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Way Too Powerful Spells Gallery

shivamuffin

First Post
Place your god killer spells here folks! If it sucks, is outrageous, and it's too powerful...We wanna see it.

Here's 2 to get us started!


" It's time to die William " The old wizard shouted through the cold downpour that enveloped them. " Give it your best shot old fool, it's time that you met YOUR maker. " With that, William put on his black top hat and smirked at his opponent.

Wilted Willy's Wonderous Tophat
Necromancy
Level: Wiz/Sorc 9
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: One specific item ( Spell Component, see below )
Duration: 1 round/level
Saving Throw: no
Spell Resistance: yes ( negated )

The caster empowers a masterwork, black tophat ( 500 gp value, consumed upon casting the spell. ) that will grant the wearer the ability to maximize all spell damage and effects for the duration of the spell.
The wearer cannot be flanked, and may temporarily apply his charisma bonus, if any to his AC.



The Big Wazoo
Evocation
Level: Wiz/Sorc 9
Components: V, S, M
Casting Time: 1 full round
Range: 300ft
Target: 50ft area
Duration: Inst
Saving Throw: yes ( Ref. save for 1/2 damage )
Spell Resistance: yes ( negated )

With the upward swing of a clenched fist, and a frown, the caster mumbles the trigger for the Big Wazoo. The spell is a blast of bluish energy that inflicts 10d10 points of damage to all within it's area of effect. All creatures and objects in the area of effect take the spells damage.
 

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hay shiva I have sean thos spell on realmsofevil are you that Great Satan Inc. person. Since if you are well you know good to have you there.
 

shivamuffin said:
...The spell is a blast of bluish energy that inflicts 10d10 points of damage to all within it's area of effect.

Bah! Add an XP component of 1,000 and bump that sucker up to 25d10. Now that's a frickin' spell! :D
 

Yep I'm GSI...I like to compare the posts between the forums...Each forum has it's own " flavor " and mood...I wanna get a good sample from the gaming community. Thanks for the welcome dude. I'm actually having fun over there this time.


Bah! Add an XP component of 1,000 and bump that sucker up to 25d10. Now that's a frickin' spell!

In 2e it was d10 per level of the caster, and the spell was a dweomner...so the min damage was 20d10...he area effect was d10 ft per level too, with a range of 1000ft...It was a stupidly powerful spell...If I could find it, I would have posted it...But all I could find was this 3e version.
 
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Yeah, 2nd edition was full of spells like that. My favorite "signature crap" from 2nd edition was things like "If encountered, (insert name of iconic NPC, such as Drizzt or Elminster) is always 10 levels higher than the highest level member of the party." :)
 
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Alright, don't be embarassed, start laying on those crappy spells!

:D


Here's some 2e crap I found in my old files: The first 2 are 10th level spells.

Rain Blood (invocation)

range 1000 yds
casting time 4rnds
area of effect 10 yds + 10 yds per level of the caster
components vsm
duration 1 rnd per level of the caster
save ½

The caster brings forth a bloody rain that will shower all in the area of effect with a bright red blood/water mix. All within the area of effect must save vs spell or suffer d10 damage + the casters level per round for the duration of the spell or while in the area of effect.
The caster may choose up two ½ his level in allies that will not suffer the effects of the spell. The caster is not effected either, but will actually receive the damage roll as healing every round to replace any hitpoints lost in battle, the chosen allies will receive the same benefit.

The material components for this spell are a mithril statuette of a storm god, worth no less than 10,000 gp, and 10 hp worth of the casters blood no more than 1 day old. Materials are consumed upon casting of the spell.

THE 2E VERSION OF THE WAZOO!

The Big Wazoo (evocation)

range 10 yds per level of the caster
duration inst.
Area of effect 5yds per level of the caster (diameter)
components vsm
casting time 1 rnd
save ½

A blast of blue energy erupts that expands from the epicenter to its area of effect. The blast damages everything in its area of effect, all items in the area of effect must save vs disintegration at -4 or be destroyed, all creatures must save vs. spell at -4 or suffer d10 damage per level of the caster. Structural damage is 1/10th of the total damage and is inflicted upon all structures in the spells area of effect.

Material components are a blue moon gem ( a magical gem from the 1st moon of my campaign world ), 1oz of dark creeper blood (½ oz of dark stalker blood ), and a pheonix feather. All materials are consumed upon casting of the spell.

Notes: The spell creates a very loud “ WAAAAAAAAAAAAHZOO “ sound upon detonation. At dm’s option all that survive the attack, within the area of effect may be deafened for d10 rounds.


Electrify Metal (alteration) 3rd level wizard
range 40yds components vsm duration 7rds casting time 4 area of effect special saving throw special

By means of the electrify metal spell, the caster is able to make any target metal a conductor of electrical energy. The electrical energy originates from the caster and is directed to the target by pointing the pinky finger. Magical weapons and armors will save(vs acid) with their magical pluses as bonus. Other magical items will save (vs crushing blow as hard metal.) Artifacts cannot be affected by this spell.

On the first round of the spell, the targeted item must save or the wielder/wearer will suffer full damage. If the item saves, the wielder/wearer will only take 1pt of damage and the spell is dissipated.
On the second round of the spell, assuming that the spell was not dissipated, The wielder/wearer will take damage every round for the spell duration. No actions, spellcasting, attacks, and movement may be conducted during this time.
Water will double damage.

