OblivionBlade
2012-09-06, 04:11 PM
I've been thinking of using a chaos mage {www.dandwiki.com/wiki/Chaos_Mage_(3.5e_Class)} in one of my campaigns, and i looked at the spell list. Upon considering the list given, i realized, hey, this list is waay too short. Over the past few weeks, I've whipped up a bunch of chaotic spells, and i'm seeking comments on em. Please don't leave one-word answers.
These spells are all meant to be used by someone who's completely lost it, and thus, are meant to be chaotic, and strangely effective.
Rain of Fruitcake
Spell level: 3 Arcane
Spell school: Conjuration
Range: 20 feet
Components: somatic, verbal, material
Material: A pinch of sugar
Description: Summons a cloud of stale holiday fruitcakes, encompassing a 10-foot diameter area. The cloud contains 10 + (1 per caster level) fruit cakes, 3 of which rain from the cloud per round. Objects struck by the fruitcakes take 1d6 + (1 per 3 caster levels, to the max of level 15) bludgeoning, magic damage. These fruitcakes disappear after the third round of touching the ground, and may be thrown for 1d3 damage bludgeoning, magic damage, and proficiency wise, they are stones.
Summon Beehive
Spell level: 3 Arcane
Spell school: Conjuration
Range: 20 feet
Components: Somatic, verbal, material
Material: A spoonful of honey
Description: Summons a large, angry beehive full of bees, which swarm out and attack the nearest target for 2d6 + (1 per 5 caster levels) piercing, magic damage per round. The bees will swarm for 3 rounds, at the end of which the bees explode into a black-and-yellow powder, and the beehive becomes a mushy paste. The powder and paste have no unusual properties, besides tasting vaguely of cheese. The bees may be destroyed before the duration ends by an area-of-effect spell, however, the target will often be harmed in doing so. The bee stings have a 1 in 10 chance of becoming infected, dealing an additional 1d3 constitution damage. If a roll of cheese is within 40 feet of the beehive, the bees will always attack it, instead of any other target.
Ray of Silverware
Spell level: 1 Arcane
Spell school: Evocation
Range: 40 feet, ray
Components: verbal, somatic
Description: Shoots a ray of enchanted silverware at a target, (And an additional ray for every 5 levels) the ray has a 33% chance to be a spoon, a 33% chance to be a knife, and a 33% chance to be a fork. All silverware has the properties of doing 1d4 + (1 per 2 caster levels, maxing at level 6) silver, magic damage. Spoons deal bludgeoning, forks deal piercing, and knives deal slashing damage, as well. All silverware shot disintegrate 1 round after being shot, and have no value.
Fishcake
Spell level: 1 Arcane
Spell school: Conjuration
Range: 10 feet
Components: verbal, somatic
Description: Summons a small trout, which flops around. After 1 round, the trout explodes, dealing 1d6 (+ 1 per 2 levels, maximum level 8) lightning, magic damage to targets within 5 feet of the fish. The fish will detonate earlier if slain, and is, to all identification, a common river trout, however, it constantly emits a ticking noise from its midsection. If the fish is near water, it will still flop around, on top of the surface of the water,
as if it were ice. Attempting to consume the fish is not recommended.
Power word: “Sombrero”
Spell Level: 1 Arcane
Spell school: Evocation
Range: 20 feet centered on the caster
Components: Verbal
Description: Upon uttering the word “Sombrero”, all targets within 20 feet of the caster, including the caster, have giant sombreros dropped on top of them. These sombreros turn into salsa after 3 rounds, deal no damage, and require a dc 14 strength check to lift, often pinning the weak down under the hats. These hats may be cut with weapons; however, due to enchantments upon the hats, they are immune to weapons that are below +1. The salsa is entirely edible, although it has a mild metallic taste, and is very, very spicy.
