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3 years ago  ::  Nov 28, 2009 - 8:46PM #1271
BenGregor
Date Joined: Dec 22, 2007
Posts: 437

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Jun 29, 2009 -- 7:28AM, ShinMajin wrote:

Oy, if I had a bagel for every time somebody posted a duplicate spell on this forum...yeah. Also, are you sure it launched the actual fist and not just the fingers? There are several finger-shooting spells out there. There's also a spell that detatches the hand, but doesn't launch it. Both spells appeared in some manner in the BoVD. And speaking of fingers... 

Shining Finger 
Evocation [Light, fire] 
Level: Sor/Wiz 5 
Components: V, S 
Casting Time: 2 rounds 
Range: Personal 
Target: Your hand 
Duration: 1 round/2 levels, or until discharged 
Saving Throw: None 
Spell Resistance: No 

Upon completion of an overly dramatic chant (see casting time,) the caster imbues his hand with an awesome power. Within 1 round/2 levels, he must make a melee touch attack. On a hit, he deals 1d8/level points of fire damage (max 20d8.) On a successful critical hit against a creature no more than one size larger, he grabs the opponent's head and incinerates it, likely killing them.

Alternatively, he may release this charge as a ranged touch with a range of (25+level*5) feet, though in this case it only does 1d6/level damage, and does not destroy the enemy's head, even on a critical. Note: Silent Spell may not be applied to this spell, though Still Spell may. 

Is 5th level too low? I tried to balance the high damage with an inconvenient casting time.



I remember watching that show, so I'm going to make a slightly sillier version of another of his attacks:

Burning Finger
Evocation [Fire]
Level: Sor/Wiz 0
Components: V, S
Casting Time: standard action
Range: Personal
Target: Your finger
Duration: 1 round/2 levels, or until dismissed
Saving Throw: None
Spell Resistance: No

Despite the effects of other spells with similar names, this spell ignites one of your fingers on fire.  This fire deals no damage to the caster's finger, but will ignite other flammable materials such as paper, wood, tobacco, and clothing.  This small flame will (in addition to igniting flammables) deals 1 point of fire damage to anything that touches it that isn't part of the hand to which the burning finger is attached.




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3 years ago  ::  Dec 03, 2009 - 8:51PM #1272
Delam
Date Joined: Sep 14, 2009
Posts: 51
Quickchange
Transmutation [Self, target] 
Level: Bard 2 
Components: V, S
Casting Time: (counts as a quickened spell) 
Range: Personal,  5ft/level
Target: You or target within range 
Duration: 1 min/level
Saving Throw: None 
Spell Resistance: No 

You or your chosen target gain the inexplicable power of changing quickly. You may switch any gear you are wearing or using instantly without penalty. Your target does not need to be able to move as long as they are carrying the change of gear on their person (backpack etc), otherwise they must be able to reach said clothes to activate this effect. This changing action itself cannot be perceived, though the target may notice if your wearing different clothes after you finish.

Can you say no more rounds of being surprised without armor? Laughing
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3 years ago  ::  Dec 04, 2009 - 6:40PM #1273
tigereye504
Date Joined: Jul 21, 2009
Posts: 183

Seth's Kobold Shower
Conjuration (Calling, Evil)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium
Effect: Cylinder of falling kobolds with 20ft radius
Duration: 3 rounds
Saving Throw: Reflex half
Spell Resistance: No

Unfortunate kobolds rain from the sky, at a height of 10ft per 2 caster levels (limit 100ft). Creatures in the area take 1d6 points of bludgeoning damage per 10ft of the spell's height, killing the kobolds. Regardless of where in the spell's area a creature is, it takes the same damage; this spell if cast at height does not increase damage, nor do flying creatures take less.

I figure calling kobolds for the sole purpose of splattering them against the ground is evil. Again, balance suggestions are appreciated!





bah, thats not evil, killing hordes of kobolds is a GOOD thing! This spell needs the GOOD subtype!

GENERATION 13: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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3 years ago  ::  Dec 04, 2009 - 7:44PM #1274
navar100
Date Joined: Dec 1, 2006
Posts: 3,437

Yes I Can (Metamagic)

Overcomes spell restriction.

Benefit: Choose a spell that specifically mentions in its spell description that you cannot do something.  You can now do whatever it is with that spell.  If a spell description mentions another spell can't affect it, a Yes I Can version of that other spell can affect the spell in question.  A Yes I Can spell uses up a spell slot two levels higher than normal.

Examples:

Yes I Can Haste does allow a wizard to cast more than one spell in a round.

Yes I Can Dispel Magic can dispel a Wall Of Force.

Any Yes I Can divination or mind-affecting spell can penetrate Mind Blank.

Yes I Can Anti-Magic Field can affect deities!

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3 years ago  ::  Dec 14, 2009 - 2:43PM #1275
abraham
Date Joined: Jun 15, 2004
Posts: 808
skill swap-all 3
this spell allow you to change your skill selection but NOT your skill level.
is it ballaced,if not tell me how to make it ballanced
hello everybody!!!!!!!
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3 years ago  ::  Dec 16, 2009 - 1:36PM #1276
JimProfit
Date Joined: Oct 12, 2007
Posts: 918
Bigger Drill
Transmutation
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Personal
Effect: The weapon you're holding
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You roll a d4 and increase a medium or small size weapon to the size category listed on the die roll.
1=Large
2=Huge
3=Gargantuan
4=Colossal

Treat this weapon as the size category listed, you can wield it as though that size category yourself without being so. If the opponent is two or more size categories smaller then the weapon, they must make a reflex save DC equal to your caster level+key stat modifier, or take an additional 3d8 damage.
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3 years ago  ::  Dec 16, 2009 - 5:16PM #1277
navar100
Date Joined: Dec 1, 2006
Posts: 3,437

Dec 16, 2009 -- 1:36PM, JimProfit wrote:

Bigger Drill
Transmutation
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Personal
Effect: The weapon you're holding
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You roll a d4 and increase a medium or small size weapon to the size category listed on the die roll.
1=Large
2=Huge
3=Gargantuan
4=Colossal

Treat this weapon as the size category listed, you can wield it as though that size category yourself without being so. If the opponent is two or more size categories smaller then the weapon, they must make a reflex save DC equal to your caster level+key stat modifier, or take an additional 3d8 damage.




Ok, that's funny!

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3 years ago  ::  Dec 27, 2009 - 4:38PM #1278
abraham
Date Joined: Jun 15, 2004
Posts: 808
bad acent-all 0
effect-you make the target speak in a BAD accent for 2d12 days
components-v,s
tell me what you think of this spell & how it might be used in a adventure.
hello everybody!!!!!!!
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3 years ago  ::  Dec 28, 2009 - 10:55PM #1279
navar100
Date Joined: Dec 1, 2006
Posts: 3,437

Dec 27, 2009 -- 4:38PM, abraham wrote:

bad acent-all 0
effect-you make the target speak in a BAD accent for 2d12 days
components-v,s
tell me what you think of this spell & how it might be used in a adventure.




Make a dwarf sound like an elf.  Make an elf sound like an orc.  Make a man sound like a woman.

More seriously: If you know someone is a spy but an Important Person doesn't believe you, use this spell on the spy to "slip" into his native accent.

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3 years ago  ::  Jan 24, 2010 - 2:00PM #1280
abraham
Date Joined: Jun 15, 2004
Posts: 808
utility belt! all 8
basically you can pull ANYTHING out of your belt or pocket!(And I DO mean ANYTHING)
thussly the high level.
hello everybody!!!!!!!
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