Damage equals d4 + the casters level + any magical pluses of the electrified item. Cursed items minuses will multiply the damage.

This spell has no effect upon the undead or extraplanular creatures.

Material components for this spell are a piece of copper and a piece of wood from a tree that has been struck by lightning. components are consumed upon casting.


Waterball (evocation) 6th level wizard
range 10yds +10yds per level of caster
duration inst.
Area of effect 10yds
components vsm
casting time 4
saving throw ½ and str. Check

A waterball is an explosive burst of water which begins a 6cm in diameter stream of water that shoots forth from the casters pinky finger.
The caster may target whatever is in the line of sight and within the range of the spell. A ball of water will strike the casters target, detonating with a roar like that of a waterfall.
All within the blast area must save vs spell for ½ damage. Those that fail will take full damage and must make a str. Check or be knocked prone for d4 rounds.
The waterball damage does d8 per level of the caster, with no level cap. So a 20th level caster could throw a 20d8 waterball. Waterball does inflict structural damage at 1/10th the total damage. Waterball will inflict double damage on fire based creatures.

Material components are a bottle of sweetwater and a glass to pour it in, components are consumed upon casting.
 
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This spell was translated to 3e and was on the Dusk site for awhile until I finally decided to be rid of it since it wasn't in character for the NPC it is named after and the spell isn't really balanced.


Telsindria’s Magical Burst*
Evocation
Level: Sor/Wiz 9
Components: V
Range: Personal
Effect: 10 foot radius + 1 foot per spell level released.
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: None

“There comes a time for us all when desperate measures are the only ones that remain.” – Telsindria.

You unleash your spell energy in a powerful burst. The casting of this spell is highly dangerous and potentially lethal.
When you cast the spell you choose a number of spell levels to place into the burst, then you roll a willpower save to control the burst. The DC of this save is equal to the number of levels in the burst – a burst with 20 spell levels in it requires a saving throw against DC 20. If you fail this saving throw you accidentally release all your spell points into one spectacular blast.
The burst deals 1d6 points of damage to all others within its area of effect for each spell level released. This damage is from pure magical energy permeanting the entire area – spell resistance cannot mitigate or reduce its effects. Most abjurations are similarly powerless to turn the energy aside. Wall of force, prismatic wall and prismatic sphere are all exceptions, provided they are not destroyed by this spell (see below). An antimagic shell also contains the action of this spell outright.
Magical burst can safely create bursts of up to 25d6. Beyond this the caster gains a negative level for each die beyond 25. After 24 hours is up the caster must make a fortitude save (DC 23) for each negative level or suffer permanent level loss. If the burst is so huge that the caster gains as many negative levels as she has character levels the caster is slain. If the burst has more than three times the caster’s level in dice of damage the caster’s soul is obliterated, and no means short of direct deity intervention can recover the character.
Magical bursts adversely affect the magical energies present where they are cast. A 20d6 burst doubles as an area dispel magic. A 30d6 burst acts as a greater dispelling. A 40d6 burst acts as Mordenkainen’s Disjunction. At 50d6 the burst destroys the magic of the area and the effects of an antimagic shell become permanent in that area.
A 20th level sorcerer with a full spell progression can release 290d6 damage with this spell over a 300' area.
If magical burst is countered no levels are channeled through the burst.
 

HOLY CRAP!

This is kinda like rating your friends farts on a scale of 1 to 10...

That one was a good one! it had texture and was very audible..8.5 definitely!

:eek:

I wish I could find the list of spells that I had from my old group of players...There were some terrible proposals for spells they would hand me...

There was one called Thieve's Bane

I don't have the stats, because I threw the spell out, but I'll never forget the concept of the spell...

If somebody was to try to steal from the container that this ward was cast on, they would be showered with 1 dagger, ( that strikes as a +2 weapon! ) per level of the caster. Oh, and the daggers could not miss!

:rolleyes:
 

shivamuffin said:
HOLY CRAP!

This is kinda like rating your friends farts on a scale of 1 to 10...

That one was a good one! it had texture and was very audible..8.5 definitely!


Uhm, typo, that's 290d6 over a 300' RADIUS area.... 600' diameter.. About 3770 sq. ft of lovely destruction, or 754 squares on a minuatues map.

KABOOM!!
 

Try this one out. This is an Epic Spell. Not as insane as the others I have seen posted here, but pretty powerful nonetheless. The basis for this spell is actually Bolt X from Breath of Fire II.



Extreme Fulguration
Evocation [Electricity]
Spellcraft DC: 101
Components: V, S
Casting Time: 1 action
Range: 300 ft.
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To Develop: 909,000 gp; 19 days; 36,360 XP. Seed: energy (deals 10d6 points of electricity) (DC 19). Factors: increase damage to 20d6 (+20 DC), increase damage die four steps (d20) (+40 DC), change area from bolt to ball (+2 DC), 1-action casting time (+20 DC).

This spell creates massive bolts of lightning, dealing 20d20 points of electricity damage to all creatures within the area. Unattended objects also take this damage.
 

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