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Dungeons and Dragons for dummies - Jacson S.

Jacson S. Dungeons and Dragons for dummies - John Wiley & Sons, 2003. - 49 p.
ISBN 1-55634-667-0
Download (direct link): dungeonsanddragonsfordummies2003.pdf
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Yes, this spell can mask odors of all sorts ... at least those which are present when the spell is cast. Wizards are advised to watch the diet of the spell recipient if there is any worry.
The Munchkin Clerical Domain
No book of d20 player rules would be complete without a new clerical domain. It should be noted that this clerical domain is not currently allowed by any deities. This is to allow you, the creative player, the opportunity to help shape your campaign world - in this case, by convincing your DM that your deity would naturally have access to this domain. To this end, you might change the name of this domain to “Self-Defense,” “Necessary Roughness,” or another innocuous-sounding term. We’ll never tell.
Granted Power: +1 to everything, all the time, whenever you could possibly find it useful.
Is that simple, or what?
Munchkin Domain Spells
1 Fireball. BOOM!!!
2 Lightning Bolt. ZARK!!!
3 Flame Strike. Eat fiery death, infidel!!!
4 Power Word: Kill. Die!!!
5 Finger of Death. I said, DIE!!!
6 Limited Wish. See, it says it’s Limited. This is game balance, kids.
7 Wish. And here’s its big brother!
8 Miracle. As if you really need one ... but it never hurts to have it.
9 Magic Missile. Oops .. . how’d we forget this one earlier?
ANIMAL MAGNETISM
Transmutation
Level: Brd 2, Clr 1, Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes
This spell makes a single animal magnetic. It is useful for storing small metallic items in an accessible location, for locating north, and for delivering touch spells to iron golems. It is also a great deal of fun at parties.
Focus: A small metal bar, painted red at one end and black at the other.
Anti Em Field
Transmutation
Level: Brd 6, Clr 6, Wiz 6
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 100-yard-radius emanation, centered on any point chosen within the range Duration: 1 hour/level Saving Throw: None Spell Resistance: No
This dastardly spell leaches all the color and fun out of life within its area of effect. Colors turn to gray, the landscape becomes flat, and otherwise intelligent, fun people turn into farmers. What’s worse, this spell is a focus for tomadic activity; there is a 15% chance that a tornado will strike some portion of the spell area during its duration. (The chance rises to 95% if an adorable girl and yapping dog are within the affected region.)
If you cast Meteor Swarm to avoid wasting your really good spells ... ... you might be a Munchkin.
antiharm Shell
Abjuration Level: Clr 8, Wiz 8 Components: V, S, M/DF Casting Time: 1 full round Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 5 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
This potent spell protects all within its emanation from harm - they can suffer no damage from any
source less potent than artifacts or deities. Unfortunately, enemies who sneak into its area of effect also gain this protection (although they may, of course, be bodily ejected from the area by the warriors cowering in terror ... er, we mean “guarding the spellcaster”).
BIG B'S INSULTING GESTURE
Evocation
Level: Brd 3, Clr 4, Wiz 3 Components: V, S, F/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level)
If V*cn* wants the Hand of You ... ... you might be a Munchkin.
Effect: 10-ft. hand Duration: 1 round/level (D)
Saving Throw: Will negates Spell Resistance: No
The famous wizard Bartholomew Maximus, or “Big B” to his friends (he was actually quite short and slight of build; the nickname’s derivation is obvious, if a bit derisive), invented several spells which used disembodied hands of force to carry out his wishes. The first is this one, which presents foes with a huge hand engaged in one of any number of rude gestures. The opponents must succeed at a Will save or become so enraged that they immediately charge to the attack, heedless of potential consequences. The results, needless to say, can be quite amusing - frequently they will attack the hand, rather than the spellcaster, providing ample opportunity to make an escape.
The hand has as many hit points as the caster when it is first brought into being, and has AC 20 (-1 size,
+11 natural). It does not impede progress or attacks.
Arcane Focus: The middle finger of a calfskin glove.
Spe
Curses
The Munchkin card game provides many, entertaining curses which you may inflict on your fellow players (and which may pop up to bite your butt as well). Many of these would make amusing curses in a Munchkin roleplaying game as well; about the only ones that don’t work are the “Lose Your Class” and “Lose Your Race” curses. Unless your DM is really, really, nasty ... and as we all know, that never happens. Players who really want to capture the feel of Munchkin may use the following spell:
CURgE OF THE MUNCHKIN
Transmutation Level: Brd 4, Clr 4, Wiz 4 Components: V, S, M/DF Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
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