T O P I C R E V I E W |
xaeyruudh |
Posted - 14 Mar 2013 : 23:05:24 Wouldn't it be funny if someone typo'd or deliberately reinterpreted certain spells? Arcane eye is boring; how about arcane nose? Bale instead of bane. Fear becomes lear. Leave the P off of passwall.
So that's basically where this comes from. Just looking at spell lists (the 3.5 PH for now), kinda crosseyed. Some are useful, others are just (hopefully) amusing. Feedback and suggestions are welcome.
I'm not concerned with assigning spell levels or formally writing them up as spells. You're welcome to do so if you like.
I'd like to maybe eventually come up with stories attached to more of these, like the legend of the apprentice and the nymph, but... time will tell.
acid blade/mace/spike - adaptation of flame blade, expanded to any weapon type and use by asn/clr/sor/wiz.
acid strike - adaptation of flame strike, modified for use by sor/wiz.
ageusia - As blindness/deafness, but the target cannot taste.
aggravate dead - Does not create undead, but subsequent speak with dead spells directed at aggravated dead will be less effective. Aggravated dead are always treated as if their alignment opposes that of the caster, meaning that they always get a Will save to resist responding at all to attempts to speak with them. Aggravated dead who do respond will be vague and verbose (which wastes the limited duration of speak with dead, possibly limiting the number of questions that will be answered). The aggravated individual will be surly, unhelpful, and abusive. Since the dead have infinite patience and no concept of time, grudges last forever. The duration of aggravate dead is "instantaneous" and therefore permanent.
anaphia - As blindness/deafness, but the target cannot feel tactile sensation.
anosmia - As blindness/deafness, but the target cannot smell.
arcane nose - As arcane eye, but it creates an invisible illusory nose (you can only see it with detect invisibility and then only if you're susceptible to illusions) through which you smell.
arcane smell - As arcane sight, but you smell magical auras; stronger auras are more pungent.
asswall - Creates a wall of uh... donkeys. The noise and smell are both atrocious.
authoritah - make yourself heard over all other noises, including things which normally disrupt sonic effects. this spell does not enable deafened creatures to hear you. it also does not make your voice louder; it merely makes you heard over other sounds, by individuals within normal hearing range.
bale - as bane, but it has no effect on targeted creatures; it causes hay in the area of effect to adhere to itself, facilitating its gathering into large rolls... so not much like bane at all.
barkness - transforms a vertical surface into rough bark (strong enough that it doesn't chip or flake off); facilitates climbing. The area depends on caster level, but can be shaped by the caster.
softer barkness - transforms a vertical surface into a papery bark that can be easily hacked through with any edged weapon - depth depends on caster level, as wall spells
blade burier - Weapons (of all types; not just bladed ones) sink into the ground. Affects all unattended weapons in a radius equal to 10 feet per caster level. At caster levels up to 15, the spell will function only on earth of any sort including clay and unworked stone. For caster levels above 15, the spell will function on floors of nonmagical wood, metal, and worked stone. For caster levels above 20, the spell will even function on magical floors including walls of force and prismatic walls.
blank - all hue is removed from the target, and all parts of the target become white and opaque - this spell does not dispel or counter invisibility or darkness, and it does not change armor class or any other game details; it merely changes the visual appearance of the target for those who perceive it - incorporeal targets remain incorporeal, but this spell will make them more visible - the effect on Hide checks vary by situation and are left to the DM
brick fall - distance is doubled when calculating falling damage; all reductions to falling damage are nullified
bull's grace - the subject gains a -4 penalty to Dexterity, with all corresponding effects.
cat's strength - the subject gains a -4 penalty to Strength, with all corresponding effects.
cause lear - the target becomes frightening. this spell has several effects: the target loses all current bonuses to Charisma, and gains immunity to such benefits for the duration; the target's base Charisma is reduced to 3; Paladins lose their class abilities as if they had committed a violation of their alignment; clerics and paladins alike may need to atone, depending on the deity (Sune, for example, would require atonement; Talona would not). The reduction in Charisma is not ability damage or drain; for the duration of the spell, the character is treated as if the player had assigned a "3" to Charisma. When the spell expires or is dispelled, the character's usual Charisma is restored and any other spells affecting Charisma once again take effect provided that they haven't expired.
chair lightning - this spell can only be cast on a seat, up to one cubic foot per level in volume (you may arrange the volume in any way you wish, in cubic-foot blocks); any object which is designed to be sat upon, or any object which is currently being sat upon, qualifies. The next time something touches the object, within 1 minute, (or immediately if it's currently being sat upon) the effect is triggered. When triggered, the target object emits arcs and sparks for one round, dealing electricity damage. spell resistance and electricity resistance apply, but since it's a melee touch attack it automatically hits. A reflex save for half damage is possible. If more than one being is sitting on the object, they are all affected.
