Zombieboots
2012-01-18, 06:50 PM
So playing in a Pathfinder only campaign. I play an eccentric Gnome Illusionist (Cliche yes, but fun), when a fellow player asked me in game why my character was like such. I answered "Coffee, lots of freaking coffee! Every morning!"
Soon after the DM handed me a note with this spell written on it. I am so easily amused, but I thought I'd share it.
Perk Up: Wizard 1
Components: Four silver coins.
Conjuration (Summoning)
Casting Time: Standard Action
Duration: See text or until Discharged.
Save: None, No.
Conjures a small cup of warm black liquid, treat this as a potion, this liquid may be drank by the caster or given to another creature. It takes a Move Action to drink the revolting yet intoxicating fluid. This has several effects: First is awakens any creature that is asleep due to mundane or magical means and removes the fatigued status; secondly it grants a +2 alchemical bonus to perception and acrobatic checks due to heighten awareness and an energized feeling, but a -2 penalty to Sense Motive checks and any verbal use of the Linguistics skills due to anxiousness and hyperactivity. Lastly this invigorating magical wonder fluid grants the drinker two additional move actions. All of these bonus last for one round.
The liquid brewed stays warm for a number of round per caster level after which point they lose all effectiveness. The liquid may be warmed up once again through any means the possessor owns but the drink loses potency only granting half of the bonuses mentioned above. +1 bonus, -2 penalties, and only one additional move action. The possessor may not re-warm it a second time. That is just gross.
Alternately the liquid may be poured on a target as any attack action. Dealing 1 point of fire damage. This is counted as having the Pain descriptor.
Soon after the DM handed me a note with this spell written on it. I am so easily amused, but I thought I'd share it.
Perk Up: Wizard 1
Components: Four silver coins.
Conjuration (Summoning)
Casting Time: Standard Action
Duration: See text or until Discharged.
Save: None, No.
Conjures a small cup of warm black liquid, treat this as a potion, this liquid may be drank by the caster or given to another creature. It takes a Move Action to drink the revolting yet intoxicating fluid. This has several effects: First is awakens any creature that is asleep due to mundane or magical means and removes the fatigued status; secondly it grants a +2 alchemical bonus to perception and acrobatic checks due to heighten awareness and an energized feeling, but a -2 penalty to Sense Motive checks and any verbal use of the Linguistics skills due to anxiousness and hyperactivity. Lastly this invigorating magical wonder fluid grants the drinker two additional move actions. All of these bonus last for one round.
The liquid brewed stays warm for a number of round per caster level after which point they lose all effectiveness. The liquid may be warmed up once again through any means the possessor owns but the drink loses potency only granting half of the bonuses mentioned above. +1 bonus, -2 penalties, and only one additional move action. The possessor may not re-warm it a second time. That is just gross.
Alternately the liquid may be poured on a target as any attack action. Dealing 1 point of fire damage. This is counted as having the Pain descriptor.