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  1. - Top - End - #61
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by khadgar567 View Post
    So we might well request a sub forum for all this with Loyal, snow and ninjaprawn as local mods
    There's no need for that - in fact, I believe these threads would lose what meaning they have if they were removed from their current context.

    And thanks for that, Snowbluff. People seem to think I'm a 'regular', but I haven't been around nearly long enough to know that kind of forum lore. I'll update the OP.
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  2. - Top - End - #62
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Ninja_Prawn View Post
    I think it's about time we got some high-level spells in here, don't you...?

    DracoKnight's Permanent Bond
    8th-level enchantment (ritual)

    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Until dispelled

    You touch a dragon that is at least one size category larger than you are, attempting to bond with it. It must succeed on a Wisdom saving throw or be permanently charmed by you, regarding you as if you were part of its family (which may or may not be a good thing). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. A willing dragon may choose to fail the saving throw.
    While the dragon is charmed, it is bound to serve you as a mount in battle, which it does to the best of its ability. You also have a telepathic link with it as long as the two of you are on the same plane of existence and as long as both of you are conscious, each of you can use this telepathic link to communicate with the other.
    The dragon knows that it is charmed by you and retains its personality and alignment while under the effects of this spell; for example, a good dragon might refuse to use its breath weapon on innocent civilians. The DM has the dragon's statistics.
    This spell ends if either party dies or if you attempt to bond with a different dragon.
    I kind of really love this!!!

  3. - Top - End - #63
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by DracoKnight View Post
    I kind of really love this!!!
    Thank you! I asked myself 'how do you make a dragon knight into a spell', and I thought this was a neat solution.

    You're kind of... three months late, though. It's such a shame that the GitP Regulars threads couldn't sustain themselves for a bit longer than they did.
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    This is why you're the best, Ninja Prawn.

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  4. - Top - End - #64
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Ninja_Prawn View Post
    Thank you! I asked myself 'how do you make a dragon knight into a spell', and I thought this was a neat solution.

    You're kind of... three months late, though. It's such a shame that the GitP Regulars threads couldn't sustain themselves for a bit longer than they did.
    nah, you need to add in some side discussion about various form sof tsundere personality types, GITP INC. roles and gundam goed DnD comics. and then still they go down quickly
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  5. - Top - End - #65
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Socratov View Post
    nah, you need to add in some side discussion about various form sof tsundere personality types, GITP INC. roles and gundam goed DnD comics. and then still they go down quickly
    you could always make it a simulacrum thread. those things never end.

  6. - Top - End - #66
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by SharkForce View Post
    you could always make it a simulacrum thread. those things never end.
    Kind of appropriate, eh? Identical clones of the same argument, again and again ad infinitum...

    Still, if anyone new sees this and wants to give permission, I'd be happy to add you to the list!
    Last edited by Ninja_Prawn; 2016-05-26 at 01:14 PM.
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  7. - Top - End - #67
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    Default Re: GitP Regulars as Spells

    I want to be a spell! Seriously, my avatar is an Evil brain in a jar dressed like a pirate!

  8. - Top - End - #68
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Beleriphon View Post
    I want to be a spell! Seriously, my avatar is an Evil brain in a jar dressed like a pirate!
    I... don't even know where to start with that. You're added to the OP though, and I'm sure someone will have some ideas.
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    This is why you're the best, Ninja Prawn.

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  9. - Top - End - #69
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    Default Re: GitP Regulars as Spells

    OK, ninja_prawn, spell me out. I'd probably be a bardic spell, taught by the college of Lore....
    Last edited by Regitnui; 2016-05-28 at 08:40 AM.

  10. - Top - End - #70
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Regitnui View Post
    OK, ninja_prawn, spell me out. I'd probably be a bardic spell, taught by the college of Lore....
    Okay, here goes!