circle of dearth - a circle of dearth removes wealth, in all forms - magic items, nonmagical items, water, minerals and metals, nonintelligent plants and animals... everything except intelligent creatures and bare dead dirt. eligible items vanish from the area of effect, and are scattered around the world from which they were scoured. equipment and money tends to reappear in the lairs of dragons and other fearsome beasts. Plants and animals are transported 1d100 miles in a random direction, either as a group or separately.
clam emotions - Does not remove or suppress emotion, but prevents its expression. No matter what the target feels (pain, anger, love, sorrow, elation, whatever) he/she appears to be utterly apathetic. The target is not silenced, but says nothing and does nothing connected to any emotion. The subject can attempt to defend itself against physical (but not nonphysical) attacks, but cannot counterattack or express any reaction to being attacked. Involuntary responses including flinches and withdrawal from painful contact are also suppressed.
cure wounds 1: as cure light wounds, but automatically maximized for subjects with the same patron power as the caster. heals 1d8 damage, plus 1 per caster level, to a maximum of 1d8+5 (13).
cure wounds 2: as cure moderate wounds, but automatically maximized for subjects with the same patron power as the caster. heals 2d8 damage, plus 1 per caster level, to a maximum of 2d8+10 (26).
cure wounds 3: as cure serious wounds, but automatically maximized for subjects with the same patron power as the caster. heals 3d8 damage, plus 1 per caster level, to a maximum of 3d8+15 (39).
cure wounds 4: as cure critical wounds, but automatically maximized for subjects with the same patron power as the caster. heals 4d8 damage, plus 1 per caster level, to a maximum of 4d8+20 (52).
cure wounds 5: heals 5d8 damage, plus 1 per caster level, to a maximum of 5d8+25 (65). automatically maximized for subjects with the same patron power as the caster.
cure wounds 6: heals 6d8 damage, plus 1 per caster level, to a maximum of 6d8+30 (78). automatically maximized for subjects with the same patron power as the caster.
cure wounds 7: heals 7d8 damage, plus 1 per caster level, to a maximum of 7d8+35 (91). automatically maximized for subjects with the same patron power as the caster.
cure wounds 8: heals 8d8 damage, plus 1 per caster level, to a maximum of 8d8+40 (104). automatically maximized for subjects with the same patron power as the caster.
cure wounds 9: heals 9d8 damage, plus 1 per caster level, to a maximum of 9d8+45 (117). automatically maximized for subjects with the same patron power as the caster.
delay poisson - a slow spell which is (only) effective in aquatic environments.
delayed backdraft - a fireball which streaks to its destination, hovers for a caster-determined period of time, then spews fiery death back at the origination point.
detect aberrations or magical beasts - you can detect a particular kind of aberration or magical beast in a cone emanating from you in a direction of your choice.
detect chaos theory - you can detect nearby applications of chaos theory. this spell does not grant any understanding of chaos theory.
detect flaw - Find one blemish or not-quite-perfect feature on any creature you look at. A quick-thinking apprentice once employed this spell when coming unexpectedly upon a nymph. She was initially surprised and displeased by his abrupt appearance, but he survived the full revelation of her supernatural beauty, and his ability to subsequently converse respectfully in spite of his admiration piqued her curiosity. Over the following years, as the apprentice "earned his robes" and became a full-fledged wizard, he also became a trusted friend of the forest creatures and their queen. When a horde of orcs descending out of the north swarmed the wizard's tower and overwhelmed his magical defenses, it's said that the nearby forest grew dark and ominous. A wall of mighty trees pulled their roots out of the earth and marched to surround the tower, and ghostly frigid winds from nowhere whistled out of their boughs and routed the superstitious horde. A number of orcs were frozen in these winds, turned abruptly into statues of ice. As the horde fled from the suddenly-murky forest and the great stamping trees that had emerged from it, the wizard's tower slid silently across the earth, pulled by unseen hands into the depths of the woods. The truth of this story may never be known, as the orcs slaughtered most of the woodsmen who lived in their path, but rangers who arrived the next week to verify the panicked rumors of an orc horde found the wizard's tower utterly gone... where the tower's foundation should have still lain, if it had been destroyed, there was a single weirwood sapling, surrounded by a ring of mature oaks which had not been there the previous season. Orcish corpses, burned and battered by the tower's defenses, lay strewn about this new stand of trees, and several man-sized blocks of ice were melting under the early autumn sun. Since then, adventurers have reported a stone tower at the edge of a deep clear pool where a nymph has occasionally been spotted. Strange and powerful misdirection magic seems to be at work, because every map of the wood's heart is different. Travelers often "correct" their earlier maps after subsequent trips through the forest, only to change it again later.
detect mood - This spell, which lasts 1 round per 2 caster levels, detects moods. Each round, you may concentrate on one person within range, and determine whether or not they are moody.
detect obvious doors - this spell is useful for those moments when you know there's a door, but you can't find it... precisely because it doesn't require a Search check - "can't see the forest for the trees" kinds of times.
detect weevil - are there any weevils in your vicinity? do you know? now you can!
dimensional window - it's not a door so you can't go through it, but you can look.
