A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Orc in the Playground
     
    Brendan's Avatar

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    Oct 2009

    Default magnetic blades of doom

    first, get an ubermagnet. The kind that makes your keys go flying a mile away. Get something that has opposite polarity make a shuriken or other throwing weapon with it. make it returning. using some telekinetic spell, move it right next to the column magnet. release. It flys, hits the enemy, returns to where it was released from, shoots out from the magnet and returns. forever. make it invisible and poisoned for a fun trap. deadly. The best part is you can have hundreds of these at once, and deal hundreds of d2 plus poison. fun.
    would this work, and can it just be replicated with some kind of nice repulsion spell?
    Last edited by Brendan; 2009-12-01 at 06:16 PM.
    "Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down."

    You know you're an epic wizard when you use a stilled silent extended quickened Gust of Wind spell to blow out the candles of your candle covered birthday cake.

    Adventurers steal everything thats not nailed down. And what is. And the nails. After all, a bag full of nails can fetch a pretty penny. No doubt they'll weaponize it, too.

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    Titan in the Playground
     
    Heliomance's Avatar

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    Default Re: magnetic blades of doom

    Nope, because magnetism doesn't exist in D&D.
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  3. - Top - End - #3
    Halfling in the Playground
     
    Count Dravda's Avatar

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    Default Re: magnetic blades of doom

    Devious, although I'm not sure the returning property would function, since magnetism that powerful would hold it in place and prevent it from returning. In addition, in order to get the kind of magnetism needed to deal damage, you'd need an equally powerful spell repulsing it back to its starting point once it has triggered. Still, excellently fiendish idea.

    -Count Dravda

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    Titan in the Playground
     
    Prime32's Avatar

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    Default Re: magnetic blades of doom

    Returning doesn't work if something grabs the weapon. ToB has a sidebar on it, for fighting bloodstorm blades.

  5. - Top - End - #5
    Orc in the Playground
     
    Brendan's Avatar

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    Default Re: magnetic blades of doom

    It is quite difficult to grab a flying shuriken. It is sharp and has no happy parts. Only violent bits. Anyways, is there some sort of magic which makes an item be unable to enter an area, and if it does enter, it gets sent out with force?
    "Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down."

    You know you're an epic wizard when you use a stilled silent extended quickened Gust of Wind spell to blow out the candles of your candle covered birthday cake.

    Adventurers steal everything thats not nailed down. And what is. And the nails. After all, a bag full of nails can fetch a pretty penny. No doubt they'll weaponize it, too.

  6. - Top - End - #6
    Titan in the Playground
     
    Prime32's Avatar

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    Default Re: magnetic blades of doom

    Quote Originally Posted by Brendan View Post
    It is quite difficult to grab a flying shuriken.
    Um... unless you're the aforementioned giant magnet.

  7. - Top - End - #7
    Eldritch Horror in the Playground Moderator
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    Default Re: magnetic blades of doom

    Besides, shuriken are considered ammunition, and thus destroyed on a successful attack, or destroyed 50% of the time on a miss. Enchanting them with Returning would be a total waste of gold.
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    "Is a stack of ten pancakes too many pancakes to give to the party, even if most of them fell on the floor and one or two were stepped on? I wanted to give my party pancakes as a reward but I'm unsure if it's too much. The pancakes are also laced with blowfish poison so the party would have to get an antitoxin before they could eat the ones which weren't pulverized by shoes."

    I don't think anyone would want those pancakes even if you paid them to eat them.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Signmaker's Avatar

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    Default Re: magnetic blades of doom

    Quote Originally Posted by Prime32 View Post
    Um... unless you're the aforementioned giant magnet.
    Have I ever mentioned how much I like the word aforementioned? Ahhhhhfouuurmennnnnshonnnnddd. It's awesome.

    And bad trying to use physics in DnD! Dissimilar models they are!
    "So Marbles, why do they call you Marbles?"

  9. - Top - End - #9
    Ogre in the Playground
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    Jun 2009

    Default Re: magnetic blades of doom

    Repel metal? I think it's a druid spell.

    That could work if you have a room full of sharp iron

    Here's a trap room idea:

    Two magical trap walls, one of which is lined with spiky metal objects of doom (not ammunition)
    Upon activation, one wall activates and repels all metal to the other end, dealing trap damage to anyone caught in it.
    One round later, it deactivates and the other wall activates, sending everything flying back the other way.
    Repeat until nothing lives.


    Or another one where a repulsion field is in a pit, so characters wearing metal armour can jump across safely. (since they "float" on air, they just need to push themselves against one edge)
    Then anyone not saying the password turns the field off when they get halfway. XD

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