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Thread: Weird old D&D spells
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2011-06-19, 01:50 AM (ISO 8601)
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Weird old D&D spells
Hey folks. In a couple weeks, I'm planning on running a Kobolds Ate My Baby game in the Tomb of Horrors. Yes, that Tomb of Horrors. To that end, I'm reading up on a lot of the really weird and vaguely defined stuff that you could do in old-school (i.e., pre-3.5, since that's what I'm most familiar with) D&D, since that's sure to cause some delightful havok when they're heading into one of gaming's more famous meat grinders in the name of King Torg (ALL HAIL KING TORG!).
I've dug up copies of the AD&D PHB and the 2nd ed PHB, but I don't have any of the expansions with weird spells in them. I'm reading through them, but since I'm sure I'll miss something . . . what are some of the weirder spells and effects you could find in 1st and 2nd ed D&D, ideally stuff that didn't make the transition to 3rd ed and above? Things like Sticks to Snakes or Duo-Dimension . . . you know, bizarre stuff like that. (OK, Sticks to Snakes isn't that weird, but it will be once the kobolds get their fuzzy little paws on it.) What kind of spells were there in the days when you were expected to bring a stack of character sheets to the table (I'm exaggerating, but I am reading the Tomb of Horrors)? If there are any spells that are substantially different from the modern version (you know, like Polymorph having that whole "system shock" business) in ways that would be interesting and funny in a KAMB game, I'd be interested in hearing about those too.
In short, what old-school spells and effects should I give to (and inflict upon) these hapless kobolds?In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers
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2011-06-19, 04:03 PM (ISO 8601)
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Re: Weird old D&D spells
Just as an aside, I'm pretty sure 3.5 actually has Sticks to Snakes or something very similar as a Wu Jen spell.
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2011-06-19, 05:41 PM (ISO 8601)
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Re: Weird old D&D spells
{Scrubbed}
Last edited by averagejoe; 2011-06-25 at 02:08 PM.
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2011-06-19, 05:53 PM (ISO 8601)
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Re: Weird old D&D spells
Evard's Black Tentacles from 1st e unearthed arcana
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2011-06-19, 08:29 PM (ISO 8601)
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Re: Weird old D&D spells
This site: http://www.wizardmark.com/spellinv/spells.asp has lots of the old 2E spells.
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2011-06-20, 01:07 AM (ISO 8601)
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Re: Weird old D&D spells
2nd edition had There/Not There, which was really strange, especially the one time I saw the effect in actual play. There was a fair number of odd spells in Tome of Magic, actually
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2011-06-20, 01:22 AM (ISO 8601)
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Re: Weird old D&D spells
I highly recommend taking a look at the AD&D Wizards' Spell Compendium. It's a 4-volume set and has nearly all of the AD&D spells.
Offhand...
Featherfall used to make the subjects actually weigh as much as a feather and the spell specifically called out that it combines well with gust of wind. Also, it reduced falling speed to 2 feet every second.
Memory was a 3rd-level Wu Jen spell that allowed the caster to insert false memories into victim's minds. It could be reversed into erasement. You'd need a mindrape to do this in 3.5On DMPCs: "Remember, nothing will spice up your campaign quicker than long descriptions of NPC’s doing spectacular stuff while the players sit around and watch." -Shamus Young, DM of the Rings
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2011-06-20, 01:26 AM (ISO 8601)
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Re: Weird old D&D spells
There's a super low level cleric spell that's like time stop but a lot more restrictions. I think you can only heal yourself, cast divinations and have a metagame reason to be allowed to take your time in figuring out what you're doing.
Last edited by ericgrau; 2011-06-20 at 01:26 AM.
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2011-06-20, 02:01 AM (ISO 8601)
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Re: Weird old D&D spells
There/Not There was my first thought, too. You cast it on an object; each time a viewing creature stops looking at it and then looks again, the object has a 50% chance of not existing for that creature. Items can exist for some creatures and not others simultaneously. HILARITY ENSUES.
The other that pops to mind is Frisky Chest. Third-level, I believe, probably wizard. Whenever someone disallowed comes within a certain radius, the target object grows feet/wings/fins, immediately running/flying/swimming away at a very high rate of speed. There are detailed rules in the spell description for how it could and could not be caught. It would run away to a safe distance, lose its appendages, and wait, ready to run away again. Hilarity once more ensues if your players are at all in the mood for the game.