    Regitnui's Original History
    9th-level enchantment

    Casting Time 1 minute
    Range Touch
    Components S, M (an exotic ink containing gold dust worth at least 1,000 gp, which the spell consumes)
    Duration 10 days

    You write on parchment, paper or some other suitable writing material and imbue it with a potent enchantment that lasts for the duration. The text must concern events that happened in the last 10 days and lasted no longer than 24 hours.
    Any creature that reads and understands the text must make a Wisdom saving throw. On a failed save, the reader's memory of the events you wrote about is modified to match what you wrote - they recall the details you write with perfect clarity for the rest of their natural lives. If the reader did not witness the events first-hand, they instead gain a memory of being told about the events (as per your original text) by a second-hand source that they trust completely. You can eliminate memories of events by writing that they did not happen; the reader rationalises any inconsistencies that may arise from their changed memory.
    A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
    Should the spell be dispelled, the entire text disappears.
    A Greater Restoration or Wish spell cast on someone who has been affected by this spell restores that creature’s true memory.

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    You can re-write history!

    This may seem weak for a 9th-level spell, but I don't see how it can be anything else, given that it could potentially affect hundreds or even thousands of targets.

    Does allowing Greater Restoration to overcome this spell mitigate its power too much?

    Also, not sure about the school. The core of it is based on Modify Memory (an enchantment), but it's got shades of Illusory Script (illusion) and Glyph of Warding (abjuration) in there too.

    Oh, and before I forget, I did one for Segev in this post...

    Segev's Deceptive Duplicate
    3rd-level illusion

    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a bit of fleece encased in gum arabic)
    Duration: Concentration, up to 10 minutes

    Choose a medium or smaller object you can see within range. When you cast this spell, the object becomes invisible and an illusory duplicate appears in its place. The double is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
    You can use your action to cause the double to move to any spot within range. As the double changes location, you can alter its appearance so that its movements appear natural for it. For example, if you create a double of a pile of bones, you can make it appear to rise as a skeleton and then move it, altering the image as it goes so that it appears to be walking.
    Physical interaction with the double reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the double can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the double becomes faint and translucent for it, but the original is not revealed.
    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may target a medium or smaller creature instead of an object. An unwilling creature may make a Wisdom saving throw to resist the effect. When cast on a creature, the double lasts for the duration, but the invisibility ends if the creature attacks or casts a spell.
    Last edited by Ninja_Prawn; 2016-05-28 at 10:38 AM.
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  11. - Top - End - #71
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    Default Re: GitP Regulars as Spells

    You're awesome, Ninja_Prawn! I salute you! *bows and clacks fingers like pincers*

    I'm going to have so much fun implying to my players that this spell exists in Eberron, with the widely-distributed Korranberg Chronicle coincidentally being operated near the home enclave of House Sivis, the sneaky gnomes...

    I think, since it's a greatly-empowered modify memory, it should belong in the same school. It might even be psionic, but you can say that about any mental spell.
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  12. - Top - End - #72
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Ninja_Prawn View Post
    EvilAnagram's Sinister Misspelling
    Oh hey, a thread full of misspelled spells!
    Last edited by Ninja_Prawn; 2016-06-09 at 05:20 AM.
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  13. - Top - End - #73
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    Default Re: GitP Regulars as Spells

    Are you still doing the subclass thing? I'd be interested there too.
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    In fact, I will here formally propose the Zeroth Rule of Gaming: No rule in any game shall be interpreted in a way that breaks the game if it is possible to interpret that rule in a way that does not.
    Quote Originally Posted by Nifft View Post
    Good old Jes, the infamous Doppelganger MILF.

    (aka "The Doppelbanger")
    Quote Originally Posted by Beleriphon View Post
    Shhhhh, shhhhhh. Be calm, inhale the beholder's wacky float gas and stop worrying.


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  14. - Top - End - #74
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Regitnui View Post
    Are you still doing the subclass thing? I'd be interested there too.
    Per the forum rules, that thread died. Personally, I feel like the 5e subforum doesn't have enough regulars to sustain these threads for long; and as Socratov said, there needs to be more random banter on the side to hold people's interest.

    We could start a 'Regulars as Subclasses II' thread, but I don't know how many people are even left who might want a subclass. Alternatively, we could make some kind of 'master' thread for all the 5e 'GitP Regulars as X' threads, where people could banter about and spawn other threads. I'm not really up for running that myself; spells are enough for me. But I do feel that that sort of project would be good for building a proper community here.

    Or we could ask the mods for help. I've never really interacted with the mods in that way and I don't know what they could really do for us, but it might be an avenue to pursue.
    Last edited by Ninja_Prawn; 2016-06-09 at 07:30 AM.
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  15. - Top - End - #75
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Ninja_Prawn View Post
    Per the forum rules, that thread died. Personally, I feel like the 5e subforum doesn't have enough regulars to sustain these threads for long; and as Socratov said, there needs to be more random banter on the side to hold people's interest.

