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Lysander
2009-07-21, 01:00 PM
Sigurd had an interesting idea in the Ornamental Spells thread for "nuisance magic", spells that a wizard might use to harm someone in situations where violence isn't called for, and the caster doesn't want to ruin their life with something like Blindness or Bestow Curse . For example, as a minor punishment in response for rude behavior or to chastise a failed servant. Or possibly just as a prank. Anyone want to come up with some mean little spells?

As a general rule nuisance spells shouldn't be permanent but may last a long time. Casters can easily dismiss their own nuisance spells.



Ass Ears
Transmutation, polymorph, Nuisance Magic
Level: Sorc/Wiz 2, Bard 2
Components: V, S, F
Casting Time: 1 Minute
Range: Touch
Target: One creature
Duration: Varies - till new moon.
Saving Throw: Will Negates
Spell Resistance: Yes

Subject's ears are reformed to look like those of a donkey or Ass. The subject suffers no appreciable hearing loss.

Minor Protection (Nuisance Magic)
Whether by extending the power of an entity or deity or investing the wearer with arcane ritual these charms and wards protect commoners from minor magics. Typically an item of minor protection is crafted for one lesser threat, say 'Ass Ears' above.
Most protective magic items, as a secondary affect, grant a second save against nuisance magic.



Here's one:

Squeak
Transmutation, Nuisance Magic
Level: Sorc/Wiz 1, Bard 1
Components: V, S, F
Casting Time: 1 standard action
Range: 10 feet
Target: One creature
Duration: 1 hour/caster level
Saving Throw: Will Negates
Spell Resistance: Yes

The subject's voice becomes a high pitched squeak, making them sound ridiculous. This provides a -4 penalty on any Diplomacy and Perform rolls that require being taken seriously, and a +2 bonus on comedic Perform rolls. It does not interfere with spellcasting. A caster can target themselves with Squeak.

Astraden
2009-07-21, 01:42 PM
Heres one-

Stumble
Transmutaion, Nuisance Magic
Level: Sorc/Wiz 3, Bard 3, Trickery 3
Components: V, S
Casting Time: 1 Standard Action
Range: Short
Target: One creature
Duration: 1 minute/caster lvl
Saveing Throw: Will negates
Spell Resistance: Yes

The subject becomes incredibly inept regarding tasks that require dexterity. He simply cannot preferom these tasks as he would otherwise be able to.
Any skill check that uses dexterity as its base ability is effected by a -4 competence bonus. In addition, all Balance and Tumble checks are subjected to a -8 competence bonus.
The subject also suffers a -10ft speed reduction unless he passes a reflex save equal to the negateing will save every time he moves more than 5 feet due to the "slippery" seeming terrain. < (Think the drunken wobbles)


Also, as a side note, I believe that "Intimidation" checks should also be effected by that Squeak spell.

Xefas
2009-07-21, 02:11 PM
My attempt at a level 9 'nuisance spell'. Time to crank the prank epicness up a notch.

Monolith of Intestinal Doom
Evocation
Level: Cleric 9, Druid 9
Component: V, S, M
Casting Time: 5 minutes
Range: Close (25ft + 5ft/2 levels)
Target: A spot of empty ground at least 10ft square
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Used by the heralds and prophets of angered deities wishing to bear relatively minor but still significantly uncomfortable wrath down upon a city, this spell conjures, at the target area, a massive black monolith, 70 feet tall, inscribed with the grievances the deity has against the community.

The verbal requirement for casting is the recitation of the grievances that will appear on the monolith once it has been created. The material component is a bit of planar essence from the deity's domain, given by the deity or a high-ranking servant of that deity to the caster.

Once erected, the Monolith stays until the deity is appeased, at which time it disappears completely. While active, it projects an aura that encompasses the entirety of the city it was created in. The first time a creature steps into the aura (or if they are in the aura when the monolith is created), they make a Fortitude saving throw.

Should they fail their saving throw, while in the bounds of the city, they feel horrendous intestinal distress, as if they had just eaten a lot of bad shellfish. Nothing actually happens, but it feels like it's going to. All the time, in fact.

When the monolith disappears, any lingering feelings of boweliness dissipate as well.

Astraden
2009-07-21, 02:15 PM
Somewhere a diety of poopy is cheering for that one, lmfao.:smallbiggrin:

Lysander
2009-07-21, 02:56 PM
Wow, that is pretty epic. I don't suppose attacking the monolith does anything? Or perhaps it just makes the deity angrier and increases the monolith's effect.

Here's one for a subtle magician:

Replaced Word
Enchantment
Sor/Wiz 1, Bard 1
Component: V, S, M
Casting Time:One standard action
Range: Touch
Target: One person
Duration: Permanent until triggered, then 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Pick one word. Whenever the subject tries to speak that word they instead say another word of your choice, but importantly do not realize that they said something different. To them it sounds like their word came out as they intended. Even if they know they're under a spell they can't say the replaced word, though they can avoid it to not utter the replacement.

The spell rests dormant until the person tries to say the replaced word. It cannot be used to swap the magical words used in spellcasting. Replaced Word can be cast on one person multiple times, each time replacing a different word.

The Mentalist
2009-07-22, 11:50 AM
Very dangerous in the royal court that one...

"Greetings my *****"

Lysander
2009-07-24, 11:10 AM
"Did you commit the crime?"
"Your honor, I am absolutely guilty! I would always do something that horrible!"
"Very well, I find you guilty of all charges!"
"No! I'm not guilty! I'm guilty!"

Here's a few conjuration spells:

Buzz
Level: Cleric 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Summoning 2 insects/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell permanently summons flies from the pestilent carrion of the lower planes. Upon being summoned the caster can select any nearby person or thing for the flies to swarm around, but after that retains no control of them. The flies are normal and harmless other than relentless following the victim.