Flesh to copper
Spell level: 2 Arcane
Spell school: Transmutation
Range: Touch
Components: somatic, verbal, material
Material: 1 copper piece
Description: Turns a portion of the target’s flesh into copper pieces, inflicting 2d4 + (1 per caster level) magic damage, and creating a number of copper coins equivalent to the amount of damage dealt. These coins have no magical properties, and may be used as currency, as long as the method of obtaining the coins is kept from the shopkeeper.
Flesh to silver
Spell level: 4 Arcane
Spell school: Transmutation
Range: Touch
Components: somatic, verbal, material
Material: 1 copper piece
Description: Turns a portion of the target’s flesh into silver pieces, inflicting 2d6 + (1 per 2 caster levels) magic damage, and creating a number of silver coins equivalent to the amount of damage dealt. These coins have no magical properties, and may be used as currency, as long as the method of obtaining the coins is kept from the shopkeeper.
Flesh to Gold
Spell level: 6 Arcane
Spell school: Transmutation
Range: Touch
Components: somatic, verbal, material
Material: 1 gold piece
Description: Turns a portion of the target’s flesh into gold pieces, inflicting 2d8 + (1 per 3 caster levels) magic damage, and creating a number of gold coins equivalent to the amount of damage dealt. These coins have no magical properties, and may be used as currency, as long as the method of obtaining the coins is kept from the shopkeeper.
Flesh to platinum
Spell level: 8 Arcane
Spell school: Transmutation
Range: Touch
Components: somatic, verbal, material
Material: 1 platinum piece
Description: Turns a portion of the target’s flesh into platinum pieces, inflicting 2d10 + (1 per 4 caster levels) magic damage, and creating a number of platinum coins equivalent to the amount of damage dealt. These coins have no magical properties, and may be used as currency, as long as the method of obtaining the coins is kept from the shopkeeper.
Lesser Cone of Squid
Spell level: 2 Arcane
Spell school: Evocation
Range: 20 feet cone
Components: somatic, verbal
Description: The caster summons and fires immeasurable amounts of squid from his/her fingers, in a 45 degree cone in front of the caster. The cone impacts everything in range for 2d4 frost, magic damage, due to the squids exploding into frost. Targets struck by the squid must make a single dc 10 concentration check, or else receive a -2 ac penalty until the end of the next round.
Cone of Squid
Spell level: 5 Arcane
Spell school: Evocation
Range: 20 feet cone
Components: somatic, verbal
Description: The caster summons and fires immeasurable amounts of angry, mutant squid from his/her fingers, in a 45 degree cone in front of the caster. The cone impacts everything in range for 5d4 frost, magic damage, due to the squids exploding into frost and ink. Targets struck by the squid must make a single dc 18 concentration check, or else receive a -4 ac penalty until the end of the next round. Also, targets struck must make a dc 14 fortitude save, or be blinded for 2 rounds.
Greater Cone of Squid
Spell level: 8 Arcane
Spell school: Evocation
Range: 20 feet cone
Components: somatic, verbal
Description: The caster summons and fires immeasurable amounts of angry, mutant, giant squid from his/her fingers, in a 45 degree cone in front of the caster. The cone impacts everything in range for 10d4 frost, magic damage, due to the squids exploding into frost. Targets struck by the squid must make a single dc 18 concentration check, or else receive a -4 ac penalty until the end of the next round. Also, targets struck must make a dc 16 fortitude save, or be blinded for 2 rounds.
Summon Abomination
Spell level: 5 Arcane
Spell school: Conjuration
Range: 5 feet
Components: somatic, verbal, material
Material: A drop of blood
Description: The caster summons a monstrosity, which has an equal chance to either be a creature rating 8 beholder, a creature rating 10 mind flayer, or a creature rating 12 flaming kobold. Each summoned creature has no strange abilities, except for the kobold. The kobold gains an extra 1d6 fire damage, akin to flaming weaponry, with each attack, and has no penalties. Upon being summoned, there is a 1/5 chance of the summoned going berserk, gaining +2 to strength and constitution, and attacking nearby targets, including the summoner. The remaining chance simply summons the creature, which obeys the summoner as long as the summoner does not bid it to do something that would go against the creature’s nature.
