From: djdaneh@pbhyc.PacBell.COM (Dan'l DanehyOakes)
Subject: Re: New uses for old spells
Reply-To: djdaneh@PacBell.COM (Dan'l DanehyOakes)
Organization: Pacific * Bell, San Ramon, CA
Date: Fri, 14 Aug 1992 16:30:44 GMT

In article <BsyuE5.Euw@undergrad.math.waterloo.edu> l2wang@napier.uwaterloo.ca (  Lei Wang  ) writes:

>> 1) Take the 9th-Level Spell Chain Contingency (Tome of Magic), and place it
>> as Major Missile,Fireball etc...(3 Spells <= 8th Level), on a bunny and
>> 3 others on a mouse. As trigger choose you saying the words "Bunny" and "Funny"

>  Other trigger spells also have cause for abuse.

Now, why do you consider this abuse?  Sounds to me like simply a clever use
of the spell.


>> 3) Boldly try to cast "Remove Traps". It worked with our DM. During the whole
>> session he didn't notice, that this Spell doesn't exist. No more problems
>> with those nasty traps, no thief wants to disarm.

>  Won't work on Most DMs.  Even incompetent ones would ask to look at the
>description of the spell.

Lei is completely right here.  If someone tried to pull this in my campaign 
I'd have an immediate and very negative Bad Thing (e.g., the proverbial 1000 
cubic feet of dragon shit) happen to the character.  It's called "cheating," 
and doesn't add to anyone's fun.


>> 4) A guide to outlife elves: Get yourself killed. Then, when you're dead, get
>> your body oiled with "Oil of Timelessness". Now you need to get resurected...

>  Oil of Timelessness only works on dead material.  As soon as you become alive,
>the magic of the Oil does not apply any longer.  The erroding effects of time
>on things is much different from the effects of aging as in a living creature.

Oh, heck, Lei, use your imagination.  Even better:  the Oil *works*.  So it
takes 365 times as long to do *anything*.  Monsters get in 365 combat rounds
before you can even attack, etc.


>> 7) Perhaps your DM allows a "Wizard Lock" cast on an opponents mouth.

>  They would get a save, perhaps with a bonus.

But of course.  But it's still rather clever.


>> 8) You don't get a save against a "Passwall" opening up on the ground below you.
>>    And if you're not fast enough in getting out again it might end up, with the
>>    opposing mage canceling his spell, and thereby entombing you alive.

>  They would get a dex check perhaps to avoid falling in, and even if they
>do, 'dispelling the passwall ejects those in the passage'.

Ahhhh, but ejects in what direction?  I've always presumed "towards the
end of the passage they're nearest to," which, among other things, can have
the nasty effect of splitting up a party.

So someone at the bottom would be ejected toward the too too solid earth
below. . .

The dex check is absolutely right, though.


>  Polar bears are only 5' tall at the shoulders.  

You haven't met any polar bears, I take it.  An adult can be significantly
bigger than that.

>  Other things to consider:  You'll have to be in the Tundra to be able
>to summon Polar Bears.  

So?  Grizzlies.  Or lions.  Or badgers, for that matter.


>  Grease is cast on a flat horizontal surface.  Casting it on someone else's
>swordhilt would not only grant them a save, but at a bonus.  Why hasn't he
>drawn his sword while you are casting spells at him?

Sounds like a good spell to keep in a spell-storing ring for just such an
opportunity. . .


>> 15) Summoned Monsters are great trap-checkers.

>  One would become rapidly evil doing this.

Doesn't anyone in your world play evil characters?

 
		My baby is a Martian,
		What can I do?
		I'm in love with a giant insect,
		I got them Exoskeletal Blues
			-- Visual Purple

Dan'l Danehy-Oakes, Net.Roach
My opinions do NOT represent Pacific Bell,
Professional Development, or anyone else.
But I'm willing to share.