    We could start a 'Regulars as Subclasses II' thread, but I don't know how many people are even left who might want a subclass. Alternatively, we could make some kind of 'master' thread for all the 5e 'GitP Regulars as X' threads, where people could banter about and spawn other threads. I'm not really up for running that myself; spells are enough for me. But I do feel that that sort of project would be good for building a proper community here.

    Or we could ask the mods for help. I've never really interacted with the mods in that way and I don't know what they could really do for us, but it might be an avenue to pursue.
    Well, technically threadnecromancy is a mod/admin controlled monopoly. But I have experienced that asking the mods nicely once in a while gets you access to that tasty neck-romancy, if you'll excuse my delicious pun.
    Warlock Poetry?
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    Better grab a drink...

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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Ninja_Prawn View Post
    Segev's Deceptive Duplicate
    3rd-level illusion

    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a bit of fleece encased in gum arabic)
    Duration: Concentration, up to 10 minutes

    Choose a medium or smaller object you can see within range. When you cast this spell, the object becomes invisible and an illusory duplicate appears in its place. The double is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
    You can use your action to cause the double to move to any spot within range. As the double changes location, you can alter its appearance so that its movements appear natural for it. For example, if you create a double of a pile of bones, you can make it appear to rise as a skeleton and then move it, altering the image as it goes so that it appears to be walking.
    Physical interaction with the double reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the double can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the double becomes faint and translucent for it, but the original is not revealed.
    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may target a medium or smaller creature instead of an object. An unwilling creature may make a Wisdom saving throw to resist the effect. When cast on a creature, the double lasts for the duration, but the invisibility ends if the creature attacks or casts a spell.
    Ooh, very nice. Thanks, Ninja Prawn!

  17. - Top - End - #77
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Segev View Post
    Ooh, very nice. Thanks, Ninja Prawn!
    You're welcome!

    Although I did post this in your thread months ago. Did you not see it then?
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  18. - Top - End - #78
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Ninja_Prawn View Post
    You're welcome!

    Although I did post this in your thread months ago. Did you not see it then?
    I did, though my focus in that thread was on avoiding making it as just a new spell. I had, I admit, forgotten about it (and that thread) until I saw your post here. It is a nice spell, and deserves thanks for the effort. It just wasn't quite what I was hoping to achieve in that other thread. Still, given the failure to achieve something workable in that one, it probably is the best solution.

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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Beleriphon View Post
    I want to be a spell! Seriously, my avatar is an Evil brain in a jar dressed like a pirate!
    Well, since it doesn't look like anyone else is going to do it... what does everyone think of this?

    Beleriphon's Cerebral Transplant
    9th-level necromancy

    Casting Time: 1 hour
    Range: Touch
    Components: V, S, M (two ornamental jars, each worth at least 5,000 gp)
    Duration: Permanent

    Choose two creatures that you can see within range. While performing a magical rite, you extract the brains (or equivalent organs) from both creatures, swap them over, and re-insert them, giving each creature control of the other's body.
    A creature may only be targeted by this spell if it is alive and either willing or incapacitated for the duration of the casting time. Casting this spell counts as a harmful action and therefore would break a Charm Person spell if you had previously cast it on one of the targets. Constructs, elementals, oozes, plants and undead cannot be affected by this spell. Furthermore, the targets must be within two size categories of each other for the spell to succeed.
    After the spell is complete, both targets replace most of their game statistics with those of their new body. Creatures' brains retain their mental ability scores, class levels and features (except for HP), memories, alignment and personality. Innate abilities such as innate spellcasting, psionics, telepathy and multiattack also move with the brains, while other abilities stay with the bodies. Thus, if the brains of a githzerai monk and a housecat were swapped, the githzerai brain would still be able to use its innate psionics, psychic defense and multiattack while in the body of the cat. It would also gain the cat's keen smell ability.
    Brains can be transplanted by this spell any number of times, including back to their original bodies. Furthermore, this spell can be undone by a Wish.
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    Default Re: GitP Regulars as Spells

    While I would like a spell, as any egomaniac like myself would, I know I am not on/post regularly enough to qualify. Instead, I just want the rest of you to close your eyes. Take a deep breath. And cackle in glee at the looks upon my players' faces when I hit them with most of these spells on this thread!

