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The proper Fireball
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<blockquote data-quote="Edena_of_Neith" data-source="post: 729132" data-attributes="member: 2020"><p>The purpose of this thread is to see if creative spell descriptions can be given for the standard spells in the Player's Handbook.</p><p> Because we are discussing, or posting, custom descriptions, I placed this thread here in House Rules and not in Rules.</p><p></p><p> Hellblast sounds like a nasty spell.</p><p> A spell for incinerating an entire village with one good blast. Or, half the dungeons, with said blast.</p><p></p><p> - - -</p><p></p><p> The Proper Magic Missile (my version)</p><p></p><p> Magic Missile</p><p> Level: Wizard/Sorcerer 1</p><p></p><p> When the mage casts this spell, the Weave becomes visible to him, flaring into brilliant outline, even as a considerable amount of magical might comes flowing into him from said Weave.</p><p> The mage selects one or more targets within range, then looses this incoming magical might, which bursts forth as one shining silver bolt after another (to the target, they appear as balls of incandescent fury), roaring through the air like rocks thrown by a giant, and unerringly hitting the target or targets with shattering force.</p><p> The mage must be able to see the target or targets when firing his missiles (although said target or targets might well move out of sight before the missiles hit.) </p><p> The spell empowers the mage to perceive the Weave signature around the target or targets (just as he can perceive the Weave around himself) and once his missiles are fired they hone in on that signature, and rocket unerringly into the hapless target or targets.</p><p> The magical energies bypass armor or clothing worn by the target (the missiles will not affect anything that is dead), and impact straight into the target's flesh.</p><p> Magical energies roar up, down, and through the target's body, racing through bone and flesh, transforming the target into a marque of flashing light - purple, silver, green, red, as the target convulses from the power, writhing wildly, jerking and dancing like a puppet whose strings are being pulled by a madman.</p><p> This direct exposure to Mystra causes overwhelming sensations to the target, ranging the gamut from pleasurable to painful. With each new missile hit, the pain will multiply horrendously until it whelms out all other sensations.</p><p> The sudden perception of Mystra, in her full might, is overwhelming to the target's brain: it is a terrifying and overawing sight, which cannot be looked away from while the missiles are striking, and Mystra's essence is wreaking havoc across the target's body.</p><p> Enough damage will cause the target to go into shock from physical and psychological damage and trauma. The target will quickly slip into a coma and then die.</p><p></p><p> The full might and spectacle of Mystra is too much for any normal creature to withstand, if that creature is subjected to enough of Mystra's essence.</p><p></p><p> The Dry Stuff: </p><p></p><p> This spell generates one missile if the mage is 1st level, and 1 missile per 2 levels the mage is higher than 1st, up to a maximum of 5 missiles if the mage is 9th level.</p><p> Each missile inflicts 1d4 + 1 hit points of damage to a living or undead target. Unliving material will never be affected by Magic Missile.</p><p> No saving throw is allowed against this spell, and if the target is within sight of the mage when the missiles are fired they will unerringly strike, regardless of what the target does to protect himself.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 729132, member: 2020"] The purpose of this thread is to see if creative spell descriptions can be given for the standard spells in the Player's Handbook. Because we are discussing, or posting, custom descriptions, I placed this thread here in House Rules and not in Rules. Hellblast sounds like a nasty spell. A spell for incinerating an entire village with one good blast. Or, half the dungeons, with said blast. - - - The Proper Magic Missile (my version) Magic Missile Level: Wizard/Sorcerer 1 When the mage casts this spell, the Weave becomes visible to him, flaring into brilliant outline, even as a considerable amount of magical might comes flowing into him from said Weave. The mage selects one or more targets within range, then looses this incoming magical might, which bursts forth as one shining silver bolt after another (to the target, they appear as balls of incandescent fury), roaring through the air like rocks thrown by a giant, and unerringly hitting the target or targets with shattering force. The mage must be able to see the target or targets when firing his missiles (although said target or targets might well move out of sight before the missiles hit.) The spell empowers the mage to perceive the Weave signature around the target or targets (just as he can perceive the Weave around himself) and once his missiles are fired they hone in on that signature, and rocket unerringly into the hapless target or targets. The magical energies bypass armor or clothing worn by the target (the missiles will not affect anything that is dead), and impact straight into the target's flesh. Magical energies roar up, down, and through the target's body, racing through bone and flesh, transforming the target into a marque of flashing light - purple, silver, green, red, as the target convulses from the power, writhing wildly, jerking and dancing like a puppet whose strings are being pulled by a madman. This direct exposure to Mystra causes overwhelming sensations to the target, ranging the gamut from pleasurable to painful. With each new missile hit, the pain will multiply horrendously until it whelms out all other sensations. The sudden perception of Mystra, in her full might, is overwhelming to the target's brain: it is a terrifying and overawing sight, which cannot be looked away from while the missiles are striking, and Mystra's essence is wreaking havoc across the target's body. Enough damage will cause the target to go into shock from physical and psychological damage and trauma. The target will quickly slip into a coma and then die. The full might and spectacle of Mystra is too much for any normal creature to withstand, if that creature is subjected to enough of Mystra's essence. The Dry Stuff: This spell generates one missile if the mage is 1st level, and 1 missile per 2 levels the mage is higher than 1st, up to a maximum of 5 missiles if the mage is 9th level. Each missile inflicts 1d4 + 1 hit points of damage to a living or undead target. Unliving material will never be affected by Magic Missile. No saving throw is allowed against this spell, and if the target is within sight of the mage when the missiles are fired they will unerringly strike, regardless of what the target does to protect himself. [/QUOTE]
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