discern past location - you know where it is now, but where has it been? you know what i mean... whose bed have these boots been under?
discern truth - sometimes picking out the grains of truth is quicker/easier than sifting through the lies.
disguise: Melf - Take on the appearance of Melf - obviously there are many applications. This spell does not augment your level, spellcasting ability, or resistance to angered mages... it's a safe bet that Melf will not be flattered or impressed.
earthquack - An enormous maw opens up in the earth nearby, lengthening and narrowing into a ducklike bill. The utterance which inevitably follows has been described as "the last thing i heard" and "well, i don't know... everybody who was there died instantly."
false death - This spell allows you to fake the death of the target creature. Any method of death you can imagine... the spell will create an illusion to depict it. Conclusions jumped to by viewers cannot be controlled by this spell. Based on a 2e magical item: the six amulets of dramatic death, IIRC.
find the wrath - All signs magical and otherwise point you in the direction of the nearest hostile monster of CR equal to or greater than your level. This spell does not tell you anything about the monster, other than its direction and relative distance. Notably, you don't know how big its Friends & Family circle is. All that's certain is "this way to adventure!"
finger of life - Restores any single undead being to life. Lost limbs are regenerated. Memory of deeds performed while undead are only retained if the undead was intelligent. A Will save is available for intelligent targets who wish to resist, and SR applies.
fire ball - Fires a ball. The caster chooses the material of the ball and the direction in which it is fired. The mass of the ball are determined by caster level. The caster may deliberately lower the mass, but may not raise it. Ultimately, damage is determined by a combination of the material and mass. So, depending on the caster, this spell may create and launch anything from a small pellet approximating a garbonzo bean to a gigantic boulder of gold. The ball vanishes at the end of this round.
fire fog - Adaptation of acid fog.
fire map - Appears to be a map until someone approaches near enough to examine it. Then it blows up.
greater flame blade - Functions underwater as well as all other environments.
flies - Summons a swarm of nasty bugs. The din it creates disrupts sonic effects and renders all non-enhanced (enhancement meaning spells like authoritae) speech inaudible.
force darts - adaptation of burning spray.
forceball - adaptation of fireball.
forcemage - creates an entity composed of force which employs force-based spells. The ability scores, alignment, and saving throws of the forcemage are equal to that of the caster, but the caster does not have any control over the forcemage. Furthermore, control over the forcemage cannot be achieved through any known spell... although a forcemage of sufficient intelligence might feign being in thrall.
forcerage - forces a target creature capable of raging to immediately do so.
freedom of speech - as freedom of movement but creates a temporary exception to silencing spells.
ghoulberry - Rots a handful of freshly picked berries. Eating a ghoulberry turns you into a ghoul and makes you very hungry (essentially erasing the last significant meal you ate, and any snacks you've had since then). Ghouls can't get no satisfaction; no amount of consumption while in ghoulform will remove the feeling of hunger. After ghoulishness wears off, the consumer is exhausted (as per 3.5 DMG page 300) until they have a significant meal and a full (8 hours) rest... again, regardless of how much was consumed while in ghoulform. Any humanoid can eat a ghoulberry and enjoy (or not so much) its effects; other creature types are unaffected but still find the berries to taste vile. Dragons or other creatures currently in human form don't count as humanoid.
greater globe of invulnerability - 9th level - blocks spells of 8th level or lower.
hallucinatory companion - Creates a phantasm of a specific creature (the caster must specify a particular individual; the spell will not create a "generic" human for example). Both the original creature and the phantasm (when it appears) must be within armsreach of the caster. If the original creature is capable of movement, speech, pheromones, or whatever else... so is the phantasm. However, the phantasm has only a shadow of the original creature's intelligence and responds according to the apparent desires of those around it. The phantasm understands (only) the languages spoken by the caster. The phantasm has no concept of danger or situational behavior, so as long as it understands the communication it will comply with any order, and provide what it hopes is the desired response to any question put to it. It also doesn't plan ahead and has virtually no memory, so it can be easily caught in a lie (which it also will not understand) by a creative interrogator. The phantasm will not initiate or respond to violence. It doesn't have a mind of its own, and cannot be contacted through psionics or magic. It is intangible, but doesn't vanish when interacted with... so anyone who touches it will know it's incorporeal, but it persists, making it look like a ghost rather than an illusion. Duration: 2 hours per caster level.
hollow - Guts a building, up to 1000 cubic feet per caster level. On the outside, nothing changes right away... on the inside, everything is dumped into the astral plane. Intelligent creatures get a Fortitude save to resist being planeshifted. If the building has a roof, or has one or more floors above the ground floor, the building collapses in 1d4 rounds due to loss of structural support.
holy moly - An illusionary meteor swarm strikes nearby, causing all witnesses within Medium range (100 ft +10 ft per caster level) to make a Will save or surrender to the caster. Creatures with fewer HD than the caster must make a Fort save or be stunned for 1d4 rounds. The illusion includes auditory, olfactory, and tactile components - all creatures (except the caster) within thirty feet of the impact area are affected by a knockdown effect during the swarm, the terrain looks and smells charred and melted afterwards, intense heat radiates from the affected area, etc.
