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View Full Version : Contest Music is Magic: You Make the Spell challenge, Song-inspired Edition



ezkajii
2015-02-16, 12:32 AM
Based on the same principles found the original D&D spell challenge thread (http://www.giantitp.com/forums/showthread.php?390187-D-amp-D-3-5-You-make-the-spell-challenge), this thread is for spells based on songs, either taking its name directly, inspired by its lyrics, or both!

Each post should contain a short critique of the spell made by the poster before them, a spell that meets the challenge posted by the poster before them, and a new challenge for the next poster to take on (good examples would be specific decades, genres, well-known artists, or countries of origin of the song).

There is no time limit on when a challenge can be met, and no restriction on how often you can post other than that you can't fulfill your own challenges. If two people respond to the same challenge, the next poster simply picks which of those to judge and meet the challenge of, though if you're up to it you could also try fulfilling both challenges at the same time, assuming that's possible.

Please put your spell entries in the following format:

Name
School (Subschool) [Descriptor]
Level: Class X, Otherclass Y, Domain Z
Components: V/S/M/F/DF/XP etc.
Casting Time: 1 immediate/swift/move/standard action, X rounds/minutes/hours, X days (8 hours per day), etc.
Range: Short (25 ft + 5 ft/2 levels), Medium (100 ft + 10 ft/level), Long (400 ft + 40 ft/level), etc.
Effect/Area: 1 purple squirrel, 10-ft radius centred on you, etc.
Duration: X rounds/minutes/hours/days(/level), permanent, instantaneous, etc.
Saving throw: Fortitude/Reflex/Will Negates/Partial/Half, Will disbelief, etc.
Spell resistance: Yes or no.

What the spell does is written here.

M/F/DF/XP component goes here.

For example:


Watchful Guardian

Conjuration (Teleportation)
Level: Cleric 6, Paladin 4
Components: V, S
Casting Time: 1 standard action
Range: Touch (one creature)
Target: One creature touched
Duration: 1 day/level or until expended, see text
Saving Throw: Will negates (harmless)
Spell Resistance: No

The caster of this spell automatically knows when the target is in danger as long as the two are on the same plane.

The caster of this spell can speak the command word as a standard action. The caster is then teleported within 30 feet of the target. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. An unwilling creature can't be teleported.

Upon arriving, for 1 minute/caster level, you cannot move more than 30 feet from the target, and any attempts force you to do so automatically fail, and the target is immune to all damage from you. If you have the Divine Grace class feature, the target gains the benefit of that class feature, as well. You can end these effects as a free action.



So, to recap: you'll never give your target up, and you'll never let them down, but you can't really run around or hurt them, either. (If you don't get the reference: Rick Astley's "Never Gonna Give You Up.")

First challenge: A classic 90's jam!

MrNobody
2015-02-17, 07:43 PM
It took me a while to figure this out (couldn't find the right song!) but in the end I made it.
The following spell is loosely based on "Nothing compares to you" by Sinéad O'Connor (1990).

No Comparison
Necromancy
Level: Bard 6
Components: V.
Casting Time: 1 standard action.
Range: Short (25 ft + 5 ft/2 levels).
Area: 20-ft radius centred on a chosen ally.
Duration: 1 round/3 level, see text.
Saving throw: Will Negates; see text.
Spell resistance: Yes.

This spell was once created by a bard to exalt the virtues of his lost beloved and show how she was superior to others in every single detail.
When you cast this spell, select an ally. Every creature within 20 ft from that ally must make a Will save or have its capabilities bound to never match those of the chosen ally.
From then on, everytime a creature that failed its save has to make a d20 roll, it applies its own modifier to that roll or your ally's modifier on the same roll - 3, whichever is lower. For example you use a wizard with a +6 modifier on melee attack as center for this spell. A Fighter doesn't make its save and it affected by the spell: if he tries to make a melee attack it doesn't use it's +14 modifier but only a +3 (+6 of the wizard -3).
The spell only applies to things that the center of the spell and the affected creatures share. For example if the center is a figher it cannot influence Caster Level checks (because it lacks a Caster Level). Similarly, a wizard that can make only one attack per round cannot affect the extra attack that a warrior makes because of it's higher BAB.
This effect is a curse and cannot be removed unless using remove curse. However, should ever one of the affected creature roll higher that the center on the spell on a roll they both make at the same time (an opposed check, a save on an area effect that affect both), the curse is broken for that particular creature.

