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New Power Word spells

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  • BrannakBrannak Member Posts: 12
    Power word dance - all creatures in area of effect dance embarrassingly for 3 rounds, funky chicken, worm, monkey or Hokey Cokey dad style.




    No saving throw
  • GallowglassGallowglass Member Posts: 3,356
    Power Word: Tame

    Level: 9
    Range: None
    Area of Effect: Caster
    School: Wild Magic
    Saving Throw: None

    On casting this spell, the caster is offered the emblems of each spell school [as with the Spell Immunity spell]. On selecting a school, all spells of that school cast by the same caster within the next 4 rounds are reliably cast at +5 levels to the caster's actual level and without wild surges. This spell can be cast only by Wild Mages, and works even in a Wild Magic Zone.

    Purpose: to continue the theme (from Chaos Shield and Improved Chaos Shield) that Wild Mages gain more control as they develop, so that they might even become worth having.
  • lolienlolien Member, Moderator, Translator (NDA) Posts: 3,108
    Power word: Ice

    Teleport you and your party to a place, where you can cool down yourselves.

    Power word: Fur

    An enhanced version of power word: beard. It grants you 50 % cold resistance.
  • dreamriderdreamrider Member Posts: 417
    Power Word: Wind (Break)

    I don't mean a line of trees, folks.
  • NimranNimran Member Posts: 4,875
    edited October 2014
    Power Word: Dale

    Used with Power Word: Ice and Power Word: Wind. Transports the party to Icewind Dale during the Kuldahar troubles. Alone, the spell summons Dale, Noober and Neeber's cousin from the frozen north.
  • DreadKhanDreadKhan Member Posts: 3,857
    Brannak said:

    Power word dance - all creatures in area of effect dance embarrassingly for 3 rounds, funky chicken, worm, monkey or Hokey Cokey dad style.




    No saving throw

    Otto's Irresistable Dance lasts 4 rounds iirc. Its not exactly ideal in many circumstances, but it can be handy due to no save. Its mainly used by Pixies in 3.x, as its an 8th lvl slot for others, and no sane sorcerer would be quick to take it as a pick, as its so utterly situational. In Lords of Darkness, it is used by the vampire that runs the Nightmasks (he's a Manshoon iirc) for very showey executions. Of course, he could just save a slot and use his Domination... but stop questioning!

    Powerword: Reference
    Instantly allows you to remember utterly inane facts, and which book to look them up in. Castable only by librarians, archivists, savants and grognards.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    Power Word: Screenshot

    Level: 9, only available for the Team Member
    Range: One or several posts
    Area of Effect: The whole forum
    School: Beamdog
    Saving Throw: Simply none

    The caster blurts out an incredible surprise. Everyone's morals and mood in the Area of Effect gets +100. The saving throw just doesn't exist.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    The Power Word 'Necro' definitely has the casting level of 0 because it bypasses everything: time, the nature of the thread, just anything.
  • NimranNimran Member Posts: 4,875
    edited May 2015
    What can change the nature of a thread?
  • SkatanSkatan Member, Moderator Posts: 5,352
    edited May 2015
    What the hell, I might as well continue to dwell into creating a new spell:

    Power word: Change alignment
    Level 7'ish
    Range: Visual range
    Area of Effect: One creature
    School: Alteration
    Saving Throw: Save vs Spell for half effect

    When uttered, Power word: Change alignment immediately swaps the recipients alignement to it's diametrical opposite. A lawful/good character becomes chaotic/evil and the opposite. Save for half effect, lawful become chaotic, evil becomes good and the opposites. True neutral characters are immune to the effects.


  • dunbardunbar Member Posts: 1,603
    I was about to share my idea of Power Word: Succubus,
    but something came up and I got distracted.
  • JoshBGJoshBG Member Posts: 91
    Power Word: Witcher 3

    The target loses interest for Baldur's Gate for 1D3 months, if the Saving Throw against Open World/Slavic Mythology/Low-fantasy RPG with -2 penalty is failed.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    JoshBG said:

    Power Word: Witcher 3

    The target loses interest for Baldur's Gate for 1D3 months, if the Saving Throw against Open World/Slavic Mythology/Low-fantasy RPG with -2 penalty is failed.

    Rolls 20 - made my save!
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    Power Word: Silence
    Level: 0 (goes through any protection)
    Range: One player
    Area of Effect: Multiplayer
    School: Bug-ation
    Saving Throw: None

    During a Multiplayer game one player suddenly loses an abitilty to type and thus communicate with others. This spell can be triggered when you kill a powerful wizard, without any warnings. Cannot be saved against and doesn't wear off with time. The only way to dispel the spell is to reload the whole Multiplayer session, which can only be done by the host.