Supernatural Skunk
Conjuration
Level: Cleric 0, Sor/Wiz 0, Bard 0, Druid 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Cone shaped burst from a skunk
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: No

The caster briefly summons a celestial or fiendish skunk to spray in the direction of their choice. A DC20 reflex check allows targets to dodge the spray, otherwise they smell terrible until they have a lengthy bath or are cleaned with a spell like Prestidigitation. Smelling bad may provide a small penalty to some diplomatic rolls and provides a +5 bonus to attempts to track them by scent, but otherwise has no effect other than being unpleasant.

PairO'Dice Lost
2009-07-24, 11:18 AM
Smelling bad may provide a small penalty to some diplomatic rolls but otherwise has no effect other than being unpleasant.

You might also want to add that they're exceptionally easy to detect and/or track with Scent.

The Mentalist
2009-07-24, 11:19 AM
Curse of a Thousand Slugs
Level: Cleric 1,Sor/Wiz 1,
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: 1 day a level
Saving Throw: Fort Negates
Spell Resistance: No

This spell forces it's victim to produce slugs from every orifice, the first round of this effect the victim must make a Fortitude save or be nauseated for one round, even if this save is successful he suffers the visual effects of this spell. This effect persists even after death. This produces 2d12 slugs a round (if you really need to know that sort of thing) they persist for 1 hour before vanishing to do whatever it is slugs do.

Lysander
2009-07-24, 12:28 PM
You might also want to add that they're exceptionally easy to detect and/or track with Scent.

Good idea!

@Mentalist:
How many slugs can they produce at maximum? Do they keep producing slugs every second? Pretty useful for a chef preparing escargot.


One to punish the vain:

Ugly Stick
Transformation
Level: Cleric 2, Sor/Wiz 2, Bard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The target's face becomes uglier without changing so much they appear to be a different person. Noses and ears grow slightly, wrinkles deepen, teeth yellow, but the effect is subtle. This doesn't change a person's charisma, but provides a -4 penalty towards charisma checks based entirely on beauty and not on personality or presence (such as attempts to seduce strangers).

The caster can establish conditions to make the spell automatically end, such as the person learning humility or a certain period of time passing. A mirror shows their ugly face but True Seeing reveals what the person really looks like.

Focus
A small gnarled piece of wood used to tap the target.

The Mentalist
2009-07-24, 12:33 PM
Hold on I'll add it.

For a comical twist

Pheromones
Level :Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Creature
Duration: 10 minutes a level
Saving Throw: No
Spell Resistance: No

A celestial or fiendish (dependent on the caster's alignment) rushes and attempts to hump the leg of the victim. This causes a -4 to Intimidate checks.

SlyGuyMcFly
2009-07-24, 07:20 PM
Deadpan Snark
Enchantment
Level :Sor/Wiz 1, Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One Creature
Duration: 1 day per level
Saving Throw: Will negates
Spell Resistance: Yes

This spell forces the victim to always speak in a subtly sarcastic tone, such that those that hear them are never certain if the victim is in fact being sarcastic or not. This imposes a -4 penalty to all diplomacy checks.

quick_comment
2009-07-25, 10:40 AM
Illusory Clothing
Illusion (Glamer)
Level: Sor/Wiz 3
Components: V,S
Range: Touch
Casting Time: 1 Standard Action
Target: Up to 1 piece of clothing/CL, 1 minute/CL after activation
Duration: 1 day per level
Saving Thow: Magic or attended clothing only (Will save negates)
SR: No

The targeted clothing remains unchanged until the caster gives the command word. At that point, the clothing's color and size changes however the caster desires. He may also make the clothing invisible. He may change the appearance as a swift action. After the spell expires, the clothing becomes normal again.

Forced Thievery
Enchantment [Compulsion, Mind Affecting]
Level: Sor/Wiz 6
Components: V,S
Target: 1 creature
Range: Medium (100ft + 10ft/level)
Duration: 1 day
Save: Will negates
SR: Yes

The targeted creature continuously makes sleight of hand checks
against any creature in range in an attempt to pickpocket everyone. The target is unaware it is making these checks. The target gains +10 to sleight of hand checks during this time.

Athaniar
2009-07-25, 01:48 PM
Replaced Word
Enchantment
Sor/Wiz 1, Bard 1
Component: V, S, M
Casting Time:One standard action
Range: Touch
Target: One person
Duration: Permanent until triggered, then 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Pick one word. Whenever the subject tries to speak that word they instead say another word of your choice, but importantly do not realize that they said something different. To them it sounds like their word came out as they intended. Even if they know they're under a spell they can't say the replaced word, though they can avoid it to not utter the replacement.

The spell rests dormant until the person tries to say the replaced word. It cannot be used to swap the magical words used in spellcasting. Replaced Word can be cast on one person multiple times, each time replacing a different word.

I can see many potential uses for this (new thread, maybe?). However, I think it should also apply to words the target writes, so they can't bypass the effects by using pen and paper.

Lysander
2009-07-27, 09:04 AM
Coochie Coo
Enchantment
Sor/Wiz 0, Bard 0
Component: V, S
Casting Time:One standard action
Range: 10 feet
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster gains the ability to tickle people merely by pointing at them and concentrating. Only one person can be tickled at a time but the caster can switch targets once per round, or stop tickling and restart later.

A person who fails their will save will be unable to resist laughing, and suffers a -4 penalty to all skill checks (but not saving throws or other kinds of checks) for as long as they are tickled. A person receives a new will save each time tickling resumes. Anyone who makes their will save once cannot be affected again by this casting of Coochie Coo.

This spell only affects creatures that can be tickled.