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Boot to the head! (Intended for comedy!)


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I think we can safely assume that while the boots are sturdy enough to cause damage, that they are old and ratty. And mis-matched. Cobblers need not fear. :p
 

Pyrex said:
How can a Cantrip which does more damage than Magic Missile *not* be overpowered?
Except it isn't more powerful than Magic Missile. Magic Missile deals 1d4, +1 per caster level, max of five, plus you get an extra missile every few levels. This spell is just 1d4, and it's bludgeoning damage (therefore blocked by most DR).

By the way, this is the video that DungeonMaester was refering to that gave me the idea to stat up this spell.
Phoenix Wright - Boot to the Head
 

Old version did more damage than magic missile. New version does not. People may be responding to old version.

Cheers, -- N
 

Aleolus said:
Except it isn't more powerful than Magic Missile.

Sorry about the lack of clarity. I was responding to DungeonMaester, who posted he believed it was not overpowered when it allowed 10 boots at CL 10.
 



DungeonMaester said:
The Op had asked me how to stat of a spell version of a comedy we had watched which was the bases of this thread. The skit was a lawyer saying the last will and testement to his close family and firends but all he gave away was a boot to the head which when it was said, some one off screen would throw a boot at the intended victum.
Originally from the classic Canadian comedy show 4 on the Floor, starring the Frantics. Dan Redican plays the lawyer, and it's supposed to be him kicking people in the head, not using thrown boots.

Linky: http://www.youtube.com/watch?v=J5kGUW6M7W0
 
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Nifft said:
Do you see any cantrips that scale?

-- N
SRD said:
Ghost Sound
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.
Nifft, meet ghost sound, ghost sound, meet Nifft.

*ka-ching* (as loud as 20 humans), LT.
 

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