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Thread: GITP Makes a Spell (Again)
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2017-08-07, 09:07 PM (ISO 8601)
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- Jan 2012
GITP Makes a Spell (Again)
I was just remembering this thread I though we could bring back the fun. The rules are pretty simple, I'll just copy them from the original thread:
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.
So lets get this started friends, Here's the first spell name:
Frog Splash, Lesser
EDIT:
Here's a Google Document that contains all the spells we've completed thus far: SpellbookLast edited by XionUnborn01; 2017-08-18 at 07:51 PM.
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2017-08-07, 09:10 PM (ISO 8601)
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- Jul 2014
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Re: GITP Makes a Spell (Again)
Frog Splash, Lesser
Conjuration (Creation)Last edited by JNAProductions; 2017-08-07 at 09:11 PM.
I have a LOT of Homebrew!
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2017-08-07, 11:01 PM (ISO 8601)
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2017-08-08, 01:36 AM (ISO 8601)
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Re: GITP Makes a Spell (Again)
Frog Splash, Lesser
Conjuration (Creation)
Level: Drd/Sor/Wiz 1
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2017-08-08, 02:41 AM (ISO 8601)
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Re: GITP Makes a Spell (Again)
Casting Time: 10 minutes
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2017-08-08, 05:19 PM (ISO 8601)
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- Oct 2012
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- In the Playground, duh.
Re: GITP Makes a Spell (Again)
Range: Extremely Long (1600 ft + 160 ft/level)
No, I know that's not a real standard range. Oh well.
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2017-08-08, 05:54 PM (ISO 8601)
- Join Date
- Jan 2012
Re: GITP Makes a Spell (Again)
Frog Splash, Lesser
Conjuration (Creation)
Level: Drd 1, Sor/Wiz 1
Components: V, M (frog's leg)
Casting Time: 10 Minutes
Range: Extremely Long (1600ft + 160ft/level)
Target: One body of water up to 10 gallons/caster level
Duration:
Saving Throw:
Spell Resistance:
Jormengand, that's a fantastic range for a 1st level spell. I love it.
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2017-08-08, 05:58 PM (ISO 8601)
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- Oct 2012
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- In the Playground, duh.
Re: GITP Makes a Spell (Again)
Last edited by Jormengand; 2017-08-08 at 05:58 PM.
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2017-08-08, 06:16 PM (ISO 8601)
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- Jul 2014
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Re: GITP Makes a Spell (Again)
Frog Splash, Lesser
Conjuration (Creation)
Level: Drd 1, Sor/Wiz 1
Components: V, M (frog's leg)
Casting Time: 10 Minutes
Range: Extremely Long (1600ft + 160ft/level)
Target: One body of water up to 10 gallons/caster level
Duration: Instant
Saving Throw:
Spell Resistance:I have a LOT of Homebrew!
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2017-08-08, 07:23 PM (ISO 8601)
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- Apr 2017
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- Vancouver <-> Dublin
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Re: GITP Makes a Spell (Again)
Frog Splash, Lesser
Conjuration (Creation)
Level: Drd 1, Sor/Wiz 1
Components: V, M (frog's leg)
Casting Time: 10 Minutes
Range: Extremely Long (1600ft + 160ft/level)
Target: One body of water up to 10 gallons/caster level
Duration: Instant
Saving Throw: Will half (harmless)
Spell Resistance:Last edited by rferries; 2017-08-08 at 07:24 PM.
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2017-08-08, 08:32 PM (ISO 8601)
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- Dec 2005
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- In the playground
Re: GITP Makes a Spell (Again)
If it creates frogs, perhaps it could be made to be useful against swarms? Maybe make areas around it difficult terrain for a short time.
Last edited by gooddragon1; 2017-08-08 at 11:49 PM.
There is no emotion more useless in life than hate.
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2017-08-09, 07:59 PM (ISO 8601)
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Re: GITP Makes a Spell (Again)
Technically double-posting, but it's a boring SR decision so that the next person gets the juicy descriptive text.
Frog Splash, Lesser
Conjuration (Creation)
Level: Drd 1, Sor/Wiz 1
Components: V, M (frog's leg)
Casting Time: 10 Minutes
Range: Extremely Long (1600ft + 160ft/level)
Target: One body of water up to 10 gallons/caster level
Duration: Instant
Saving Throw: Will half (harmless)
Spell Resistance: No
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2017-08-09, 08:08 PM (ISO 8601)
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- Jul 2014
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- Avatar By Astral Seal!
Re: GITP Makes a Spell (Again)
Frog Splash, Lesser
Conjuration (Creation)
Level: Drd 1, Sor/Wiz 1
Components: V, M (frog's leg)
Casting Time: 10 Minutes
Range: Extremely Long (1600ft + 160ft/level)
Target: One body of water up to 10 gallons/caster level
Duration: Instant
Saving Throw: Will half (harmless)
Spell Resistance: No
You summon the spirit of the mighty warrior, Frog, causing his spirit to appear in the form of water and aid you as best he can till destroyed or evaporated.
