
Casting Time: 15 Minutes
Range: Touch
Target: One creature per five caster levels.
Duration: 2 hours/level
Save: Will negates(harmless)
SR: (see text)
Muttering, you focus on your task. Fifteen minutes later, you stand, confident that nobody will impede your path.
The creatures you target with this spell become immune to all negative social or legal consequences for their actions for the duration of the spell. Essentially, everyone and everything that would normally deal out the appropriate punishment for their actions cannot deal out that punishment. However, things that are considered capital crimes (ex: killing a high ranking noble) still provoke the appropriate response. Once the duration ends, any and all negative consequences that would be ignored are no longer ignored. Creatures of lawful alignment receive SR against this spell, chaotic creatures don't, and neutral creatures may choose. If applicable, the targets of the spell are immune to influence by the diplomacy skill.
Elisionate
Enchantment (Compulsion)
Level: Bard 2, Cleric 3, Sorcerer/Wizard 4, Beguiler 4
Components: V, F
Casting Time: 1 round
Range: Short (25ft + 5ft/2 levels)
Area: 10 foot radius sphere
Duration: 10 minutes/caster level
Save: Will negates
SR: Yes (harmless)
As you cast the spell, you indicate a target area. When the spell is finished, everyone in the area seems to act noticeably more nice.
Creatures affected by this spell have their desire to do harm suppressed for the duration of the spell. For that time, they cannot willingly cause physical, mental, social, emotional, or financial harm to another creature. Once the spell ends, all desire to do harm existing before the spell or would normally be gained in the spell returns.Last edited by Jormengand; 2016-09-07 at 06:31 PM.
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2016-07-18, 03:57 AM (ISO 8601)
- Join Date
- Feb 2013
Re: GITP Makes a Spell!
School: Divination
Last edited by ZamielVanWeber; 2016-07-18 at 04:01 AM.
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2016-07-18, 05:17 AM (ISO 8601)
- Join Date
- Jun 2016
Re: GITP Makes a Spell!
Level: Clr 9, Nar Demonbinder 8
Last edited by Devcon1; 2016-07-18 at 12:59 PM.
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2016-07-18, 06:32 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: GITP Makes a Spell!
Demonologist doesn't have 8th-level spells. Do you mean Nar Demonbinder?
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2016-07-18, 12:58 PM (ISO 8601)
- Join Date
- Jun 2016
Re: GITP Makes a Spell!
Ah, yes. My apologies, I forgot Demonologists only got up to 4th level spells. I'll go change that to nar demonbinder like you suggested; seems just as fitting as demonologist.
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2016-07-18, 02:49 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: GITP Makes a Spell!
Let's have components as V, S, F/DF
Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
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2016-07-18, 02:54 PM (ISO 8601)
- Join Date
- Jun 2011
- Location
- Tennessee
- Gender
Re: GITP Makes a Spell!
Casting time: 10 minutes
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2016-07-18, 04:34 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Where I live.
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2016-07-18, 07:20 PM (ISO 8601)
- Join Date
- Jul 2015
- Location
- Resting upon my hoard
- Gender
Re: GITP Makes a Spell!
Target: One living creature
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2016-07-18, 07:44 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: GITP Makes a Spell!
My turn again, I think. Let's make the duration permanent:
Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
Casting time: 10 minutes
Range: Special (see text)
Target: One living creature
Duration: Permanent
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2016-07-18, 07:46 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Where I live.
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2016-07-18, 07:50 PM (ISO 8601)
- Join Date
- Jul 2015
- Location
- Resting upon my hoard
- Gender
Re: GITP Makes a Spell!
Spell Resistance: No
This is gonna be an odd spell...
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2016-07-19, 07:24 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: GITP Makes a Spell!
Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
Casting time: 10 minutes
Range: Special (see text)
Target: One living creature
Duration: Permanent
Saving Throw: Reflex (Partial)
Spell Resistance: No
You point your finger at a creature, and they become a living altar of death, haunted by the visitations of the damned.
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2016-07-22, 07:34 PM (ISO 8601)
- Join Date
- Jun 2012
Re: GITP Makes a Spell!