holy spite - The subject creature is seized by divine passion, to the point that every attack the subject makes this round automatically threatens a crit, and non-critical attacks still cause maximum damage. Next round, the subject realizes that he/she was momentarily in the grip of something other than their patron power, and is filled with remorse and self-loathing; the subject cannot complete any actions (so no attacks or movement) on this round. Paladins (and potentially clerics) lose class-related powers until atonement is obtained.
horrid hyponatremia - This spell creates excess water in the body of each subject creature. "Hyponatremia" refers to lowering the concentration of sodium in the human body to an unhealthy extent, but the game application is that the excess water bursts the creature's cells and deals 1d6 damage per caster level. Water-related creatures of the elemental Type are healed for 2 hp per caster level. Constructs, undead, and other elementals are unaffected by this spell.
inflict wounds 1: as inflict light wounds. deals 1d8 damage, plus 1 per caster level, to a maximum of 1d8+5 (13).
inflict wounds 2: as inflict moderate wounds. deals 2d8 damage, plus 1 per caster level, to a maximum of 2d8+10 (26).
inflict wounds 3: as inflict serious wounds. deals 3d8 damage, plus 1 per caster level, to a maximum of 3d8+15 (39).
inflict wounds 4: as inflict critical wounds. deals 4d8 damage, plus 1 per caster level, to a maximum of 4d8+20 (52).
inflict wounds 5: deals 5d8 damage, plus 1 per caster level, to a maximum of 5d8+25 (65).
inflict wounds 6: deals 6d8 damage, plus 1 per caster level, to a maximum of 6d8+30 (78).
inflict wounds 7: deals 7d8 damage, plus 1 per caster level, to a maximum of 7d8+35 (91).
inflict wounds 8: deals 8d8 damage, plus 1 per caster level, to a maximum of 8d8+40 (104).
inflict wounds 9: deals 9d8 damage, plus 1 per caster level, to a maximum of 9d8+45 (117).
At the DM's discretion, damage may be maximized against targets with a particular patron power. For example, Cyric could maximize damage for his priests casting these spells against followers of Mystra.
laze - Makes the target apathetic.
life ward - The subject gains immunity to the effects of all light and positive energy spells, including cure spells and sunburst.
liquid form - as gaseous form, but... liquid.
magic armor - as magic weapon, but it adds a +1 enhancement bonus to the armor class of any piece of manufactured/fabricated armor; it doesn't function on armor crafted of organic materials including leather, wood, or chitin.
greater magic armor - as greater magic weapon, but it adds an enhancement bonus to the armor class of any piece of manufactured/fabricated armor, equal to +1 per four caster levels.
magic hide - as magic fang, but it adds a +1 enhancement bonus to the armor class of any piece of armor crafted from organic materials, or to a creature's natural armor. this spell doesn't function on armor constructed of inorganic materials including metal, stone, or magical force.
greater magic hide - as greater magic fang, but it adds an enhancement bonus to the armor class of any piece of armor crafted from organic materials, or to a creature's natural armor, equal to +1 per four caster levels. this spell doesn't function on armor constructed of inorganic materials including metal, stone, or magical force.
reintegrate - counters and reverses disintegrate.
solid form - as gaseous form, but... solid.
spiderporn - fills the target's mind with explicit images of arachnids, enhanced for purely prurient purposes. the target must make a Will save each round for the duration (1 round per caster level) or be overcome with revulsion and unable to take any action. At the spell's conclusion, the target must make a final Will save or be affected by insanity (the PH spell). a favorite of drow priestesses attacking members of other races.
trapfinder - the subject finds all available traps... by triggering them. this spell imposes a -2 penalty on all saves related to avoiding the effects of traps.
Suggestions for renaming and other alterations: * enlarge vermin - more descriptive than giant vermin * lesser globe of invulnerability - reduce to 3rd level * globe of invulnerability - affects spells up to 5th level * horrid wilting - remove from the water domain; horrid hyponatremia takes its place - change the water elemental damage to something like "water-related creatures of the elemental Type take +2 points of damage per die" instead of the less inclusive and less severe current writing.
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27 L A T E S T R E P L I E S (Newest First) |
The Masked Mage |
Posted - 16 Mar 2013 : 14:22:47 quote: Originally posted by xaeyruudh
Size matters: enlarge person is cool, but what is a mean DM to do with spellcasting villains who want to enlarge their critters? Giant vermin just isn't versatile enough.
The basic spell enlarge can do any of these.
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The Masked Mage |
Posted - 16 Mar 2013 : 14:21:14 quote: Originally posted by xaeyruudh
Wouldn't it be funny if someone typo'd or deliberately reinterpreted certain spells? Arcane eye is boring; how about arcane nose? Bale instead of bane. Fear becomes lear. Leave the P off of passwall.
