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Spellmaker A test of creative flow

#1 User is offline   Xorlarrin42 

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Posted 21 May 2004 - 01:55 AM

I thought I'd introduce to all of you a sort of creative writing challenge that I used to participate in on an old forum that I belonged to.

Basically, the name of the game is Spellmaker. The initiator of the challenge gives the group of participants a random name, such as a slang term, name of a band, or just anything that pops out of their heads. Then, the people in the game take that name and make a spell out of it using their own unique taste.

The only rules are that (1) it must be an arcane or divine spell, or psionic power and (2) you must have your own personal creative type...no cheating off of others!

So, anybody willing to give it a go? We'll start off with a spell name prompt, the participants can post their entries, and then we'll have a poll to see whose is the best.

I'll start it off...our first spell prompt will be...

Evanescence.
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#2 User is offline   blacxthornE 

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Posted 21 May 2004 - 05:38 AM

Xorlarrin42, on May 21 2004, 04:55 AM, said:

(2) you must have your own personal creative type...no cheating off of others!

Is it cheating if I say Evanescence is a spell that "brings you back to life"?

Whatever, I'll think of something. For now I must say, this is original. I think I'm gonna vote for this post.
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#3 User is offline   Gamemasta 

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Posted 21 May 2004 - 01:25 PM

Evanescence
Transmutation
Dru 3, Wiz 5, Sor 5
Area: 1 person touched / 5 levels
Dur: 1 hour / level
Sv: Will negates

This spell transforms the casters body into a living humanoid plant. The recipiant of this spell gains the following abilities while in plant form.
Speak with plants
Speak with animals
Regenerate 1 hit point per hour while in sunlight, in contact with water or loose soil.
+10 to climb checks
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#4 User is offline   Xorlarrin42 

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Posted 21 May 2004 - 03:53 PM

no no...what I meant was that you couldn't take ideas off of other participants; for example, now that Gamemasta has posted his version of the spell, you couldn't make a spell that mirrored his abilities. You need something that is unique to yourself, but you can draw on outside sources such as you have done.
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#5 User is offline   blacxthornE 

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Posted 21 May 2004 - 05:10 PM

Now you're talking!

Evanescence
Transmutation
Wiz/Sor 8
Area / Target: 1 Creature
Range: Short
Save: Fortitude Negates
Duration: 1d4 round + 1 round / 2 caster levels (Up to 12 rounds)
Spell Resistance: Yes
Affected creature gradually vanishes from reality. It suffers these conditions (dice are rolled seperately from the roll that determines the total duration):

First 4 rounds... -4 Con, -4 Str, 20% concealment
Next 2 rounds... -6 Con, -6 Str, -4 Int, -4 Wis, 40% concealment
Next 2 rounds... -8 Con, -8 Str, -6 Int, -6 Wis, 60% concealment
Next 2 rounds... -10 Con, -10 Str, -8 Int, -8 Wis, 80% concealment
Next 2 rounds... -14 Con, -14 Str, -12 Int, -12 Wis, 90% concealment

Affected creature dies if ability scores require (as Con being reduced to 0)
If a creature survives and the spell is over, all of the creature's conditions changed by the spell are restored, except for Con and Str damages; which last for 1d4 more turns after the spell.
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#6 User is offline   ladyofdragons 

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Posted 21 May 2004 - 06:41 PM

Evanescence
Transmutation
Wiz/Sor 0
Area/Target: 1 cu ft. of liquid
Range: Short
Save: Fort Negates
Duration: 10 minutes
Spell Resistance: Yes

Affected liquid becomes bubbly, as a carbonated soda or sparkling beverage. The beverage goes flat after 10 minutes.

If cast on a living creature, the creature must save or get the hiccups. The hiccups can be non-distracting or may randomly distract the creature (DM's choice).

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Evanescence just always reminded me of effervesence. :D
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#7 User is offline   Yorick 

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Posted 21 May 2004 - 07:41 PM

Evanescence
Tansmutation
Cleric 2 Good 2 earth 2
Area/ Target area 20' radius + 5 ' per lvl
Range Centered on self
Save N/A
Duration 1 minute per caster lvl
Spell Resitance yes

The affected area become filled with a lightly sented fragrance that is soothing. I over rides noxcus vapors and smell in the efected area other vapors myst make a DC save to over come the the Evanesence


Evanesence, Greater
Transmutation
Cleric 7 good 7 earth 7
Area 40' Radius + 10' per lvl
Range Self or 1 living taget within 60'
Save N/A or fort spell DC +5
Duration 10 minute per lvl

The affected area become filled with a lightly sented fragrance but powerful that is soothing. I over rides noxcus vapors, gass, and smells in the efected area. This includes posionus and clorine gases other vapors must make a DC +5 save to over come the the Greater Evanesence
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#8 User is offline   Xorlarrin42 

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Posted 22 May 2004 - 02:26 AM

Wow, this is definately some awesome stuff we've got here. Definately some good creativity floating around. Anybody else care to take a stab at it before it goes to the polls?
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#9 User is offline   Rintaran 

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Posted 22 May 2004 - 03:53 AM

Evanescence
Conjuration
Wiz/Sorc 4
Range 10' + 5'/ lvl
Effect: Target area 10' radius + 5 ' / lvl, 20 ft high.
Save special
Duration 5 minutes per caster lvl
Spell Resitance no

The affected area is filled with a glowing green fog that swirls in a counter-clockwise direction. The swirling green fog is laced with a very harmful poison. A fortitude save must be made for every round while within the mist, and for 3 rounds after having escaped from its boundries in order to avoid the immediate effects. The primary effect of the poison is 2d4+caster lvl damage and 1d2 Str damage. If the victim(s) fail their fortitude save and suffer from the primary effect, 5 rounds later they will be forced to make a second save in an attempt to avoid the secondary effect of 1d6 Str damage.