Spoiler: Frog, For ReferenceLast edited by JNAProductions; 2017-08-09 at 08:08 PM.
I have a LOT of Homebrew!
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2017-08-09, 09:02 PM (ISO 8601)
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- Dec 2005
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- In the playground
Re: GITP Makes a Spell (Again)
Looks like... a longsword. No armor. Probably small size. Casting time 10 minutes maybe give him the stats on par with a wolf. The target worries me. A 1st level spell shouldn't scale well. Maybe make it so he gets bonus HP depending on the size of the body of water. Is frog like a ranger or something? Give him some functionality in tracking or making spot checks or something? Picking locks? Disarming traps?
There is no emotion more useless in life than hate.
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2017-08-09, 09:03 PM (ISO 8601)
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- Jul 2014
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Re: GITP Makes a Spell (Again)
Frog's a warrior, through and through. He just happened to be changed into a frog because... I'd say spoilers, but I honestly just forgot. Maybe give him some aggro mechanic? He is a Knight, after all.
I have a LOT of Homebrew!
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2017-08-09, 09:53 PM (ISO 8601)
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Muad'drin tia dar allende caba'drin rhiadem! Los Valdar Cuebiyari! Los! Carai an Caldazar! Al Caldazar!
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Extended Sig
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2017-08-09, 11:15 PM (ISO 8601)
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- Aug 2014
Re: GITP Makes a Spell (Again)
Spoiler: sidebarIt's conjuration (creation), so what you make is real. It's instantaneous, so it instantly appears. It's will half/harmless, so it needs to have a mental component.
This spell must target a body of water. As you cast the spell, a rising chorus of environmentally appropriate frogs and toads can be heard along the entire range between the caster and the target body of water. This chatter begins imperceptibly but crescendos to a deafening volume at the final moments near the completion of the spell, leaving creatures with the capacity for hearing to take -10 sacred (if caster is good) or profane (if caster is evil) penalty to listen checks for the next 10 minutes (Will save for half penalty). Centered in the targeted body of water, a gargantuan splash erupts, spraying all nearby creatures and terrain in 30foot radius with water. They are now drenched: this splash puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The splash can dispel magical fire it touches as dispel magic as cast by a first level caster. Standing at the center of all of this hullaballoo is an entity that only answers to the name "Frog." The substance of Frog evaporates quickly, and he must consume a gallon of fresh water every hour or permanently lose 2 hp. Frog takes double Dessication damage and from effects that turn water into steam. A single caster may not have more than one frog in existence at any given time. If a second casting occurs while a Frog still exists from a previous casting, all of the effects of this spell except for the creation of Frog occur, (the frog chorus chatter, the splash and the drenching). Purposefully killing Frog has implications for the caster's alignment. Frog comes into play friendly towards the first sentient beings that he meets, although his attitude may change depending on his circumstances.
Statblock for Frog:
Elemental (water)(extraplanar)
Hit Dice: 1d10 (6 hp)
Initiative: +1 (Dex)
Speed: 20 ft., swim 20 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: Bastard Sword +2 melee or tongue +2; or sling +2 ranged
Damage: Bastard Sword; or sling 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Tongue Attack (Ex): Frog has a tongue attack with 10-foot reach. This tongue has a +8 bonus on the opposed attack roll to disarm an opponent. The opponent does not get to have a chance to disarm you, but your attempt at a disarm does provoke an attack of opportunity.
Smite Chaos (Su): Once per day, the creature can make a normal attack to deal extra damage equal to its Hit Dice maximum 20 points) against a chaotic opponent.
Special Qualities: Water Walking (Su): Frog can move across the surface of water, bogs, marshes, and other calm liquids as well as they move across normal ground. If Frog wishes to use this ability in combat must succeed at a Dexterity check (DC 10) on its action. Failure indicates that Frog has lost its footing, bobbing into the surface of the water, but otherwise able to act normally that round. Returning to the water-walking state is a full-round action. When Frog passes the Dexterity check they can even use the tumbling or jump skill as if the water were a solid surface. In water that’s troubled by small waves, the DC rises to 20, but splashing by people in the water usually isn’t enough to count as true wave action. If waves are higher than 6 inches, Frog can’t use its water walking ability.
Needs moisture (Ex): Frog must be doused in a gallon of water every hour or permanently lose 2 hp. Frog takes double damage from Desiccation damage and from effects that turn water into steam.
Elemental traits
Resistance to cold 5, electricity 5, and sonic 5.