There were a few old dragon articles that did this. They were called Outrages From the Mages (or some variation of that; more, still more, etc.) Examples include:
Audible Curse Bigby's Insulting Hand (hard to guess what this does eh?) Bigby's Interposing Eye Drawmij's Instant Death
Most were totally useless while others were just funnny. |
xaeyruudh |
Posted - 16 Mar 2013 : 06:05:16 quote: Originally posted by Wooly Rupert
When talking about spells I sometimes wish for, I want ones that could be used in the real world...
I really like all of those ideas. I often want to remove the capacity for playing bass... if you can't use it responsibly, you shouldn't be able to use it at all. And tonight I was stuck behind someone who barely managed a standard right-hand turn at an intersection. Creeping along at maybe 10 mph for 50 feet before and after... and then turning into the McDonald's parking lot. *facepalm* |
xaeyruudh |
Posted - 16 Mar 2013 : 05:55:48 quote: Originally posted by Ayrik
You might find my old Typo affliction somewhat interesting.

I like ball of forks. And Melf's flaccid arrow is just wrong, Wooly. nice thread.
I wonder if Matt James went anywhere with it? |
xaeyruudh |
Posted - 16 Mar 2013 : 05:50:01 Wow. I had a feeling that some of them had probably been done already, but I didn't realize that many had or that they dated back to 2e. Cool. And thanks for the sources!
quote: Originally posted by TBeholder
Oh, come on. I know that you know. And probably have seen it in OotS, too. 
Sorry to disappoint. There was no sinister motive to copy/flavor anybody else's work here. I was just going through the PH spells and snickered a few times and decided I was bored enough to make a list.
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Wooly Rupert |
Posted - 15 Mar 2013 : 18:43:43 When talking about spells I sometimes wish for, I want ones that could be used in the real world...
Like a spell that makes someone's car engine sputter and then die for a few minutes, to be used on the guy who is changing lanes every 2.3 seconds so that he can get half a car-length ahead by the next traffic light.
Or a spell that permanently affect's someone's car stereo, so that no matter what they do, it will only play bagpipe music.
Or one that will engage someone's accelerator for a few seconds, when they are either refusing to turn despite a lack of oncoming traffic, or when you can't quite get around them because there is a car next to you.
Can you tell that one of my biggest daily pet peeves is other drivers? I have become convinced that for most people, getting behind the wheel dramatically lowers their IQ!  |
Ayrik |
Posted - 15 Mar 2013 : 17:22:15 <ahem>
You might find my old Typo affliction somewhat interesting. |
Marc |
Posted - 15 Mar 2013 : 12:00:49 few silly ones that I remember - glitterlust; power word: chill; power word: castrate; fold person; Mordy's wonderful brothel |
TBeholder |
Posted - 15 Mar 2013 : 10:16:47 quote: Originally posted by xaeyruudh
Wouldn't it be funny if someone typo'd or deliberately reinterpreted certain spells? [...]
Here's a good chunk of fullfilled wishes and pretty close hits, all from AD&D2/PO, just for a challenge: anosmia : anosmia (Dragon Annual2) Wiz 1 Alteration  arcane smell : arcane sight without accurate pinpointing and other intricacies would be... right, pretty much detect magic.  asswall : there's at least Wall of Sound (The Complete Bard's Handbook Wiz/Bar 3 Evocation). I suppose the smell component can be purchased separately with variants of stinking cloud. Though if you only want it to be passable, yet unpleasant for anything alive in as many ways as possible, add Wall of Gloom (PO:Spells&Magic Wiz 2 Conjuration/Summoning [Shadow]) and maybe Wall of Sand (FRA, The Magister, PftM Wiz 3 Evocation). authoritah : Captain's Voice (Dragon #242 Wiz 2 Alteration). barkness : close enuff - Tar (Gazetteer #9 Merchant-prince 1 Alteration). Its 3.x remake Resinous Tar (Complete Mage: all arcane 1 Conjuration [Creation]) doesn't mention climbing, though perhaps should. blade burier : the closest available is [Sirellyn's] superior magnetism (PO:Spells&Magic Wiz 6 Alteration) - just throw the focus down some well or hole and look how all lighter metal objects in range try to follow. I still think that using as foci stones pre-loaded into trebuchet is far more hilarious, however. blank : Color (Wiz 1 Alteration) does less and Glitterdust (Wiz 2 Conjuration/Summoning) does more, but probably something area-affecting can be done. I suppose one could summon scile or a hundred, but by eating colors the little pests will wash the victim into invisibility. Then again, a swarm of sciles + a bucket of chalk powder gives more or less what you want. brick fall : Nothing official, but... Anvil Fall (The Net Wizard's Handbook Wiz 2 Alteration). delayed backdraft : other than delay, it's close to Mirror Fireball (Dragon # 241 Wiz 5 Evocation) by Hoondarrh - before "update" it was fireball (double-sized, but fixed at 9d8/half) popping up in line-of-sight (range 30+10/lvl yds), mainly used to negate cover and/or catch the opponents between it and breath weapon - hence "mirror" in its name. detect mood : Rary's Empathic Perception (Dragon #249, Greyhawk Adventures Wiz 1 Divination). dimensional window : Remote Access (Dragon #239 Wiz 4 Alteration [Dimension]). Peek, backstab, remove something from a closed container (bring your own light), pick a pocket... anything that can be done in one round (not counting metamagic), but no casting spells or shooting through it. fire ball : seeing as it's less specialized than proper bladeleap, why bother and differentiate this much? Catapult (Forgotten Realms Adventures, The Magister, Pages from the Mages Wiz 1 Alteration [Force]) fire fog : Incendiary Cloud, obviously. fire map : Oh, come on. I know that you know. And probably have seen it in OotS, too.  greater flame blade : there were a few "unquenchable fire" type spells. Firebrand (Pages from the Mages, The Magister Wiz 4 Evocation) is specifically said to burn underwater and used on weapons (adds 1d4+1 of fire damage, but no "flametongue" traits or other bonuses). Does the same on a creature's appendage, for that matter (also without harming it). freedom of speech : Dispel Silence (Pages from the Mages, Forgotten Realms Adventures Wiz 3 Abjuration, Alteration) - does what it says. Vocalize (Unearthed Arcana, Oriental Adventures, Heroes' Lorebook, The Complete Wizard's Handbook, Pages from the Mages, Forgotten Realms Adventures Wiz 2 Alteration) - silence is still here, but for spellcasting purpose it's circumvented. Both are inherently silent, obviously. greater globe of invulnerability : Mystic Sphere (Ruins of Myth Drannor - Phaerimm spell Wiz 9 Abjuration), Alteration. hallucinatory companion : there were a few of dirty tricks to this end, from skeletal bride (The Seven Sisters Wiz 6 Necromancy) - and up, but what your specification describes is clearly a simulacrum. holy moly : Even funnier - fake retributive strike blast + cowing everyone in sight. Fearfire (City of Splendors Wiz 3 Enchantment/Charm, Illusion). liquid form : Watery Form (Gazetteer 9, Pirates of the Fallen Stars Wiz 3 Alteration). And from there up - Elemental Form (Secrets of the Lamp Wiz 4 Alteration); Water Form (Arabian Adventure Wiz 4 Alteration); reintegrate - Nope. For slightly less severe cases there was Unburn, though. spiderporn - There was neogi spell Arachnophobia (Dragon #184 Wiz 3 Illusion/Phantasm). And now we know how exactly it works... why, THANK YOU.  trapfinder - Anything from unseen servant to summoned boars to disguised semi-corporeal decoys like Shadow Skeleton (Dragon #181, Pages from the Mages Wiz 4 Illusion/Phantasm [Shadow]) or more advanced test dummies such as skeletal bride.
quote: Originally posted by xaeyruudh
detect flaw - Find one blemish or not-quite-perfect feature on any creature you look at. A quick-thinking apprentice once employed this spell when coming unexpectedly upon a nymph.
[fanfic skipped] I too like The Snow Queen, but the spell's primary purpose was obviously tactical.  |
xaeyruudh |
Posted - 15 Mar 2013 : 07:34:40 Nice. Holly aura would hurt. I like leather fall. Cone of old is good too, I had a couple of cones I just hadn't gotten around to writing descriptions for but I didn't think of "old". Funny stuff.  |
Aulduron |
Posted - 15 Mar 2013 : 04:05:26 Astral Protection- Prevents Astral travel. Planar Alley- opens a gate between buildings in a different plane Holly Aura- target becomes entwined in Holly vines Glyph of Wading- fills room with 2 feet of water |
Dalor Darden |
Posted - 15 Mar 2013 : 03:54:19 Harm Person - an invisible force hurts the target
Melf's Minute Meteors - launches a series of meteors all within one minute
Leather Fall - targets leather armor falls off
Assmorph - targets arses turn into biting mouths that attack
Wall of Ire - targeted wall becomes angry and falls on nearby targets
Low - targets feel sad
Care- target gains great desire to protect the caster
Fool's Old - causes the target to temporarily become senile
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Aulduron |
Posted - 15 Mar 2013 : 03:41:24 True Peeing- cures any prostate problem, STD, or bladder infection. Insect Plaque- You summon a stuffed and mounted mosquito Naturalize Poison- gain a temporary immunity to poison. Praise Dead- any undead in the area of effect feel better about themselves.
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Aulduron |
Posted - 15 Mar 2013 : 02:58:56 It's been done. Tasha's Hideous Laughter was supposed to be Tasha's Hideous Slaughter.
Magic Mussel-summons a small shellfish Magic Muscle- use your imagination. Cone of old-Ages target
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sfdragon |
Posted - 15 Mar 2013 : 02:25:52 Im sorry I cant resist
RESPECT MY AUTHORITAH!!!!!! |
xaeyruudh |
Posted - 15 Mar 2013 : 02:12:07 Thanks for the feedback. :)
I'm seeing some places where I need to clarify what I was thinking, but I want to leave it as wide open as possible for interpretation.