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2011-06-20, 08:26 AM (ISO 8601)
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Re: Weird old D&D spells
Not 'old' D&D spells, but let me read off some druid spells from 3e's 'Masters of the Wild':
Druid Grove
SpoilerTransmutation
Level: Drd 5
Components: V,, S
CastingTime: At least 10 minutes (see text)
Range: Close (25 ft. + 5 ft/2 levels)
Target: One or more trees
Duration: 1 day/level or until discharged
Saving Throw: None
Spell Resistance: No
By casting druid grove, you reshape a living tree so that it
can contain a spell. Thereafter, you can access this stored
spell at any time, as if the tree were a very large, immobile
scroll.
In conjunction with druid grove, you can cast druid
spells totaling no more than one-third of your caster
level (rounded down, maximum 6th). Instead of taking
effect, these companion spells are stored in trees within
the area. Each tree can hold only one spell. Druid grove
and the companion spells must all be cast during the
same uninterrupted ritual. The 10-minute casting time
noted above is the minimum for the entire ritual; if any
of the companion spells take longer than 10 minutes to
cast, use the actual total casting time instead.
By touching the tree that contains a companion spell
(a standard action), you can activate that spell instantaneously.
You must make any decisions about its effect
(such as targeting and direction) upon touching the
tree.
You may have only one druid grove in effect at a time. If
you cast a second druid grove before the first expires or is
fully discharged, the first is dispelled .
A tree affected by druid grove detects as magical, but the
detection process does not harm the tree in any way.
Green Blockade
SpoilerConjuration (Creation)
Level: Drd 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect : 20-ft.-long, 1-ft.-thick wall of vegetation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You raise a barrier of plant life before you. Any creature
trying to pass through this blockade must succeed at a
Strength check (DC 15) to do so; success ends its movement
on the other side of the wall. Fire burns away the
blockade in 1 round, or creatures with appropriate implements
can chop through it in 1 minute.
Mandragora
SpoilerEnchantment (Compulsion) [Mind-Affecting]
Level: Drd 6
Components: V, S, M
CastingTime : 1 action
Range: 15 ft.
Effect : All creatures in a 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
With this spell, you can trigger the insightful and baleful
magic of a mandrake root. When you pull it from its
dark container, you and all other creatures within IS
feet must make a Will save against its scream . Those
who succeed gain a true seeing effect ; those who fail
behave as though affected by confusion . Both effects last
until the spell ends.
Material Component: A mandrake root worth at least
100 gp in a secure container with the same value.
Thunderswarm
SpoilerEvocation [Electricity]
Level: Drd 9
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft ./level)
Area: Pattern of lightning spreads similar to a fireball (see
text)
Duration : Instantaneous
Saving Throw: None or Reflex half (see text)
Spell Resistance : Yes
Like the arcane spell meteor swarm, thunderswarm
evokes blasts similar to those of the spell fireball, except
that this spell creates balls of lightning . When you cast
it, either four large (2-foot-diameter) spheres or eight
small (1-foot-diameter) spheres spring from your outstretched
hand and streak in a straight line to the spot
you designate. Each sphere leaves a trail of sparks
behind it .
Any creature in the straight-line path of these spheres
is struck by each one and takes a total of 16d6 points of
electricity damage (no save) . The spheres dissipate after
dealing this damage.
If the spheres reach their destination, each bursts like
an electrical fireball in a spread. The patterns oftheir detonation
and damage dealt to creatures in the area depend
on the size of the spheres, as follows. (See the meteor
swarm spell description in the Player's Handbook for details
on the patterns.)
Large Spheres : Each large sphere has a 15-foot-radius
spread and deals 4d8 points of electricity damage. The
four spheres explode with their points of origin forming
either a large diamond or a large box pattern (your
choice) around the spell's central point of origin . The
blasts are 20 feet apart along the sides ofthe pattern, creating
overlapping areas of the spell's effect and exposing
the center to all four blasts .
Small Spheres : Each small sphere has a 7 1/2-footradius
spread and deals 2d6 points of electricity damage.
These spheres explode with their points of origin forming either a box-within-a-diamond pattern or a diamond-
within-a-box pattern around the spell's central
point of origin . Each of the pattern's outer sides measures
20 feet long. All four areas overlap in the center of
the pattern, and two or three areas overlap in various peripheral
sections.