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 14, Dex 12, Con 10, Int 7, Wis 10, Cha 10
Skills: Listen +1, Spot +1, tumble +2, Climb +3, Jump +10 (+8 racial bonus to jump checks)
Feats: Power Attack, Leap attack (bonus)
Languages: Aquan, infernal, celestial, draconic
Spoiler: sidebarI think we need to maybe change some of the time parameter for how long frog can stick around or how long the caster gets any influence over his actions or give him a single hit point or something. Although it does make me wonder about what greater frogsplash makes happen!Last edited by daremetoidareyo; 2017-08-10 at 12:46 AM.
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2017-08-09, 11:41 PM (ISO 8601)
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- Apr 2017
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Re: GITP Makes a Spell (Again)
Bravo! You had a tough job but you tied all the loose ends together.
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2017-08-10, 12:26 AM (ISO 8601)
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Re: GITP Makes a Spell (Again)
Time for the second spell, I better think up something good. how about
Magnetic FieldMuad'drin tia dar allende caba'drin rhiadem! Los Valdar Cuebiyari! Los! Carai an Caldazar! Al Caldazar!
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Extended Sig
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2017-08-10, 12:40 AM (ISO 8601)
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- Aug 2014
Re: GITP Makes a Spell (Again)
Enchantment(compulsion)(mind-affecting)(Earth)
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2017-08-10, 03:37 AM (ISO 8601)
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- Oct 2014
Re: GITP Makes a Spell (Again)
Magnetic Field
Enchantment (compulsion) (mind-affecting) (Earth)
Level: Druid 6, Wu Jen 6Geyr nú Garmr mjök
fyr Gnipahelli,
festr mun slitna
en freki rennaNow Garm howls loud
before Gnipahellir
The fetters will burst,
and the wolf run free
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2017-08-10, 03:38 AM (ISO 8601)
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Re: GITP Makes a Spell (Again)
Magnetic Field
Enchantment (Compulsion)[Earth, Mind-Affecting]
Level: Druid 6, Wu Jen 6
Components: V, S, M, F, DF, XP
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.Last edited by rferries; 2017-08-10 at 03:39 AM.
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2017-08-10, 03:48 AM (ISO 8601)
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Re: GITP Makes a Spell (Again)
Casting Time: One Full-Round Action
Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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2017-08-10, 05:23 AM (ISO 8601)
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Re: GITP Makes a Spell (Again)
Magnetic Field
Enchantment (Compulsion)[Earth, Mind-Affecting]
Level: Druid 6, Wu Jen 6
Components: V, S, M, F, DF, XP
Casting Time: 1 round
Range: Personal
Target: You
Duration:
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.
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2017-08-10, 05:47 AM (ISO 8601)
- Join Date
- Oct 2014
Re: GITP Makes a Spell (Again)
Magnetic Field
Enchantment (Compulsion)[Earth, Mind-Affecting]
Level: Druid 6, Wu Jen 6
Components: V, S, M, F, DF, XP
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/CL
Saving Throw: Excluded from personal spells.
Spell Resistance: Excluded from personal spells.
Descriptive text
Game mechanic effect.Geyr nú Garmr mjök
fyr Gnipahelli,
festr mun slitna
en freki rennaNow Garm howls loud
before Gnipahellir
The fetters will burst,
and the wolf run free
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2017-08-10, 05:58 AM (ISO 8601)
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Re: GITP Makes a Spell (Again)
Okay, I'm stumped. What do mind-affecting magnets do?
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2017-08-10, 06:12 AM (ISO 8601)
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- Oct 2014
Last edited by fire_insideout; 2017-08-10 at 06:12 AM.
Geyr nú Garmr mjök
fyr Gnipahelli,
festr mun slitna
en freki rennaNow Garm howls loud
before Gnipahellir
The fetters will burst,
and the wolf run free
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2017-08-10, 06:47 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: GITP Makes a Spell (Again)
Couuuuuld we maaaaybe change the spell type from Enchantment to Transmutation or Evocation?
Resident Vancian Apologist
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2017-08-10, 08:00 AM (ISO 8601)
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- Oct 2014
Re: GITP Makes a Spell (Again)
A Target: Personal compulsion is also a bit weird. Are you forcing yourself to do something?
Geyr nú Garmr mjök
fyr Gnipahelli,
festr mun slitna
en freki rennaNow Garm howls loud
before Gnipahellir
The fetters will burst,
and the wolf run free
-
2017-08-10, 08:38 AM (ISO 8601)
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- Jan 2007
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- Switzerland
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Re: GITP Makes a Spell (Again)
Seems like it. I mean, if there wasn't the title and the Earth subtype, I'd make some kind of magical Oath, where the caster forces himself to be steadfast about something, or maybe where you force yourself to forget something, or you make yourself unable to share a secret... those would all work as spells. But this combination is just weird. What the heck is an Earth Compulsion? The caster feels an impossibly strong urge not to cast fly spells?
Last edited by Eldan; 2017-08-10 at 08:38 AM.
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