Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site qubix.UUCP Path: utzoo!linus!decvax!decwrl!sun!qubix!steven From: steven@qubix.UUCP (Steven Maurer) Newsgroups: net.games.frp Subject: Re: creative uses for spells... - (nf) Message-ID: <757@qubix.UUCP> Date: Mon, 9-Jan-84 18:31:36 EST Article-I.D.: qubix.757 Posted: Mon Jan 9 18:31:36 1984 Date-Received: Tue, 10-Jan-84 05:40:34 EST References: <3712@hp-pcd.UUCP> Organization: Qubix Graphic Systems, Saratoga, CA Lines: 48 I assume that you mean D & D spells. What you are really looking for is holes in the rules systems that allow you to do gross things. This is possible, because D&D has never been throughly debugged. Using these holes is fun, just as long as the monsters don't start doing likewise. My "favorite" spell is "feather fall". This allows you to reduce the weight of an opponent to almost nothing, and "push" him whereever you want to. A third level MU once got rid of a Xorn, by floating him up 1/2 a mile..... "Invisibility" lasts "until the person attacks". This allows an entire party to start off invisible, and continue until there is some creature that can see through the spell. -- it's also great for familiars. "Tensor's Floating Disk" is a cheap form of levitation. There is nothing in the discription that implies that the MU cannot float himself. "Charm Person" can be used to grab whole hoards of Orcs, Hobgoblins, and the like (after you have Slept them, of course). You can create an entire army of "friends", that will act as good cannon-fodder for your characters. -- Of course, the grosset, and most stupid, things has nothing to do with D&D spells at all. Just capture a few of the nuke-em monsters, and use their abilities to blow dungeons away.... Box a Basilisk. Hoards of fun. Watch characters five times your level scream in horror. Carve out a Medusa's head. Somewhat gross, but always good fun. Rub various creatures' poisons on your weapons. Cockatrice poison is especially fun. Don't kill a dragon, subdue it. The rules actually make it easier to subdue, than kill -- because every time the dragon takes subdual points of damage, you must roll again to see if if it gives up.... Steven Maurer