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The Amusing and Diversional Spell Thread

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Kalgalath

PostPosted: Tue Apr 19, 2005 6:43 pm


The Amusing and Diversional Spell Thread

I dont know about other people here in the guild, but I have a particular love for spells (or powers or magical items) that have amusing effects that not only cause entertaining results, but useful ones as well.

So, I've decided to start this thread for people to post some of thier most amusing spells that they have found to actually have uses in the game.

Please use the following format to post spells, so that players who might wish to use them can easilly understand how they should work. Just copy/paste and fill in the blanks.[/color=red] Also, please quote the spell, so that if youd like to comment about its uses or have an amusing story about it, we can easilly differentiate. 3nodding Of course, if a field is unapplicable, just leave it off.

Quote:
Spell Name:
Classes/Levels:
School/Sphere/DesrComponents:
Range:
Area/Target:
Duration:
Saving Throw:
Spell Resistance:





This thread is primarilly intended for spells, be they custom-made or official, but items and powers are just as acceptable; just follow the format put forth in the official books.

No ridiculous but drastically overpowered posts, please. . . this thread is intended for spells or items that are useable in a normal game.
PostPosted: Tue Apr 19, 2005 6:54 pm


Quote:
Spell Name: Featherball
Level: Wiz/Sorc 1, Bard 1, Druid 1
School: Conjuration
Casting Time: 1 standard action
Components: V, M
Range: Medium (100ft + 10 / lvl )
Area/Target: 20ft Burst
Duration: 1 round / level (max 5)
Saving Throw: N/A
Spell Resistance: No

You create a large ball of magical feathers to distract your foes

Featherball fills a 20ft Burst with magical feathers. Any creatures withing the featherball will be unable to see any creature more than 5 feet away from them, and creatures within 5 feet are considered to have partial concealment (25% chance to miss). Spellcasters within the area of effect must make a DC 13 Concentration check in order to cast.

The material component for this spell is a single chicken feather, which is consumed in the casting.


I couldn't exactly remember the wording on this one, but thats the gist of it. It was a really amusing spell I once found somewhere. It is really great for putting a halt to combat, or distracting mages or archers (who then cant see thier targets)

Kalgalath


Kalgalath

PostPosted: Wed Apr 20, 2005 1:01 pm


Summon (Specific Creature)

Its a spell that can be found in a book called Relics and Rituals II. Basically, its a really low-powered version of the Summon Monster Spells. You basically learn the 'Summon Creature' spell, and it is memorized at any level you want, but each time it is memorized, you pick a pre-determined creature to summon.

The great thing about it is, the level of the spell is 1/2 the CR of the creature summoned. You cannot, however, summon undead, incorporeal, contructs. Only living creatures. The minimum spell level is 0. (I.e. for creatures CR 1 or less)

Still, its a great spell, so instead of taking Monster Summoning I and getting a lowly Celestial Porpose (I mean, wtf?!), you could summon, say, a Goblin with one level of fighter. (Its an example. . . sentient creatures are allowed, and they can have class levels, too). Creatures with arms/armor come fully equipped, though they are generic . . no special weapons / magical weapons, etc.

The spell stats are exactly the same as any of the Summon Monster / Nature's Ally / Undead spells, which can be found in the PH.

Insidentally. . . as there IS a summon Undead varient of the Summon Monster spells put out by WoTC, DM's might also be willing to allow you do summon undead with this spell. I dont think it would be unreasonable.
PostPosted: Wed Apr 20, 2005 1:09 pm


Quote:
Spell Name: Dalbarhedi's Phantom Badger
Classes/Levels: Wiz/Sorc/Bard 0
School: Illusion [Shadow Conjuration]
Casting Time: 1 full round
Components: VSM
Range: Close (25 ft + 5 / level)
Duration: 1 hour / level
Saving Throw: None
Spell Resistance: No

Summons one Phantom Badger (stats below) The Badger will remain for the spell's duration or until dismissed by the caster. It can perform any tasks as set down under Animal Handling, no check required.