Woohoo for devilry! |
Dalor Darden |
Posted - 15 Mar 2013 : 00:25:16 I like this!
My favorite so far is actually:
delayed backdraft - a fireball which streaks to its destination, hovers for a caster-determined period of time, then spews fiery death back at the origination point.
I can think of all sorts of devilry for that! |
xaeyruudh |
Posted - 15 Mar 2013 : 00:16:39 Fight my enemies for me, while I act untouchable and important.
Unlike the summon monster 1-9, summon nature's ally 1-9, and I think summon undead 1-5 spells, these are just single spells. The CR of the creature(s) you summon should depend on caster level, but this gives you more control over what will appear, and the spells should probably have a fixed duration instead of making that level-dependent too. Ymmv.
summon aberration summon animal summon construct summon dragon summon elemental summon fey summon giant summon humanoid summon magical beast summon monstrous humanoid summon ooze summon outsider summon plant summon undead summon vermin summon air creature summon earth creature summon fire creature summon water creature summon cool creature summon warm creature summon incorporeal creature summon chaotic creature summon evil creature summon good creature summon lawful creature summon reptilian summon shapechanger
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xaeyruudh |
Posted - 15 Mar 2013 : 00:11:03 Ugh, get off me!
repel aberrations repel animals repel constructs repel dragons repel elementals repel fey repel giants repel humanoids repel magical beasts repel monstrous humanoids repel oozes repel outsiders repel plants repel undead repel vermin - in the PH; this is the basis for this category of spells. repel air creatures repel earth creatures repel fire creatures repel water creatures repel cool creatures - (hah... i want 2 b lame) repel warm creatures repel incorporeal creatures repel chaotic creatures repel evil creatures repel good creatures repel lawful creatures repel reptilians repel shapechangers
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xaeyruudh |
Posted - 15 Mar 2013 : 00:04:01 Protection spells - pretty self-explanatory
protection from aberrations protection from animals protection from constructs protection from dragons protection from elementals protection from fey protection from giants protection from humanoids protection from magical beasts protection from monstrous humanoids protection from oozes protection from outsiders protection from plants protection from undead protection from vermin protection from air creatures protection from earth creatures protection from fire creatures protection from water creatures protection from cool creatures protection from warm creatures protection from incorporeal creatures protection from chaotic creatures protection from evil creatures protection from good creatures protection from lawful creatures protection from reptilians protection from shapechangers
magic circle against aberrations magic circle against animals magic circle against constructs magic circle against dragons magic circle against elementals magic circle against fey magic circle against giants magic circle against humanoids magic circle against magical beasts magic circle against monstrous humanoids magic circle against oozes magic circle against outsiders magic circle against plants magic circle against undead magic circle against vermin magic circle against air creatures magic circle against earth creatures magic circle against fire creatures magic circle against water creatures magic circle against cool creatures magic circle against warm creatures magic circle against incorporeal creatures magic circle against chaotic creatures magic circle against evil creatures magic circle against good creatures magic circle against lawful creatures magic circle against reptilians magic circle against shapechangers
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xaeyruudh |
Posted - 15 Mar 2013 : 00:01:00 Location spells... locate creature seems to cover all of these; I'm offering them for those who (like me) think it makes good sense to have a tailored spell for each type of creature rather than giving a caster one spell which can hone in on any type of creature, even if he's never encountered them before. Having multiple spells enables you to differentiate them according to criteria you set. Maybe locate animal is lower-level and/or has a longer duration than locate outsider, or maybe not.
locate/obscure aberration locate/obscure animal locate/obscure construct locate/obscure dragon locate/obscure elemental locate/obscure fey locate/obscure giant locate/obscure humanoid locate/obscure magical beast locate/obscure monstrous humanoid locate/obscure ooze locate/obscure outsider locate/obscure plant locate/obscure undead locate/obscure vermin locate/obscure air creature locate/obscure earth creature locate/obscure fire creature locate/obscure water creature locate/obscure cool creature locate/obscure warm creature locate/obscure incorporeal creature locate/obscure chaotic creature locate/obscure evil creature locate/obscure good creature locate/obscure lawful creature locate/obscure reptilian locate/obscure shapechanger
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xaeyruudh |
Posted - 14 Mar 2013 : 23:47:42 Stop right there! Like the charm spells above, hold spells targeted to specific types of monster should be lower-level and may affect creatures unaffected by the generic hold monster.
hold aberration hold animal hold construct hold dragon hold elemental hold fey hold giant hold humanoid hold magical beast hold monstrous humanoid hold ooze hold outsider hold plant hold undead hold vermin hold air creature hold earth creature hold fire creature hold water creature hold cool creature hold warm creature hold incorporeal creature hold chaotic creature hold evil creature hold good creature hold lawful creature hold reptilian hold shapechanger
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xaeyruudh |
Posted - 14 Mar 2013 : 23:43:21 You can run, but you can't... waitaminnit... yes I can!