Death Altar
Divination
Level: Clr 9, Nar Demonbinder 8
Components: V, S, F/DF
Casting time: 10 minutes
Range: Special (see text)
Target: One living creature
Duration: Permanent
Saving Throw: Reflex Partial
Spell Resistance: No
You point your finger at a creature, and they become a living altar of death, haunted by the visitations of the damned.
The range of this spell depends on your kinship with the target. You must be able to see or perceive the target, but that might be achieved by divination magic.
Kinship Range Clone or self Unlimited (same plane) Parent or child 100 feet Sibling 75 feet Uncle, aunt, niece, nephew 50 feet Grandparent or grandchild 50 feet First cousin 25 feet Not a close blood relative Touch
This spell is as much a blessing as it is a curse. The target can sees things that are inaccessible to most mortals, but is visited by strange powers.
The target of this spell can perceive the auras of undead (similar to detect undead, except it also extends to the ethereal plane and the plane of shadow, even if the target never sets foot in these planes). Fiends who were created from the souls of mortals (which excludes obyriths and archdevils) are also detected, though they "taste" differently from undead creatures. If the target has an Intelligence score of at least 7, he can distinguish between fiendish and undead auras.
Every time the target wakes up from sleep, he has a small chance of being afflicted by a terrible vision. Roll 1d6. On a roll of 2 to 6, nothing happens. On a roll of 1, the target suffers the visions. He can attempt to shrug them off by winking his eyes and making a Reflex save. If he succeeds, he suffers no ill effects but is shaken for 10 minutes. If he fails, the visions assault him. The target is shaken for an hour, suffers 1d6 points of nonlethal damage and is blinded for 1d6 days. A character who is blind can suffer from the visions as well, but receives a +4 bonus on its Reflex save. The duration of the blindness is not cumulative. A character who has no eyes cannot suffer from these visions.
Undead and fiends created from the souls of mortals can detect the presence of a target of this spell within 1 mile of themselves. They cannot pinpoint the target, and may not be able to recognize him on sight, but they feel some attraction to him. How they react to this attraction is theirs to decide.
Finally, if the caster is a cleric, the target of this spell counts as an altar dedicated to the caster's deity for the purpose of spells such as Consecrate or Desecrate. If the caster is a nar demonbinder, the target counts as an altar dedicated to the demon lord of the caster's choice.
Arcane Focus: A piece of bone from a (possibly formely) undead demon.
Making up a feat to go with the spell seemed relevant, so here it is:
Interpret Visions of Death [General]
You may understand what you see in the visions caused by your curse or blessing.
Prerequisites: Must be under the effect of a death altar spell.
Benefit: You receive a +4 bonus on your Reflex save to avoid blindness when you are striken with a vision (see the death altar spell for details).
In addition, if you succeed on your save, your mind makes brief contact with an entity from the negative energy plane. The effect is similar to contact other plane (with the Intelligence check to avoid a decrease in Intelligence and Charisma), excepts it lasts only a single round (so you can only be answered a single question). The caster level is equal to the caster level for the death altar spell that affects you. You may not use this ability more than once per week, even if you succeed on many Reflex saves against death altar during this period.
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2016-07-22, 08:51 PM (ISO 8601)
- Join Date
- Sep 2013
Re: GITP Makes a Spell!
My thanks go out to you, Network. That was a doozy to start out with.
Anyway. The name of Spell #2 is!
Summon Greater Tea LeafLast edited by VoodooPaladin; 2016-07-22 at 09:18 PM.
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2016-07-23, 12:53 AM (ISO 8601)
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- Aug 2006
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Re: GITP Makes a Spell!
Summon Greater Tea Leaf
Conjuration [Healing]Last edited by Xzoltar; 2016-07-23 at 12:53 AM.
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2016-07-23, 04:37 AM (ISO 8601)
- Join Date
- Jun 2013
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- Boulder CO
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Re: GITP Makes a Spell!
Level: Sor 2 / Wu Jen 1
May the gods watch over your battles, friend.
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2016-07-23, 12:55 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: GITP Makes a Spell!
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
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2016-07-23, 09:16 PM (ISO 8601)
- Join Date
- Jul 2016
- Location
- Massachusetts
- Gender
Re: GITP Makes a Spell!