A creature caught in one of the blasts may attempt a
Reflex save for halfdamage. Creatures struckby multiple
blasts must save against each blast separately. Any creature
that fails a save is stunned for 1d4 rounds in addition
to taking full damage.
Waterball
SpoilerEvocation
Level: Drd 4
Components: V, S, M
CastingTime: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft .-radius spread
Duration: Instantaneous
SavingThrow: Reflex half
Spell Resistance: Yes
A waterball is a spherical burst of water that looks like a
blue fireball . As with a fireball, you point your finger and
determine the range (distance and height) at which the
waterball is to burst. A blue, pea-sized bead streaks from
the pointing digit and, unless it impacts upon a material
body or solid barrier prior to attaining the prescribed
range, blossoms into the waterball at that point. (An
early impact results in an early detonation.) If you attempt
to send the bead through a narrow passage, such
as an arrow slit, you must "hit" the opening with a
ranged touch attack, or else the bead strikes the barrier
and detonates prematurely. (See the fireball spell description
in the Player's Handbook for details of the blast
pattern .)
When it detonates, the waterball deals ld6 points of
subdual damage per caster level (maximum 10d6). An affected
creature can make a Reflex save for half damage.
Since the damage is subdual rather than energy, it is subject
to damage resistance .
Objects take no damage unless they have a hardness of
0, in which case they take full damage. If the damage
caused to an interposing barrier shatters or breaks
through it, the waterball may continue beyond it if the
area permits; otherwise it stops at the barrier just as any
other spell effect does.
Material Component : A full waterskin that you burst
when casting the spell .
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2011-06-20, 11:49 AM (ISO 8601)
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Re: Weird old D&D spells
Last edited by Caliphbubba; 2011-06-20 at 11:52 AM.
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2011-06-20, 12:08 PM (ISO 8601)
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Re: Weird old D&D spells
Hm, I remember a cleric spell that chronoports the entire party one day into the future. Not a bad way of escaping.
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2011-06-20, 02:37 PM (ISO 8601)
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Re: Weird old D&D spells
A Day in the Life is a cleric spell that turns the target into a halfling for one day. Class abilities are lost for the duration of that one day, and equipment does not change size with the target.
Solipsism is another cleric spell. It creates an illusion that the caster automatically believes. Other creatures must pass a saving throw if they wish to believe in it. Any creature which believes the illusion, though, treats it as real - i.e. a character can cross an illusory bridge.A System-Independent Creative Community:
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2011-06-20, 02:39 PM (ISO 8601)
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Re: Weird old D&D spells
Last edited by Douglas; 2011-06-20 at 02:39 PM.
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2011-06-20, 02:41 PM (ISO 8601)
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Man, there needs to be a 3.5 Solipism. I'd love to use a spell like that.
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2011-06-20, 02:57 PM (ISO 8601)
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Hallucinatory Forest and Dissention’s Feast were great 2E cleric spells the first was a great illusion that made an open space seem like a dence forest and those that didn't make there save spent alot of time trying to muck thru it. And dissention’s feast is a chaos spell that caused anyone who ate/drank something it was cast on would become argumentative and will start fights with anyone they talk to and will disagree with just about anything someone tries to tell them untill the spell expires.
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2011-06-20, 03:51 PM (ISO 8601)
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Andrui's Baneful BackFire
SpoilerBasically causes the next dispel magic on an item OR a temporary enchantment to auto-fail. And on top of that, causes the dispeller to lose a memorize spell of equal level to the effect he tried to dispel, or the next highest level if he doesn't have one of that level. Specially called out on working with de-buffs like Slow and the like. Nasty Surprise
Arachnophobia
SpoilerAHHHH SPIDERS!!!! creates an illusion of spiders crawling all over the victims body, basically a save or lose, but with spiders. effects 1 target per level. two saves, fail both and be completely unable to act for 1 round/level, fail only the second and still run away in screaming spider terror for 2-5 rounds.