hide from aberrations hide from animals - already in the PH hide from constructs hide from dragons hide from elementals hide from fey hide from giants hide from humanoids hide from magical beasts hide from monstrous humanoids hide from oozes hide from outsiders hide from plants hide from undead - already in the PH hide from vermin hide from air creatures hide from earth creatures hide from fire creatures hide from water creatures hide from cool creatures hide from warm creatures hide from incorporeal creatures hide from chaotic creatures hide from evil creatures hide from good creatures hide from lawful creatures hide from reptilians hide from shapechangers
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xaeyruudh |
Posted - 14 Mar 2013 : 23:38:32 Size matters: enlarge person is cool, but what is a mean DM to do with spellcasting villains who want to enlarge their critters? Giant vermin just isn't versatile enough.
enlarge/reduce aberration enlarge/reduce animal enlarge/reduce construct enlarge/reduce dragon enlarge/reduce elemental enlarge/reduce fey enlarge/reduce giant enlarge/reduce humanoid enlarge/reduce magical beast enlarge/reduce monstrous humanoid enlarge/reduce ooze enlarge/reduce outsider enlarge/reduce plant enlarge/reduce undead enlarge/reduce vermin enlarge/reduce air creature enlarge/reduce earth creature enlarge/reduce fire creature enlarge/reduce water creature enlarge/reduce cool creature enlarge/reduce warm creature enlarge/reduce incorporeal creature enlarge/reduce chaotic creature enlarge/reduce evil creature enlarge/reduce good creature enlarge/reduce lawful creature enlarge/reduce reptilian enlarge/reduce shapechanger
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xaeyruudh |
Posted - 14 Mar 2013 : 23:35:18 A redefinition of disruption: an attack specifically crafted to damage the essence of a particular type of creature. Against creatures of other types, the attack causes half damage or (with a successful save) no damage.
disrupt aberration - As disrupt undead, but effective primarily against aberrations. disrupt animal disrupt construct disrupt dragon disrupt elemental disrupt fey disrupt giant disrupt humanoid disrupt magical beast disrupt monstrous humanoid disrupt ooze disrupt outsider disrupt plant disrupt undead disrupt vermin disrupt air creature disrupt earth creature disrupt fire creature disrupt water creature disrupt cool creature disrupt warm creature disrupt incorporeal creature disrupt chaotic creature disrupt evil creature disrupt good creature disrupt lawful creature disrupt reptilian disrupt shapechanger
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xaeyruudh |
Posted - 14 Mar 2013 : 23:32:57 Give the school of divination a case of Red Bull, with some more detection spells.
detect aberration detect animal detect construct detect dragon detect elemental detect fey detect giant detect humanoid detect magical beast detect monstrous humanoid detect ooze detect outsider detect plant detect undead - The only one of these spells that already exists. The key to building/explaining this category of spells needs to be something other than "You can detect the aura that surrounds undead creatures." Yes, it's easy to picture a certain *shudder* air around some undead creatures, including liches and maybe zombies, but not really skeletons so much. The issue is that aberrations and oozes don't have an aura, so maybe the wording on detect undead shouldn't be quite so specific. Just sayin. detect vermin detect air creature detect earth creature detect fire creature detect water creature detect cool creature detect warm creature detect incorporeal creature detect chaotic creature detect evil creature detect good creature detect lawful creature detect reptilian detect shapechanger
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xaeyruudh |
Posted - 14 Mar 2013 : 23:26:05 A few more charm spells would be nice. These would have differing but generally lower levels than charm monster, since they're focused on a particular type of monster. This focus also gives them the advantage of working against creatures which are normally not subject to charm spells.
Some of these spells already exist, but may need to be tweaked to fit into a consistent sort of system.
charm aberration charm animal charm construct charm dragon charm elemental charm fey charm giant charm humanoid charm magical beast charm monstrous humanoid charm ooze charm outsider charm plant charm undead charm vermin charm air creature charm earth creature charm fire creature charm water creature charm cool creature charm warm creature charm incorporeal creature charm chaotic creature charm evil creature charm good creature charm lawful creature charm reptilian charm shapechanger
command aberrations command animals command constructs command dragons command elementals command fey command giants command humanoids command magical beasts command monstrous humanoids command oozes command outsiders command plants command undead command vermin command air creatures command earth creatures command fire creatures command water creatures command cool creatures command warm creatures command incorporeal creatures command chaotic creatures command evil creatures command good creatures command lawful creatures command reptilians command shapechangers
control aberrations control animals control constructs control dragons control elementals control fey control giants control humanoids control magical beasts control monstrous humanoids control oozes control outsiders control plants control undead control vermin control air creatures control earth creatures control fire creatures control water creatures control cool creatures control warm creatures control incorporeal creatures control chaotic creatures control evil creatures control good creatures control lawful creatures control reptilians control shapechangers
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