Special:If the caster and the center of this spell afre involved in a romantic relationship the DC of this spell is raised by 2.


New challenge: a song by His Rocking Majesty, the unique and only one, the Kiiiing... Elviiiis Presley!!!

ezkajii
2015-02-19, 09:42 AM
An interesting concept, though I think the execution itself is a little clunky. Even after reading the entire descriptive text, I think I'd need to see this in play before I really get how it would play out. Also the duration seems very short - while it has the potential to be a powerful effect, with the small radius and the high level required to use the spell, I don't see it being selected very often. Interesting flavor add-on with the special DC adjustment, though, I like that.

The following is based on Jailhouse Rock:

Stone Tomb
Transmutation [Earth]
Level: Cleric 4, Druid 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (50ft + 5ft / 2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

With a word and a simple gesture, you entomb a single creature within a nearby stone. The stone must be large enough to encompass the creature's entire body and its equipment; if no stone, or no stone body large enough, is nearby, this spell gains the conjuration (creation) school and subschool and creates a pillar of stone adjacent to the target creature, with the minimum dimensions to contain the creature.
While in the stone, the target of this spell remains in contact, however tenuous, with the face of the stone through which it melded. It remains aware of the passage of time and can cast spells on itself while entombed within the stone. Nothing that goes on outside the stone can be seen by its prisioner, but they can hear what happens around them. Minor physical damage to the stone causes no harm to its prisoner, but partial destruction (to the extent that the creature no longer fits inside) expels the creature and deals 5d6 points of damage. The stone's complete destruction expels the prisoner and slays it instantly unelss it succeeds on a DC 20 Fortitude save.
Unlike meld into stone, the target of this spell cannot voluntarily leave their stone tomb. In addition, a stone to flesh spell cast upon the stone forcefully expels the prisoner and deals 5d6 points of damage to it. Stone shape deals 3d6 points of damage but does not expel the prisoner. Transmute rock to mud forcefully expels the contained creature and slays it instantly unless it succeeds on a DC 20 Fortitude save, in which case it is merely expelled. A passwall cast upon the stone shifts the imprisoned's position within the stone outside of the location of the passwall, if the stone is large enough to accomodate this; otherwise, the prisoner is expelled and dealt 5d6 damage.


Next Challenge: EITHER something based on dubstep OR something based on a song from before 1900.

Zaydos
2015-02-19, 01:58 PM
Stone Tomb: Close range is 25-ft +5-ft/2 CL. Overall, this is definitely not a 4th level spell, and actually is a stronger Flesh to Stone. I don't know why it's lower level for Clerics than Wizards as it's something of a lower level Imprisonment and could possibly squeak by as a 6th level spell for Wizard (if you think the range reduction makes up for its strength), but probably should be 7th level for all three. It would still be useful (nothing is immune, compare Flesh to Stone and Finger of Death which many things are immune to), but definitely not lower for Cleric or Druid. Thematically it's a Druid/Wizard spell with an argument which could be made for clerics based on the imprisonment aspect (undermined somewhat by Imprisonment being Sor/Wiz only).


Next Challenge: EITHER something based on dubstep OR something based on a song from before 1900.

You know this means Childe's Ballads (https://www.youtube.com/watch?v=fo3VxbJ0RJ4). Specifically...

True Rhymer
Enchantment (Compulsion) [Mind-affecting]
Level: Bar 2, Clr 3, Dru 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 caster levels)
Target: One creature
Duration: 10 minutes/caster level
Saving Throw: Will negates
Spell Resistance: Yes

You curse the target with a silver tongue which can only speak words of truth. For the duration of this spell effect the target cannot speak any word which is an outright lie, but as long as they speak only the technical truth (to their knowledge) they gain a competence bonus to Diplomacy checks, Perform checks which involve telling a story, and Bluff checks made to convince others of the truth of their words of +5 +1/2 your Caster Level.

Challenge: Make something based off of Kansas, AC/DC, or the Blue Oyster Cult.