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    Default Re: GitP Regulars as Spells

    These are still great to see, Ninja_Prawn :) even if you're the only one making spells! :P

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    Default Re: GitP Regulars as Spells

    I'm surprised there isn't something about Easy_Lee and weapons that are actually useful, Buff Sorcerers (who are otherwise "UP"), and something about Four Element Monks and Beastmasters. There's all kinds of 5E-centric jokes that are missing from this list and I feel like the only reason that's happening is because most people - myself included - see the list and get a kick out of it, but don't actually contribute new spells.


    That being said, SMOKE BOMB!
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Ghost Nappa View Post
    I'm surprised there isn't something about Easy_Lee and weapons that are actually useful, Buff Sorcerers (who are otherwise "UP"), and something about Four Element Monks and Beastmasters. There's all kinds of 5E-centric jokes that are missing from this list and I feel like the only reason that's happening is because most people - myself included - see the list and get a kick out of it, but don't actually contribute new spells.
    You're probably right. I'm hoping that, if I keep the thread on life support, eventually more people will feel inspired to contribute.

    I probably will do Easy_Lee (maybe in a month, when the thread is quiet). I guess I didn't before because be wasn't around to ask permission.

    What about you, Ghost Nappa? I'm sure we could think of something from DBZA that could be turned into a spell...
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  24. - Top - End - #84
    Dwarf in the Playground
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    Default Re: GitP Regulars as Spells

    What about you, Ghost Nappa? I'm sure we could think of something from DBZA that could be turned into a spell...
    For him, perhaps something pertaining to a necromantic spell that would make the caster haunt their killer? A contigency-haunt spell for simplicity?

  25. - Top - End - #85
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    Default Re: GitP Regulars as Spells

    I have no idea what would be done with me, but I give my permission if someone finds it interesting.
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  26. - Top - End - #86
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by pwykersotz View Post
    I have no idea what would be done with me, but I give my permission if someone finds it interesting.
    You've been added to the list.
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  27. - Top - End - #87
    Troll in the Playground
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    Default Re: GitP Regulars as Spells

    Ghost Nappa's Kriegerian Evasive Maneuver
    1st-level Evocation

    Casting Time: 1 bonus action or 1 reaction
    Range/Area of effect: a sphere with radius 10', centered on self
    Components: V, S
    Duration: 2 rounds

    By spending either a bonus action (when used on your turn) or a reaction (when used outside your turn) to yell "SMOKE BOMB!" and pretending to throw an object at your feet you make a spherical cloud of obscuring (as the spell) mist appear for 2 rounds. This spell can't be used with the Subtle Spell metamagic. When standing on the ground the afrea of effect for this spell will be a half sphere. the mist disperses after 2 rounds.
    Warlock Poetry?
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  28. - Top - End - #88
    Troll in the Playground
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    Default Re: GitP Regulars as Spells

    Quote Originally Posted by Ninja_Prawn View Post
    Well, since it doesn't look like anyone else is going to do it... what does everyone think of this?

    Beleriphon's Cerebral Transplant
    9th-level necromancy

    Casting Time: 1 hour
    Range: Touch
    Components: V, S, M (two ornamental jars, each worth at least 5,000 gp)
    Duration: Permanent

    Choose two creatures that you can see within range. While performing a magical rite, you extract the brains (or equivalent organs) from both creatures, swap them over, and re-insert them, giving each creature control of the other's body.
    A creature may only be targeted by this spell if it is alive and either willing or incapacitated for the duration of the casting time. Casting this spell counts as a harmful action and therefore would break a Charm Person spell if you had previously cast it on one of the targets. Constructs, elementals, oozes, plants and undead cannot be affected by this spell. Furthermore, the targets must be within two size categories of each other for the spell to succeed.
    After the spell is complete, both targets replace most of their game statistics with those of their new body. Creatures' brains retain their mental ability scores, class levels and features (except for HP), memories, alignment and personality. Innate abilities such as innate spellcasting, psionics, telepathy and multiattack also move with the brains, while other abilities stay with the bodies. Thus, if the brains of a githzerai monk and a housecat were swapped, the githzerai brain would still be able to use its innate psionics, psychic defense and multiattack while in the body of the cat. It would also gain the cat's keen smell ability.
    Brains can be transplanted by this spell any number of times, including back to their original bodies. Furthermore, this spell can be undone by a Wish.
    That's amazing! I love it! Not only is it 9th level stuff, but its pure B-movie mad science at its best! Now my game's nefarious BBEG and swap the player's brains with chickens, or monkeys, or anything! Oh, we're going to have some fun soon, yes we are. Mwahahahahahahahahahahahahahahahahahaha!
    Last edited by Beleriphon; 2016-06-30 at 12:24 PM.