Arnvid's Unseen Limb
SpoilerConjures an invisible limb that can replace a missing limb, or act as an extra limb. Can become intangible if you want it, for instance you can send it into a locked box, uncork a potion and dump it out, but not pull the potion back out. Can be used to attack with and has a fully developed sense of touch. lasts an hour/level. Level 4 conjuration. Talk about giving someone the "Stranger" lol
Basket Trick
Spoilervery LuLzy version of Blink, requires large baskets or urns to work. The caster randomly blinks from one to another one within 10 yards per caster level. Places whatever was in the basket you are going into the basket you came from. I can see Kobolds having FUN with this one. Level 3 Alteration
Bowgentle's Fleeting Journey
SpoilerLike a Teleport Bungee Jump, teleport 20 feet horizontally or 10 feet vertically per level for one round and then on the following round return to where you started. It uses the hi/low mechanic and if you end up in an object you are shunted to the Astral rather than slain. can only be cast on someone other than the caster, and gives them one round of actions before snapping them back into place. Level 5 Alteration
Bubble Breath
SpoilerBreath out 1d6 bubbles that you make attacks for, if the attack fails they are harmlessly blown away. if it hits the it reduces the movement speed of the victim by half and inflicts a -2 on all combat rolls and saving throws. Level 6 Evocation
Cache
SpoilerTransfers an item to the Astral Plane for 1/hr per level. It follows you around while its in there, and has a 15%(-1% per caster level) chance of coming back damaged somehow. doesn't work on living creatures. level 3 Conjuration/summoning
Maybe do some more later when I have a chance to look through them. hope they help lol
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2011-06-20, 04:10 PM (ISO 8601)
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Re: Weird old D&D spells
I forgot- Spliff's wonder bubbles- roll 1d6 for the effect of each bubble it can do 1d2,1d3 or 1d4 healing or aid, bless and sanctuary. you have to roll an attack for each bubble...
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2011-06-20, 04:41 PM (ISO 8601)
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Re: Weird old D&D spells
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2011-06-20, 09:40 PM (ISO 8601)
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Re: Weird old D&D spells
You folks are awesome. Many of these are going to be truly insane in a KAMB setting. I may need to track down a copy of one or two of these old books just to read for fun. Crazy stuff.
I'm quite happy with what you've offered me, but naturally, I'd love to hear more. What other kinds of chaos do the olden days have to offer us?In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers
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2011-06-21, 11:46 AM (ISO 8601)
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Re: Weird old D&D spells
These are not from official TSR publications, but from recent old-school material. AFAIK, all these are (c) Matthew Finch or Gabor Lux. I'm not quoting their levels, because you'd need to recalibrate that for nuD&D anyway.
Yeloun's Touch
Range: sight
Target: 1 creature
Save: negates
The victim feels a soft touch, then his breathing stops and he starts to suffocate. He has a cumulative 10% chance per round to fall unconscious. However, the spell can also affect the caster, who has a cumulative 5% chance per round to lose consciousness. Once the spell is cast, it can only be stopped by Dispel Magic or one of the two participants fainting.
Omar's Regrettable Mistake
Range: medium
Duration: 1d6 days
Target: single creature
Save: negates
The result of failed spell research, it is surprisingly popular despite the creator's efforts to suppress it. The victim's eye glow with a pale blue light and all glass object within 20' of him start to quiver. Dogs will flee him, but cats feel a strong attraction. He will also feel an irrepressible antipathy towards the colour blue, and will be overcome by kleptomania.
Ylam-Ylam's Red Spell
Range: Medium
Duration: 7 days
Target: single creature
Save: negates
The target is overtaken by blind fury whenever he sees the colour red. He must make a Will save or lose self-control and attack with a +3 bonus to rolls. The target's wounds cannot be healed while the spell lasts.
Dispel Magic will free the victim from the compulsion, but does not restore lost HP. Dispel Curse restores HP as well.
Ylam-Ylam's Chimes
Range: medium
Duration: 10 rounds
Target: single creature
Save: negates
The target rises into the air amidst the low, pleasant sounds of ringing bells, and stays in a euphoric until the end of the spell, when he floats back down to the ground. Suffering any injury entitles him to a new saving throw.
Those who have been affected by the spell at least twice become addicted to it and must receive it at least once a week. If a victim doesn't get his fix, he must make a Fortitude save or permanently lose 1d6 HP. This state will continue until he withers away or gets rid of his addiction - the exact cure is unknown.
The Munificent Eye
Range: medium
Duration: 3d6*10 minutes
Save: none
All silver objects (including alloys and silver-coated items) that the caster sees are instantly and automatically teleported into his backpack, sack, or under his cloak. The spell's unpleasant side effect is that it attracts all birds and drives them into a wold frenzy.