Forgive the flesh to money spells for being repetitive, i wanted a unique series of spells with an interesting niche.
These spells are all meant to be used by someone who's completely lost it, and thus, are meant to be chaotic, and strangely effective.
Rain of Fruitcake
Spell level: 3 Arcane
Spell school: Conjuration
Range: 20 feet
Components: somatic, verbal, material
Material: A pinch of sugar
Description: Summons a cloud of stale holiday fruitcakes, encompassing a 10-foot diameter area. The cloud contains 10 + (1 per caster level) fruit cakes, 3 of which rain from the cloud per round. Objects struck by the fruitcakes take 1d6 + (1 per 3 caster levels, to the max of level 15) bludgeoning, magic damage. These fruitcakes disappear after the third round of touching the ground, and may be thrown for 1d3 damage bludgeoning, magic damage, and proficiency wise, they are stones.
Summon Beehive
Spell level: 3 Arcane
Spell school: Conjuration
Range: 20 feet
Components: Somatic, verbal, material
Material: A spoonful of honey
Description: Summons a large, angry beehive full of bees, which swarm out and attack the nearest target for 2d6 + (1 per 5 caster levels) piercing, magic damage per round. The bees will swarm for 3 rounds, at the end of which the bees explode into a black-and-yellow powder, and the beehive becomes a mushy paste. The powder and paste have no unusual properties, besides tasting vaguely of cheese. The bees may be destroyed before the duration ends by an area-of-effect spell, however, the target will often be harmed in doing so. The bee stings have a 1 in 10 chance of becoming infected, dealing an additional 1d3 constitution damage. If a roll of cheese is within 40 feet of the beehive, the bees will always attack it, instead of any other target.
Ray of Silverware
Spell level: 1 Arcane
Spell school: Evocation
Range: 40 feet, ray
Components: verbal, somatic
Description: Shoots a ray of enchanted silverware at a target, (And an additional ray for every 5 levels) the ray has a 33% chance to be a spoon, a 33% chance to be a knife, and a 33% chance to be a fork. All silverware has the properties of doing 1d4 + (1 per 2 caster levels, maxing at level 6) silver, magic damage. Spoons deal bludgeoning, forks deal piercing, and knives deal slashing damage, as well. All silverware shot disintegrate 1 round after being shot, and have no value.
Fishcake
Spell level: 1 Arcane
Spell school: Conjuration
Range: 10 feet
Components: verbal, somatic
Description: Summons a small trout, which flops around. After 1 round, the trout explodes, dealing 1d6 (+ 1 per 2 levels, maximum level 8) lightning, magic damage to targets within 5 feet of the fish. The fish will detonate earlier if slain, and is, to all identification, a common river trout, however, it constantly emits a ticking noise from its midsection. If the fish is near water, it will still flop around, on top of the surface of the water,
as if it were ice. Attempting to consume the fish is not recommended.
Power word: “Sombrero”
Spell Level: 1 Arcane
Spell school: Evocation
Range: 20 feet centered on the caster
Components: Verbal
Description: Upon uttering the word “Sombrero”, all targets within 20 feet of the caster, including the caster, have giant sombreros dropped on top of them. These sombreros turn into salsa after 3 rounds, deal no damage, and require a dc 14 strength check to lift, often pinning the weak down under the hats. These hats may be cut with weapons; however, due to enchantments upon the hats, they are immune to weapons that are below +1. The salsa is entirely edible, although it has a mild metallic taste, and is very, very spicy.
Flesh to copper
Spell level: 2 Arcane
Spell school: Transmutation
Range: Touch
Components: somatic, verbal, material
Material: 1 copper piece
Description: Turns a portion of the target’s flesh into copper pieces, inflicting 2d4 + (1 per caster level) magic damage, and creating a number of copper coins equivalent to the amount of damage dealt. These coins have no magical properties, and may be used as currency, as long as the method of obtaining the coins is kept from the shopkeeper.