  29. - Top - End - #89
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    Default Re: GitP Regulars as Spells

    I'm okay with anybody who wants to create additional spells based on me. (I didn't actually give explicit permission for the first spell, but whatever. It's okay.)

    I intended this be a level 7 spell, but I think it turned out too strong for that.
    Gfishfunk's Prismatic Wave
    8th level conjuration
    Casters: Wizard
    Casting Time: 1 Action
    Range: 120 feet
    Components: V, S, M (A drop of water)
    Duration: Instantaneous
    You conjure a multicolored tidal wave that covers an area in range. The area can up up to 35 ft long, 15 ft wide, and 15 ft tall. Each creature in the area must make a Dexterity saving throw. Creatures in the area take 4d8 bludgeoning damage and are knocked prone on a failed save. They half as much damage and aren't knocked prone on a successful one.
    Each creature in the area rolls a d8 to determine what color of the wave affects them further.
    1. Red. 5d6 fire damage on a failed save, half as much on a successful one. Being underwater does not grant resistance to this fire damage.
    2. Orange. 5d6 acid damage on a failed save, half as much on a successful one.
    3. Yellow. 5d6 lightning damage on a failed save, half as much on a successful one.
    4. Green. 5d6 poison damage on a failed save, half as much on a successful one.
    5. Blue. 5d6 cold damage on a failed save, half as much on a successful one.
    6. Indigo. On a failed save, ice forms around the creature and restrains it. It may make on a Strength saving throw at the end of each of its turns in order to try to escape. If it saves twice, takes 15 or more bludgeoning or fire damage in a single hit, or a minute passes, the ice shatters or melts, and the effect ends. The successes don't need to be consecutive in order for them to allow a creature to escape.
    7. Violet. On a failed save, violet ink covers the target's eyes, blinding it. It may make a Constitution saving throw on the end of each of its turns in order to end this effect. The ink clears out after five rounds.
    8. Special. Two splashes of color affect the target. Roll twice more, rerolling additional 8s.
    The water then spreads across the ground in all directions, extinguishing unprotected and flames within its area and within 30 feet of it. The water is normal water after the spell's effect, except for its unusual color.
    Last edited by TurboGhast; 2018-10-28 at 12:21 PM. Reason: Wording Fixeds
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  30. - Top - End - #90
    Firbolg in the Playground
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    Default Re: GitP Regulars as Spells

    Probably not recognized much on the subforum, but I'll toss my hat into the ring if anyone recognizes me.

    That said, some names have been waiting a while. So...

    RazDelacroix's Obscure Catalog
    2nd-level Divination

    Casting Time: 10 minutes
    Range: Self
    Components: V, S, M (a tome worth at least 100gp, which the spell consumes)
    Duration: Instantaneous

    Penned by a researcher whose origins have been long lost to time, this spell informs the caster of the nature of things that probably don't exist. Describe the means of a hypothetical creature's creation. If the caster has reason to believe that such a thing already exists, the spell fails. Otherwise, the text from the tomes used to cast this spell rearrange themselves into a lengthy discourse describing the name, abilities, nature, general habits, impact on the world, and usual interactions with society of the creature described this way, providing advantage on any intelligence checks relating to those creatures to any who read the book from cover to cover (a process taking 8 hours). However, this transformation has a curious side effect: Should one take their eyes off the tome for any lengthy period of time, it mysteriously vanishes, and cannot be found again without a DC 20 Perception check in the area the book was last seen. Some revelations are not meant for the world at large, it seems.
    Last edited by Fable Wright; 2016-06-30 at 11:43 PM.
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