Note that the spell also affects things like large silver-coated statues or silver domes, likely with fatal consequences for the caster (and anyone standing next to him)."I had thought - I had been told - that a 'funny' thing is a thing of goodness. It isn't. Not ever is it funny to the person it happens to. Like that sheriff without his pants. The goodness is in the laughing. I grok it is a bravery... and a sharing... against pain and sorrow and defeat."
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2011-06-21, 12:19 PM (ISO 8601)
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Re: Weird old D&D spells
Weighty Chest is a good one
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2011-06-21, 02:53 PM (ISO 8601)
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There was an April Fools issue of Dragon that had a bunch of great spells. Here are some I remember.
Detect Fire--range: touch
Djarmi's Instant Death--Instantly kills some poor guy named Djarmi, with no save.
Remove hand--target: self, duration: permanent
I should still have that issue of Dragon somewhere....Last edited by a_humble_lich; 2011-06-21 at 02:53 PM.
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2011-06-21, 09:17 PM (ISO 8601)
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Oooo Ooo! I just remembered stone tell it lets you speak with rocks!
"So whats up rocks?"
"Oh nothing much usual rock stuff"
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2011-06-25, 04:13 AM (ISO 8601)
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Guide to the Magus, the Pathfinder Gish class.
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2011-07-01, 07:43 PM (ISO 8601)
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Re: Weird old D&D spells
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Did Sound Bubble ever make it to 3.5? That was always one of my favorites. It was a Bard spell that wasn't quite Silence; it created a 10' radius of isolated sound: everyone in the bubble could hear stuff happening inside, and everyone outside the bubble could hear stuff happening outside, but sound couldn't pass through the bubble in either direction.
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2011-07-01, 10:26 PM (ISO 8601)
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Re: Weird old D&D spells
Distance Distortion
SpoilerLevel: 5th
School: Alteration
Range: 10 yds/lvl
Duration: 2 turns/lvl
Area of Effect: 10 ft cube/level
Components: V,S,M
Casting Time: 5
Saving Throw: None
This spell can be cast only in an area completely surrounded or enclosed by earth, rock, mud, sand, or similar materials. The wizard must also cast a conjure elemental spell to summon an earth elemental. The elemental serves without attempting to break free when the spellcaster announces that his intent is to cast distance distortion. The spell places the earth elemental in the area of effect, and the elemental then causes the area's dimensions to be either doubled or halved for those traveling over it (spellcaster's choice). Thus, a 10 foot x 100 foot corridor could seem to be either 5 feet wide and 50 feet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the elemental returns to its own plane.
The true nature of an area affected by distance distortion is undetectable to any creature traveling along it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental is spread within the area.
The material needed for this spell is a small lump of soft clay.
We always imagined that the elemental doesn't attack because it's too busy laughing. Perfect for an ambush (I suppose) or for the drow matron looking for more cave space for her cocktail party. . . .Avatar by Qwernt
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2011-07-01, 10:57 PM (ISO 8601)
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Re: Weird old D&D spells
I've got a few, since I've got a bunch of the 2nd ed books, like the wizard's spell compendiums...
The vastly underpowered: Vipergout
Level 7 spell, lets you vomit out 1 viper per 3 caster levels (max 6), which you get to control. This was 2nd ed, but it specifies they are normal (not giant) and are 2 hd. Level 7 spell to get 4-6 2 hd snakes..... they lasted for 5 rds, +1/caster level..... You don't have to vomit all of them out at once, you can hold some in your mouth, but can't speak or cast spells while doing so....
Wow, here's an odd one; Dismind.
9th level spell. Once you cast it, it stays on you until triggered. When you trigger it, your mind (in the form of a mind spirit thing) leaves your body, and an impenetrable barrier of force forms around your body. Your mind is undetectable by any means, and cannot consciously do anything, it just drifts aimlessly. Your mind needs wish, miracle, alter reality or similar to be restored. You have no real memories of your time as a floating mind thing.
Oh, this one looks fun: Fang Fist
Level 2 spell, turns one of your arms into a snake protruding from your body. It can change length instantly, being anywhere between 1' and 15' long. It gets a +1 bonus to attacks, and bites for 1d8+4. If it takes more than 12 damage, it ends the spell, and you still take the damage dealt to your snake arm. That arm can't be used for somatic components, though it can grip things by biting. It has the same amount of strength the caster's arm does.