Based on the Summon Specific Creature spell, Dahlbarhedi was tinkering around with variants on the spell one day when he discovered a spell that would summon a relatively harmless creature known as the Phantom Badger. While unable to do any real harm to another person, the Phantom Badger has several unique magical abilities that make it quite useful. Namely, it can render itself nearly invisible at will, and has the ability to pass through walls and other objects if it so desires. Dalbarhedi used this to his advantage to play great practical jokes, making the creature appear, grab an item of some value to someone, and vanish again into thin air. When the target of his pranks gave chase, the badger would flee through objects suddenly, causeing the would-be pursuer much grief. Needless to say, these pranks is what gained Dalbarhedi his nickname, "The Phantom Badger"

Monster Entry

Badger, Phantom
Medium Magical Beast
Hit Dice: 3d10 + 0 (16)
Initiative: +5
Speed: 50ft, Burrow 20ft
Armor Class: 18 (10 + 5 Dex +3 Natural), Touch 15, Flat-Footed 13
Base Attack / Grapple: +0 / +0
Attack: Claw +4 Melee (1d2)
Full Attack: 2 Claws +4 Melee (1d2) and Bite -1 melee (1d3)
Space/Reach: 5ft / 5ft
Special Attacks: None
Special Qualities: Lowlight Vision, Scent, Spell Resistance 15, Wraithform
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 10, Dex 20, Con 15, Int 4, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +5, Spot +3, Hide +5
Feats: Track, Weapon Finess
Environment: Temporate Forests
Orignization: Solitary
Challenge Rating: 1
Advancement: 2 HD (Medium)
Level Adjustment: ---

The Phantom Badger looks very similar to a normal badger, with black fur and white strips. It does however have a vaguely wispy outline, as if you could see through the edges.

Phantom Badgers, if provoked, will attack with sharp claws and teeth.

Wraithform (Su.): A Phantom Badger can take wraithform at will as an swift action. While in wraithform, it is treated as incorporeal, and can move through solid objects at will. In addition, the Phantom Badger is nearly transparent, making it difficult to see and granting it a +20 bonus to Hide checks. Opponents trying to attack a Phantom Badger in wraithform take a -2 penalty to hit. A Phantom Badger cannot attack while in Wraithform. Wraithform lasts for 3 rounds.

Kalgalath


Kalgalath

PostPosted: Wed Apr 20, 2005 2:04 pm


Quote:
Spell Name: Lord Elmer's Ball of Glue
Classes/Levels: Sorc/Wiz 1, Bard 1
School: Conjuration (Creation)
Casting Time: 1 standard action
Components: V, S, M
Range: Medium (100ft + 10ft / lvl)
Area/Target: 10ft radius burst
Duration: 1 round / levels
Saving Throw: Reflex Partial
Spell Resistance: No

Summon a large ball of gooey white glue and hurl it at your enemies, glueing them into place

Creates a large spherical ball of glue in the caster's hands. The ball is then hurled at a target square or creature (ranged touch DC 10). The ball then bursts into a sticky mass which coats everything in a 10ft radius. The glue hardens instantly, locking any creature into place and preventing it from moving away from its position and preventing them from attacking. If a successful reflex save is made, creatures avoid being glued to the floor or other objects, but move at half rate unless they spend a full round removing the substance. Creatures with evasion who successfully save avoid the effects entirely.

Those who fail the save are considered entangled, and cannot move or attack unless they make a DC 25 Str check. Note that creatures in the air will be unable to fly if they fail the save, and fall to the ground. Airborne creatures of size Large or smaller who do save will still be forced to land the following round, or fall to the ground.


This spell was orginally from a game called Kobolds Ate My Baby, probably one of the BEST beer-and-pretzels RPGs out there. . . its vastly entertaining. Anyhow, someone apparently adapted it from the game to d20, and also based it on the Glue spell that appears in Relics and Rituals, though instead of enchanting a patch of ground it is thrown as a missile.

As Tylara can vouch, this is a 1st spell that, if used intelligently, can be of vast potential even at higher levels, especially against Flying creatures. (Stupid Half-Dragon Wizards. . . we showed him . . .). Its perfect for immobilizing opponents.
PostPosted: Sat Apr 23, 2005 7:48 pm


Quote:
Spell Name: Manyjaws
Level: Wiz/Sorc 3
School: Evocation [force]
Casting Time: 1 Standard Action
Components: VSM
Range: Medium (100ft + 10 / lvl)
Effect: One Pair of floating disembodied jaws / level
Duration: 3 rounds
Saving Throw: Ref 1/2
Spell Resistance: No

Summon several pairs of disembodied teeth to assault you foes.

You summon several pairs of dismbodied jaws / teeth that fly about and attack your foes. Summons one set of teeth per level, to a max of ten. The teeth appear adjacent to you, and move at a rate of Fly 40 (Perfect). The each set of teeth automatically deals 1d4 damage to a target (Ref Half). The teeth can attack different targets or the same target at the caster's discretion. If multiple sets of teeth attack the same target, the target only makes thier reflex save once. You can redirect the teeth as a standard action.


This spell is just great. . . loads of teeth just flying about biting people. Its kind of odd, but the damage is great. . . . effectively 3d4 per level. It first appeared in A Player's Guide to Faerun

Kalgalath

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