Creative Spell Uses – open forum

Speak with Monsters* (6th level)
Range: 0 (Cleric only)
Duration: 1 round per level of the cleric
Effect: Permits conversation with any monster
This spell gives the caster the power to ask questions of any and all living and undead creatures within 30′. Even unintelligent monsters will understand and respond to the cleric. Those spoken to will not attack the cleric while engaged in conversation, but may defend themselves or flee if attacked. The cleric may ask only one question per round, and the spell lasts one round per level of the caster.

The reverse of this spell, babble, has a 60′ range, a duration of 1 turn per level of the caster, and affects one target within spell range. The victim may make a saving throw vs. spells to avoid the effect, but with a – 2 penalty to the roll. If he fails the saving throw, the victim cannot communicate with any other creature for the duration of the spell. Even hand motions, written notes, telepathy, and all other forms of communication will seem garbled. This does not interfere with the victim’s spellcasting (if any), but does prevent him from using any magical items which are activated by command words – command words turn into gibberish

 

We need an item that does this spell.  There are many of these spells that affect undead/dead creatures that we’re simply not using or don’t have access to.  Speak with Monsters affects undead and doesn’t even give them a saving throw if you’re not using it to attack them (Reverse: Babble).  Imagine how differently Efrim and Al’s escapade into the deadite party would have gone if, when Nassur-Ra started questioning Efrim, the foppish vampire, Efrim could have turned the tables on Nassur-Ra and started asking him questions that he had to respond to instead of attacking us.  From the spell description, it sounds like any deadite within 30′ that was addressed would not have been able to attack.

Dagger w/Raise Dead Fully Charges

Why don’t we have a dagger imbued with Raise Dead Fully?  Meant to be used as a weapon against undead.

6-60 points of damage against a creature with more than 12 hit dice?  Saved for half damage?  awesome, rinse and repeat.

The spell is fatal to undead. Cast on an undead creature of 7 Hit Dice or less, the spell immediately destroys the creature (no saving throw). The spell forces an undead creature of 7 to12 Hit Dice to make a saving throw vs. spells with a -4 penalty to the roll; if the creature fails the roll, it is destroyed. The spell inflicts 6D10 (6-60) points of damage upon an undead monster of more than 12 Hit Dice, but the victim may make a saving throw vs. spells to take half damage.

Plus, it could come in handy if you need to raise a friend from the dead. 🙂

Polymorph vs. Shapechange

Shapechange lasts 1 turn per level, so the max duration is… 6 hours?  Polymorph Other is permanent until dispelled.  The description of the spell says that the victim gains all of abilities of the creature they are turned into.  The examples they use make it sound like that’s a bad thing (“You have the abilities of a donkey!”), but can’ the Polymorph Other spell be used on friendly forces to gain advantage?  If we are traveling in a strange land, what’s the problem with being ‘permanently’ changed into merman?  Or a storm giant?  Even if you can’t call lightening (“abilities” as opposed to “special abilities”), we could remain in cognito for days on end, all with a single spell.  As long as we are polymorphed into shapes that can cast spells, we can always reverse the change.  Think how easy some of our reconwould be if we just changed ourselves into Hutaaka and blended in, for example.  Or diaboli!  Of course there are always language issues, but not if you know the language. 
 
I was thinking about this because I was considering a dwarf disguise for Al.  We could all be dwarves.  Super strong, good looking dwarves…. if that’s needed.  Or taints, or Ochalans…
 
Can you cast Polymorph Other on yourself?  If not, we can just cast it at each other…

Silencers

Create Silence ’15 radius items, sling stones and the like.  Carry them as we run through enemy strong holds, hurl them at enemies before they know what’s coming. 
 
Is there something that would block the magic of these items while we are carrying them so that we’re only affected if we want to be?  Is there a material that blocks magic that we could make into a scroll tube/dispenser?  Iron?  Lead?  Bacca?
 
Unfortunately, Silence ’15 radius is most useful against US!  Maybe we don’t want a proliferation of these items…

Vssgon Worker Killing Machine

Based on our first encounter with a Vssgon Worker, the next time we face one, we should be able to simplify and still win:
 
1 – Create Nugglavee
2 – Haste Nugglavee
3- Cast Fly on Nugglavee
 
and let ’em go.
………………………………………………………….
Note: From Clay
This is a good idea, depending on Justin and the use of Enchanted creatures rules. Are Vssgon Workers Protected from Evil, as per the spell? If so the Nuckelavee wont be able to harm them even with Breath Weapons. Otherwise creating creatures in such a fashion becomes an easy auto-win for the Wizard. Which is why we should all have Pro from E permanenced on us. Its a very powerful spell.
also check out the newest D&D Bestiary version of the beast!