Discussion in 'Debates & Discussions' started by Andrew Lynas, Mar 4, 2020.
I think I would rather see Ricther get a stinky finger spell.
Ghoul Touch, Life Drain, Fire Fist and Shocking Palm (could also potentially be used for Electrical Resuscitation as well as defence/offense combat).
There was also a D&D Spell I came across in one book that would make a good Blood Spell, if used on a freshly slain foe it would turn a portion of their Flesh and Blood into a Map showing where their most priced Treasure(?) was located, worked best if they where a long time native to the area, and Treasure could be anything from regular treasure & coin too valued Herbs, a good Hunting spot, clean waterering hole, minerals, ect, depending on Species, Sentience & Intellect, Individual Interests, Location and other assorted things. No really firm facts on what it might be till you check, but rough guesses could be made from Species, Location and past experiences.
So what would be better a stinky finger spell that allows Ricther to use a magical stinky finger to mark others or items. The smell being so strong it would make others not only repulsed but easy to track. Or should a stinky finger spell be cast on others. Where as everyone around the affected would be sickened. Everything they touched would also be marked with the smell.
There are lots of better Spells for Tracking then that, one's that causes the Target to leave a Scent Trail but only noticeable to the Caster, or one that causes the Target to leave Glowing Foot & Hand Prints behind them but again only noticeable to the Caster, Spells that allow you to Track them via their Blood Scent of the Direction they are in via a Blood Sample (Blood Magic), Aura Tracking, Sense Enhancement Spells, Psi Viewing, ect. If you are to use your Stinky Finger Spell to help Track it should be a secondary or tertiary function of the Spell not it's primary, after all it they know they Stink they might take steps to make it harder to be Tracked.
A Spell that causes something to Stink to a Violently Nauseating degree as an Attack or Animal Warding Away or Area/Item Repulsion effect could be useful but it would work best if either the Caster was immune or at least resistant to the Smell as a Touch Spell, or as a Long Ranged or a Delayed Activation Spell. Also there should be a easy to use companion Spell that allows you to Protect Party Members from the Smell and Remove it from People and Objects that you didn't want to be effected.
Other versions of this Stinky Finger Spell might be an Animal Ward Spell that helps to drive of most Animals via a horrific Smell those in the Ward can't Smell, Nauseating (Vomit Inducing) Smell Bolt for Long Distance Attacks, Skunk Spray for Medium Range, Nauseating & Tear Inducing Gas Mist (basically a Stinky, Vomit Inducing Tear Gas), Vile Body Odour Curse (dramatically drops the Targets Charisma), Carrion Scent Call (causes the Target to be irresistible to Carrion eating Bugs, Animals & Creatures, they will be attracted from a wide area to the Target (particularly effective on attracting Ghouls), and lastly Not-So-Silent Butt Deadly (a joke Spell that causes the Target to involuntary unleash a long, violent, noisy and Stinky Fart, slight chance of sharting).
Cast Fist Spell, a last ditch Contact Spell that can be near instantaneously Cast of Charged Up for more power. It slightly but noticeably increases the Speed, Strength and Physical Impact Attack Damage of a Punch and increases the chance of a Critical Hit by small percent (% increases if hitting a vulnerable body part) on the Near Insta Cast mode and a significant increase if Charged Up beforehand, the more it's charged the longer the Cool Down and Mana Cost. High change of a Knock Back Effect and a good chance of a Stun Effect, slight chance of a Slow Effect, % increases with Charge. Spell has a Stamina Cost as well as a Mana Cost and a longish Cool Down.
The Mage that created this Spell also created the Cast Kick and Cast Head-Butt (similar Spell uses and effects to Cast Fist), the Cast Arm Block (protective Spell that for a few seconds increases Speed, Natural Armour and Reduces Impact Damage on users Arms), and Cast Flee (a defensive Evasion Spell that for a few seconds significantly increases Burst Running Speed then for a short time after that slightly increases Running Speed, Agility, Dodge & Evasion Chances and a few seconds of increased Natural Armour (especially in the Casters Back)). All these Spells have both a Stamina and Mana Cost and a Near Insta Cast and a Charge Up option, and Longish Cool Down.
I would like for Richter to learn some Wards, at least these three, an Alarm Ward for either when he's Sleeping or to warn him something has crossed a certain point (preferably with both a silent and loud alarm options), a Tracking Ward that marks anything that moves over it with a Magic Scent & Glowing Dye that only the Caster can detect (the dye should leave faint traces on what the marked touches both feet and hands) as well as making their body noticeably glow), and a Offensive Delaying Ward of some type, (either a Electrical Stun Ward, a Ice Freeze/Slow Ward, a Darkness Sleep Ward, or a Anti-Undead Life Ward).