Flesh to silver
Spell level: 4 Arcane
Spell school: Transmutation
Range: Touch
Components: somatic, verbal, material
Material: 1 copper piece
Description: Turns a portion of the target’s flesh into silver pieces, inflicting 2d6 + (1 per 2 caster levels) magic damage, and creating a number of silver coins equivalent to the amount of damage dealt. These coins have no magical properties, and may be used as currency, as long as the method of obtaining the coins is kept from the shopkeeper.
Flesh to Gold
Spell level: 6 Arcane
Spell school: Transmutation
Range: Touch
Components: somatic, verbal, material
Material: 1 gold piece
Description: Turns a portion of the target’s flesh into gold pieces, inflicting 2d8 + (1 per 3 caster levels) magic damage, and creating a number of gold coins equivalent to the amount of damage dealt. These coins have no magical properties, and may be used as currency, as long as the method of obtaining the coins is kept from the shopkeeper.
Flesh to platinum
Spell level: 8 Arcane
Spell school: Transmutation
Range: Touch
Components: somatic, verbal, material
Material: 1 platinum piece
Description: Turns a portion of the target’s flesh into platinum pieces, inflicting 2d10 + (1 per 4 caster levels) magic damage, and creating a number of platinum coins equivalent to the amount of damage dealt. These coins have no magical properties, and may be used as currency, as long as the method of obtaining the coins is kept from the shopkeeper.
Lesser Cone of Squid
Spell level: 2 Arcane
Spell school: Evocation
Range: 20 feet cone
Components: somatic, verbal
Description: The caster summons and fires immeasurable amounts of squid from his/her fingers, in a 45 degree cone in front of the caster. The cone impacts everything in range for 2d4 frost, magic damage, due to the squids exploding into frost. Targets struck by the squid must make a single dc 10 concentration check, or else receive a -2 ac penalty until the end of the next round.
Cone of Squid
Spell level: 5 Arcane
Spell school: Evocation
Range: 20 feet cone
Components: somatic, verbal
Description: The caster summons and fires immeasurable amounts of angry, mutant squid from his/her fingers, in a 45 degree cone in front of the caster. The cone impacts everything in range for 5d4 frost, magic damage, due to the squids exploding into frost and ink. Targets struck by the squid must make a single dc 18 concentration check, or else receive a -4 ac penalty until the end of the next round. Also, targets struck must make a dc 14 fortitude save, or be blinded for 2 rounds.
Greater Cone of Squid
Spell level: 8 Arcane
Spell school: Evocation
Range: 20 feet cone
Components: somatic, verbal
Description: The caster summons and fires immeasurable amounts of angry, mutant, giant squid from his/her fingers, in a 45 degree cone in front of the caster. The cone impacts everything in range for 10d4 frost, magic damage, due to the squids exploding into frost. Targets struck by the squid must make a single dc 18 concentration check, or else receive a -4 ac penalty until the end of the next round. Also, targets struck must make a dc 16 fortitude save, or be blinded for 2 rounds.
Summon Abomination
Spell level: 5 Arcane
Spell school: Conjuration
Range: 5 feet
Components: somatic, verbal, material
Material: A drop of blood
Description: The caster summons a monstrosity, which has an equal chance to either be a creature rating 8 beholder, a creature rating 10 mind flayer, or a creature rating 12 flaming kobold. Each summoned creature has no strange abilities, except for the kobold. The kobold gains an extra 1d6 fire damage, akin to flaming weaponry, with each attack, and has no penalties. Upon being summoned, there is a 1/5 chance of the summoned going berserk, gaining +2 to strength and constitution, and attacking nearby targets, including the summoner. The remaining chance simply summons the creature, which obeys the summoner as long as the summoner does not bid it to do something that would go against the creature’s nature.
Forgive the flesh to money spells for being repetitive, i wanted a unique series of spells with an interesting niche.