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Creative use of spells

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Rob-hin
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Creative use of spells

Post by Rob-hin »

OK, here's something I want to use in my quest.

The players will arrive at a special school where they will learn from best in the proffesion.

The wizard wil have to solve a situation with a set number of spells. How to use these spells will be so strange (like casting 'flesh to stone' on himself, solving the situation with prestidigitation or something like that). I can't think of any problem / strange situation though.

Idea's?
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Volk
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Post by Volk »

Well with our D&D group the sorcerrer used small level spells a lot to distract people or to scout, for example he cast light on an arrow then shot it down a tunnel to give us a better view of the place, considering we where in a tomb full of about 10,000 sleeping vampires that didnt go well, but it was a smart solution because none of the others was going to risk their hides to carry a torch in the event that we got attacked.

But since you asked for some ideas, you could do any number of things from having to distract guards with a spell and sneak by them to preforming ventreliquism for a crowd of nobles, to creating false entry papers ( lot of spells which create things if i remeber corectly and no one uses them ), the list is pretty short but just get a wizard spell list look at some of the spells which are never used or no one casts and you might get a very crazy but ingenious idea.
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tirann
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Post by tirann »

Had a lower level wizard with a very low STR score. As such his weight allowance wasn't very high.

He used to use Tensers Floating Disk to carry his gear, sometimes towed behind a donkey for longer trips.

Novel use of an already strange spell of already questionable use.
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Lost One
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Post by Lost One »

Ah...that's a very interesting thing Rob-hin. I had bought a box adventure once that was located in a city for mages, and there was a mage school also where the mages had to take tests. (never got to using the adventure though).

And then, reading from some things like Raistlin's test to become a full Wizard at the Tower (which made him physically frail) was also very interesting.

Generally, I believe wizardly school tests can be summarized as follows:

- Questions: have a set of questions concerning spells or magical creatures/items. Perhaps 10 questions. These could include what is the range of a fireball, what is a flesh golem immune to, what are the components for magic missile. Allow the players to study the player's handbook for one or two minutes before making the questions. Don't make these hard.

- Spells Test: the ones you were looking for. Challenges that require the use of a certain spell (one that they have learned during their time at the school or already have in their spellbooks). eg. Picking up a gem from a trapped pedestal surrounded by a circle of warding. Having to use a fire spell to counter the ice that suddenly emprisons the players. Etc...

- Mage Duel: The final test that decides your worthyness. This is mostly done as friendly duels, but in some schools, can be a duel to the death. A fight between two wizards (or two students wishing to graduate) will decide which one of them becomes victor.

Hope these ideas help. ;)
Check it out! One of my earliest, and certainly, more creative threads! :)

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Rigrider
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Post by Rigrider »

Just a single, simple thought off the top of my head (and you'll have to excuse me, I'm not a big wizard guy, so I don't even know if you can do this! lol) How about, using Wizards Hand to cast the somantic componet of a spell when the Wizards actual hands are bound.......

Just a thought,
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Rob-hin
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Post by Rob-hin »

Those are all good idea's. :)

I'm thinking to combine some of them. Like a trapped wizard who's hands are tied having to free his friends who are frozen in a cube of ice.

Thanx! :cool:
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Gives you strength.
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