In addition to it's toxic effects, Evanescence obscures all sight, including darkvision, beyond 5 ft. A creature within 5 feet has one-half concealment. Creatures farther away have total concealment.

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.
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#10 User is offline   dragonhand777 

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Posted 22 May 2004 - 06:16 AM

Evanescene
Transmutation
Level: Sor/Wiz 3
Components: V, M, XP
Casting Time: 12 hours
Range: Touch
Target: Creature Touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The targeted creature must already be the casters familiar.

You and your familiar have a stronger bond. At will you can see through your familiars eyes, hear what it hears, smell what it smells, feel what it feels (physically), and communicate with it telepathicly. To succeede you must make a Concentration check once every round of focusing on your familiar (the DC is set by the DM). If you fail the Concentration check, you may try focusing again the next round.

After the casting of this spell the caster looses 3 hit points permanantly, but the familiar gains 3 hit points permanantly (from then on, the familiar has half the casters hp+3). If the familiar dies, the caster regains the 3 hp.

Material Component: Burning incense. A bit of the familiars fur or scales or skin.
XP Cost: 250 XP
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#11 User is offline   Doomdreamer 

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Posted 22 May 2004 - 12:14 PM

Evanessence (Necromancy)
Sor/Wiz Level 9th
Duration: 1 hour per level
Target: Caster, plus one Mindless Undead or Construct per caster level
Range: Touch (Undead and Caster have to hold hands)
Saving Throw: Will (Harmless)
Spell Resistance: Yes

This spell is a more powerful and Useful form of magic Jar. When Cast, the caster must have a set number of controlled Undead or Constructs in mind, and standing in a circle, holding hands (or touching to create a link). There must be at least two conduits besides the caster. Once cast, the wizard's soul leaves his body, as per Magic jar, but instead of entering a gem, the soul "dances between the bodies of the "conduits." The caster controls the conduits as if he were in all the bodies at the same time, but lacks the ability to use his finer abilities such as normal Base Attack, skills, and spell casting, as well as feats, in more than one body at a time. The bodies may not be further than 1 mile apart for the duration of the spell, or the conduit is no longer part of the spell, meaning the wizard can no longer controll the conduit. Damage or other abilities done to a conduit do not affect the wizard, as he will reflexively "jump" to another body. If his real body is damaged or tampered with, the wizard will know, but will suffer damage and other affects normaly, as if he were still in the body. The wizard can dismiss this spell at any time. Any successful Turning attempt on a conduit removes the conduit from the spell, even if the result is merely "turned" but a cleric uses the wizards Hit Dice instead of the conduits. A wizard may not use a conduit that is not controlled by him or has more hit dice or is sentient. This spell does let the wizard use any of the special abilities the conduit has, if the wizard is aware they exist, and can only use his abilities that the conduit could perform (ie, only cast spells if the conduit has hands and components). A targeted dispell will only remove a conduit from the spell, not end the spell, unless the dispell is aimed at all conduits. A seperate check is made for each conduit. This spell may not be used by a lich due to their tie to a phylacrity, any attempt by a lich to cast this spell causes the phylacrity to break and the lich to make a Fort save or be destroyed (DC equal to the spell as cast by said Lich) as if disentagrate had been cast on the lich.

Material Component: A USED Lich's Phylacrity (broken or intact, whatever you can scrounge)
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#12 User is offline   Darius 

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Posted 22 May 2004 - 11:18 PM

Evernessance

Wizard/Sorcerer/Cleric

Lvl 0 Cantrip/Orison
Components- V,S
Casting time- 1 action
range- Touch
Area- Special
Duration- Special


Due to the fastidious nature of Mages and Clerics , stains on the robes/vestments and other items can be a major problem , this spell fixes that.

When the stain is touched and the word "Brillo" uttered , a foaming cleanser is formed on the stain , after 1/2 hour , the dryed foam is brushed off and the stain is removed.
This spell can be used to remove stubborn stains from Cloth , Fur ,Iron ,steel and prescious metals(material determined at time of casting)

WARNING - this spell may cause bleaching ,Spot test in a hidden location first.
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#13 User is offline   Xorlarrin42 

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Posted 26 May 2004 - 01:23 AM

Excellent, guys, excellent. I'll work on getting a poll up ASAP to see who our very first Spellmaker winner shall be!
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#14 User is offline   Yorick 

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Posted 28 May 2004 - 06:38 PM

soundas like a great Idea whos up for new word?? :ph34r:
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#15 User is offline   Gamemasta 

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Posted 01 June 2004 - 10:41 PM

How about another band?
Sublime!
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