Madeiner
2014-03-17, 10:50 PM
Hi :D
So, one of the characters in a game i DM has acquired a powerful wizard staff.
Among other powers, the staff can store up to five spells of any level, and the user can cast those spells as if prepared/known.
The only way to store spells into the staff is to kill a spellcaster and the staff can choose one spell to "steal" from the target's mind.
Now, the player doesnt know this, but staff is a sentient artifact and wants to create the most chaos it can.
The staff is able to cast those stored spells by itself, without any external commands.
What it wants to is find five spells that it can chain together to bring as much destruction as it can, with no regard for anything.
One caveat: i want the player to figure out something is wrong, over time, by analyzing the staff spell choices. When the staff has four spell, i'd love for the player to think that if it gets one more, then it would have the ultimate combination to produce something really nasty.
However, those spells alone should not be especially threatening.
Random example:
- one spell that can create a small fire out of a dying creature
- one that can amplify the effects of fire when cast on a large area
- one that will make a level 2 or lower spell effect that was active on a dying creature pass on to the nearest creature
- one that will lower the effective spell level of the next spell you cast
- one that will refresh the remaining duration of a previous spell if the target dies
Each of those alone is not threating. By chaining those spells together, the staff could make a chain of exploding corpses and obliterate an entire city
I would love something like that... with published, possibly well-known, spells (and probably one homebrew to set up a chain).
Anyone can help me?
So, one of the characters in a game i DM has acquired a powerful wizard staff.
Among other powers, the staff can store up to five spells of any level, and the user can cast those spells as if prepared/known.
The only way to store spells into the staff is to kill a spellcaster and the staff can choose one spell to "steal" from the target's mind.
Now, the player doesnt know this, but staff is a sentient artifact and wants to create the most chaos it can.
The staff is able to cast those stored spells by itself, without any external commands.
What it wants to is find five spells that it can chain together to bring as much destruction as it can, with no regard for anything.
One caveat: i want the player to figure out something is wrong, over time, by analyzing the staff spell choices. When the staff has four spell, i'd love for the player to think that if it gets one more, then it would have the ultimate combination to produce something really nasty.
However, those spells alone should not be especially threatening.
Random example:
- one spell that can create a small fire out of a dying creature
- one that can amplify the effects of fire when cast on a large area
- one that will make a level 2 or lower spell effect that was active on a dying creature pass on to the nearest creature
- one that will lower the effective spell level of the next spell you cast
- one that will refresh the remaining duration of a previous spell if the target dies
Each of those alone is not threating. By chaining those spells together, the staff could make a chain of exploding corpses and obliterate an entire city
I would love something like that... with published, possibly well-known, spells (and probably one homebrew to set up a chain).
Anyone can help me?