    True story
  • elminsterelminster Member, Developer Posts: 16,315
    edited February 2016
    Power Word: Power Word
    Level: 9
    Range: 30 feet
    Duration: Permanent
    Area of Effect: One target
    School: General
    Casting Time 0
    Saving Throw: None

    When casting Power Word: Power Word the mage gains an incredibly degree of knowledge about the target. So much so that with a single word they can affect their opponent to any one of the following (chosen randomly).

    Stun
    Sleep
    Silence
    Hold
    Death

    The spell bypasses an opponents magic resistance and any of their innate immunities.
  • BillyYankBillyYank Member Posts: 2,768
    edited February 2016
    Power word: Guilt

    All targets in the area of effect are stunned for 1 round, and for 5 rounds thereafter suffer a +1 penalty to AC and -1 to THAC0 as they are hit with the sudden realization that they haven't written to their mother in months. These increase to 2 rounds/6 rounds, +2 AC, -2 THAC0 if the targets are bandits, slavers or any other profession that their mom would be very disappointed about. (Note: Drow are immune, unless they're, like, florists or something.)
  • FinneousPJFinneousPJ Member Posts: 6,455
    @BillyYank Wouldn't drow actually be more weak to this spell since theirs is a matriarchal society?
  • OtherguyOtherguy Member Posts: 157
    edited February 2016
    Power word: Irenicus
    Level: 9
    Range: Caster
    Duration: 1 round/level

    Gives caster a cool voice while casting spells. Caster will during the duration of the spell yell "suffer, you will all suffer" randomly and sometimes enemy targets will simply die for no apparent reason (no save but boss level enemies are immune).
  • SkatanSkatan Member, Moderator Posts: 5,352
    Power word: Blackbrew
    Level: 2
    Range: 10 feet radius around caster
    Duration: 4 hours

    The caster can with but a single word change simple water into mighty blackbrew. This magical potion must be drunk immediately, whilst hot, and removes all fatigue in the recipients. If used repeatedly, will cause slight nausea and shakings (-2 DEX and - 2 CON).
  • lunarlunar Member Posts: 3,460
    edited February 2016
    Power word:Freeze
    Level:8
    Casting Time:1
    Range:Target near 30 feet
    Duration:Instantenous
    Saving throw:special

    With a single command, the caster exposes one chosen victim to absolute cold for about an instant, this subjects the target creature to a rapid drain of heat which can prove to be instantly fatal for the weak. Even such momentary exposure to lowest temperature imaginable can render the living tissues dead and frozen.

    Any being with 30 hit points or less gets no saving throw and is turned into a frozen statue in a blink. Those with 31 to 60 hit points must make a save vs death magic, and those with 61 to 89 hit points must make a save vs death magic at +2 bonus to resist the cruel assault of the cold, that penetrates them to their very core. Those with 90 or more hit points can not be frozen by this spell. Death ward offers no protection against this brutal spell, however a protection from cold spell will grant immunity. Regardless of hit points, if the victim survives the ordeal, he takes 5d4+5 cold damage and is slowed for 10 rounds by the sudden chill, as his bones and joints stiffen and body shakes uncontrollably. There is no saving throw for these secondary effects.

    Undead and unliving targets are unaffected. A fire based creature such as an efreet, red salamander or red dragon is more susceptible to this spell, receiving -1 penalty to their saves, and taking double damage if they survive. While cold based creatures are utterly immune to all effects.

    A frozen body can not be restored to life by merely thawing. Raise dead and resurrection won't work before the body is thawed properly, thus the victim must be thawed reasonably (DM's call) first. The body can be shattered while frozen by any type b or s attack that can do more than 4 hit points of damage, only a powerful spell such as wish can restore the unfourtunate victim then.
  • OlvynChuruOlvynChuru Member Posts: 3,075
    Here's a spell which I put in Baldur's Gate 1:

    Power Word, Pull
    (Conjuration/Summoning)

    Level: 2
    Range: 150 ft.
    Duration: Special
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: Special

    When the mage casts the Power Word, Pull spell, he/she points at another creature, which will then be quickly pulled next to the caster by an unseen force. Unless they make a successful saving throw versus paralysis with a +2 bonus, this sudden pull will knock them off balance for 1 round. Even if they make the save, they will be unable to move away from the mage for the next 3 rounds, giving them a -3 Armor Class penalty. If the mage moves, the creature will be dragged along with them.


    One of the things you can do with the Wing Buffet effect is make it so that it pulls the target to the source instead of knocking them back, so I thought it might be interesting to have a spell that does that.
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