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
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2016-07-24, 08:20 AM (ISO 8601)
- Join Date
- Aug 2006
- Location
Re: GITP Makes a Spell!
Summon Greater Tea Leaf
Conjuration (Healing)
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: close (25 ft. + 5 ft./2 levels)
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2016-07-24, 01:54 PM (ISO 8601)
- Join Date
- Jul 2016
- Location
- The system of Sol
Re: GITP Makes a Spell!
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: close (25 ft. + 5 ft./2 levels)
Target: one bush
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2016-07-24, 07:31 PM (ISO 8601)
- Join Date
- Jul 2016
- Gender
Re: GITP Makes a Spell!
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: close (25 ft. + 5 ft./2 levels)
Target: one bush
Duration: 10 minutes/Caster Level
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2016-07-24, 11:21 PM (ISO 8601)
- Join Date
- Jul 2015
- Location
- Resting upon my hoard
- Gender
Re: GITP Makes a Spell!
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One bush
Duration: 10 minutes/Caster Level
Saving Throw: None
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2016-07-25, 07:04 AM (ISO 8601)
- Join Date
- Jul 2015
Re: GITP Makes a Spell!
Spell Resistance: None
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2016-07-26, 07:04 PM (ISO 8601)
- Join Date
- Jun 2013
- Location
- Boulder CO
- Gender
Re: GITP Makes a Spell!
Summon Greater Tea Leaf
Conjuration [Healing]
Level: Sor 2/Wu Jen 1
Components: V, S, M
Casting Time: 1 round [see text]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One bush
Duration: 10 minutes/Caster Level
Saving Throw: None
Spell Resistance: None
Lighting up a bowl of mystic incense, you begin to recite the incantation, focusing all of your attention toward the bush. The smoke from your censer drifts toward it, and every leaf upon it begins to change into decidedly large tea leaves.May the gods watch over your battles, friend.
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2016-07-27, 07:47 AM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Kentucky
- Gender
Re: GITP Makes a Spell!
"One bush you designate turns into a greater tea bush, changing all of its leaves for the duration of this spell. 1d4 +1 of these leaves per caster level (maximum +5) are completely real, and can each be used to make a serving of tea that grants Fast Healing 1 for one round upon consumption, though the potency of the leaves (and thus, the tea) fades when the spell ends. Consuming one serving of the tea is a standard action that provokes attacks of opportunity. As long as the spell lasts, creatures within 10 feet of the bush have a +2 bonus to concentration and spellcraft checks."
Last edited by Devigor; 2016-07-27 at 09:20 AM.
The Battle Magician
"78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature." I started my first campaign with a mercenary general investigating each member as individuals and then bringing them together as a team. Kind of like Nick Fury and the Avengers, except with magic and a distinct lack of heroism in favor of deeper, more intricately (and coherently) woven character lore.
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2016-07-27, 02:47 PM (ISO 8601)
- Join Date
- Sep 2010
- Location
- In a field of starlight
- Gender
Re: GITP Makes a Spell!
This looks entirely too fun...
Spell number 3
Electric ManiaLast edited by ShiningStarling; 2016-07-27 at 02:48 PM.
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2016-07-27, 02:57 PM (ISO 8601)
- Join Date
- Jul 2015
- Location
- Resting upon my hoard
- Gender
Re: GITP Makes a Spell!
Electric Mania
Enchantment (Compulsion, Mind-Affecting)
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2016-07-27, 03:53 PM (ISO 8601)
- Join Date
- Jul 2016
- Location
- Massachusetts
- Gender
Re: GITP Makes a Spell!
Sor/Wiz 6, Beguiler 6
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2016-07-27, 03:57 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Kentucky
- Gender
Re: GITP Makes a Spell!
Components: V
Yes, this is definitely fun!Last edited by Devigor; 2016-07-27 at 03:57 PM.
The Battle Magician
"78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature." I started my first campaign with a mercenary general investigating each member as individuals and then bringing them together as a team. Kind of like Nick Fury and the Avengers, except with magic and a distinct lack of heroism in favor of deeper, more intricately (and coherently) woven character lore.