For a purely Offensive Ward then a Clinging Fire or Earth Spear Ward (at higher levels then a Chain Lightning &/or a Fireball Ward or a Earth Coffin Ward), for a Defensive then a Camp(/group) Wide Concealment&Aversion Ward that makes them more difficult to detect and more likely to simply be ignored (an Illusion or possibly a Thought or Fey Glamour Magic) or a temporary Shield Barrier Ward or a Confusement Ward.
Anti-Detection/Scrying Wards would be useful as well.
Magic hammer strike, this spell allows caster to strike anything as if it were being struck by an invisible hammer. Damage is calculated as it were an actual hammer strike. The beginner level spell has the same damage as a small war hammer.
Tasha’s hideous laughter the most horrible spell to use on a caster. Makes them loud and useless
Somewhat similar to a Mages version of the Cleric Smite Spell? Only with no Holy Damage, but possibly Light/Dark or Life/Death instead?
I had something of a twisted DM when I was a teen and his games had a level one spell called thermal nuclear destruction. It was of course unsurvivable so no one used it more than once. Per group not character ever. I certainly hope nothing like this ever appears in his books
the DM neglected to mention the lack of immunity to the caster btw.
No holy damage, but made of air and earth magic. With the force of earth behind the blow of a hammer made of air it can ring a bell or knock on a door. It could be used to fell a stalactite on an enemy or start a fight between others in a market. Level one works as a simple strike level two could be used as a double strike or a medium blow. Level three could be used as three level one strikes or a major blow. It can be used for anything a normal hammer can be used for but it’s invisible. It’s a great spell for thieves, rouges, spies, and wizards looking to cause mayhem.
The Sandmans Sap Spell, a Spell that creates a small bag like Sap blackjack that when it strikes someone it will have a high chance of both temporary Stunning and Paralyze them, and a good chance of putting them to Sleep, small chance with a body but a very high chance with a Head strike. Also creates a Muffling effect on sound upon target upon strike and a few seconds afterwards. Only does a very small amount of Physical Damage, does not need a hard strike to activate and can be used multiple times before it disappears, the more often it is used the shorter the time the Summoned Sap lasts before disappearing. Sleep effect can last for between 30-60 minutes. Will leave a small residue of Sand like particles upon impact that gradually fade way.
SEP (somebody else’s problem) field spells, and notice me not spells. Sep field stop those mental triggers from marking the caster as a problem, and notice me not spells encourage the viewers to not even notice the caster.
The latter of those would be awesome for a thieves.
True however I tend to like the first one better, because if something goes wrong the viewer will have already noticed and dismissed the caster from consideration. The latter would leave you as something new.
Weak Magic Air Mana Arrow, Level 3 Air Magic --- a Spell that creates a Magically Formed Arrow that can be shot from a Bow (is mostly transparent so is hard to see), does similar physical damage to a normal arrow (damage increases with both your Mage Level and with the Rank of the Spell) plus a very small amount of magic damage, has a low Mana Cost and only short Vocal Incantation needed. Increases in Rank of Spell not only increases base Physical Damage but also adds addition Magic Damage and the chance of Magic Effects.
Similar Versions of this exist for all other Magic Elements/types but at higher Levels before becoming available, for instance Light and Dark Arrows at Level 4, and Fire, Death, Life and Water at Level 5, and Earth at Level 6. They are non transparent and can be seen, some like Light, Life and Fire are very noticeable.
Can be Converted into an Enchantment that allows a Bow to Fire a number of Mana Arrows, number depends on Enchantment Charge.
(these a similar but weaker and slightly more costly and limited versions of what can be gained by the Arcane Archers (and other similar) Specialization Talents)
Healing Arrow, a Long Range Healing Spell that can be fired from a Bow.
He absolutely needs more summons.
Some smarter tool user Humanoid(ish) Minion Summons would be useful, something like the Minions from the OverLord Games. One's that can be used for both Combat and Labour (& basic crafting under his direct control-direction).
A Spell like the old Wizards Eye Spell would be useful, it's a short of combination of both a Summon and a Divination Spell, calls up an Invisible (to most) floating EyeBall that can fly about and you can see whatever it sees, it has basic Night Vision and Zoom. Different versions of the Spell can grant different and greater Vision options, for instance some might give an additional Detect Life effect, another Thermal Vision, another Detect Magic/Mana, another See Through Illusions, ect. Also some might be able to Swim and See Through Water, or see and travel a sort distance through the Earth or move through the Ether, ect.
I would like to see a spell called hurry your crap along. In essence it would make a writer get along with his choirs and pleasures so he might find his writing desk. It would also cause a feeling of urgency to met self imposed deadlines.
I think that spell would take the form of an imp that sits on the writer's shoulder and pokes him with his pitchfork any time he moves from his desk or tries to make a distracting Facebook post about "loot", nonspecific updates, or self-grandizing instead of just writing.
Also, Singh would have a eldritch version of this spell that turns the writer into a shade that is bound to his desk and must write for eternity at a rate of 1,000 pages every 6 months.