Stringless: ultimate thread

Consumes paperwork

"I really don't understand why you're surprised."

oh, now we know why theres the funny numbers everywhere

I have created a new teaser
it is for the final area
I would make the second-to-last location but I need chapter 6 first
an event in chapter 6 sends you to the second-to-last location
leading to here, the Puppeteer's Palace

It was originally ran by the person controlling the green strings but after the takeover by the red Puppeteer, it seems to be corroding away, changing itself to its new owner.
The Stringweaver's previous webs still linger throughout.
:friend:

dang this guyeth can draw pixels

cool, but just saying, wouldnt be better finish atleast the chapter 1-4 before doing the 5 puppeter thing?

I hop around to whatever peaks my interest at the moment
plus wanted to make it before i forgot how I wanted it
But yeah I am very stupid
And I did the dumb thing
:friend: :ralsplat:

its not dumb because it is your work
teh correct way is the way u want

I suppose its time for chapter 4 to not be a metaphor for how figured out my life is
:friend: :johnmantle:

mine is that weird non-linear fangame of the hashtag sanctuary

wait i will send it

https://gamejolt.com/games/nth_sanctum/1018037
here, take it. its absolutely [[OUT OF WORDS]]

huh
the context appears to have Dessapeared
:friend: :ralsplat:

indeed

So
Uhh
I forgot about the weird route
:ralsplat: :torielfacepalm:
Time to make the most 2AM shitpost of a story
:friend: :gersonlaugh:

The Iceshock/Snowgrave effect is very difficult to apply to terrain
:friend: :ralsplat:

I just thought of that one time I made a Snowgrave DnD spell

how did you do that?
:friend: :red_question_mark:

can you send it? i will totally use it in my dnd campaing

uncatagorised spells

Name: Thundering Gale

Level: Cantrip

Range: 5 feet

Effect: Roll 1d20. If it is above the target’s armour class (at least 15), the opponent is stunned for 1 turn. Large enemies (enemies that take up more than one “space” on the overworld) are immune. Rolling 5 or less stuns you instead.

Name: Eye of Midas

Level: Cantrip

Range: N/A

Effect: Any time an amount of gold is gained, you can sacrifice 3HP to gain 1.5x the amount of gold you would normally gain (rounded down).

Name: Spleen

Level: Level 2

Range: 5 feet

Effect: Kill yourself. One enemy (randomised) in the range of effect will lose 50% of their maximum health.

Name: Bewilderment

Level: Cantrip
Range: 15 feet

Effect: Roll 1d20. If it is greater than a single selected enemy’s armour class, move them 10 feet in any direction.

Name: Snowgrave

Level: 2

Range: 10 feet

Effect: Stun yourself and a selected enemy for the remainder of the battle. Can only be used in situations with multiple enemies. After the battle ends, you can perform a saving roll to un-paralyse yourself. If not, then in the next encounter you will still be paralysed. However, out of battle you will still be able to function normally.

Name: Golden Buster

Level: Cantrip

Range: 25 feet

Effect: Sacrifice 5 gold and deal 1.5x your melee weapon damage. Regular rules apply.

Name: Neverending Night

Level: 2

Range: 10 feet

Effect: Transport yourself and a selected enemy in range to a pocket dimension of 625 square feet. No allies may help you, and the pocket dimension only ends when either you perish or the fight ends, not when the enemy is killed. After killing the enemy, you may roll 2d20, and if both dice are greater than 10 you may return.

Name: Heal Prayer

Level: Cantrip

Range: 25 feet

Effect: Roll 2d20 and heal that amount to any ally in the given area. Next turn, you may not take any action (although you can still move.)

Name: Dies Irae

Level: 3 (mastery)

Range: 5 feet

Effect: All individuals within the area of effect will die, including the wielder of the spell. Can only be used in encounters with more than one enemy.

Name: Roots of Faith

Level: Cantrip

Range: 5 feet

Effect: Create an object with a maximum size of 25 square feet made of wood. Enemies and allies must either traverse around this object (if it is large enough to obstruct their path) or destroy it, which takes up a turn. This spell can be used outside battle.

Name: Judgement

Level: Cantrip (mastery)

Range: 10 feet

Effect: One of the selected target’s attacks is used against them. If one party member is down, then they are attacked twice, and if two party members are down they are attacked three times, and so on.

Name: Parry

Level: Cantrip

Range: N/A

Effect: On an enemy’s next turn, if they choose to attack you, you and the enemy both roll initiative. If your initiative roll is higher than theirs, you take no damage and if the difference between the rolls is greater than 5 the enemy takes 1d8 damage. However, if the enemy’s roll is higher than yours, their attack deals the same amount of damage it normally would.

(This attack uses up your turn.)

scourge series

NOTE: WHEN THIS SERIES REFERENCES “VICTIMS” IT REFERS TO ANY TARGET, NOT JUST ENEMIES. THIS INCLUDES PARTY MEMBERS, IF THE WIELDER WISHES TO DO SO.

Scourge: Scourge is a point system that is increased with certain spells. Once Scourge reaches a certain level, certain spells may be blocked to the wielder. If Scourge reaches 5, all gold received will be halved, rounded down. If Scourge reaches 10, the wielder will lose the ability to perform cantrips. If Scourge reaches 15, the wielder will take double damage from all sources, after all other effects have been calculated. If Scourge reaches 20, the wielder is barred from the Keep on the Borderlands and all rolls will have a -1 disadvantage on top of any preexisting rolling factors. Scourge can be purified (subtracted from the total, but not entirely removed) via the Purity spell.

Name: Purity

Level: Cantrip

Range: N/A

Effect: Subtract 1 HP. Roll 1d20, no modifications. If it is not above 10, no additional effects will occur. If it is above 10, the wielder loses 5 gold and will roll 1d4, no modifications. The wielder will remove/purify that amount of Scourge.

Name: Rural Iron

Level: Cantrip

Range: 15 feet, any direction

Effect: For each point a victim’s armour class is higher than yours, they take one damage. Every time this spell is used, +1 Scourge.

Name: Blinding rage

Level: Cantrip

Range: N/A

Effect: Select a party member. They may deal a single melee hit to any victim regardless of range and without moving. Every time this spell is used, +1 Scourge.

Name: Hatred

Level: 1

Range: 10 feet, all directions

Effect: Subtract a quarter of the victim’s current HP, ignoring armour. -1 HP to the wielder. +2 Scourge.

Name: Thankless merit

Level: 1

Range: 5 feet, all directions

Effect: The enemy with the highest attack present gains +5 HP (if this exceeds their maximum HP, it is temporarily boosted above maximum.) This enemy will immediately attack the wielder during the wielder’s turn. If the wielder does not die, they will lose 5 gold along with whatever health is lost from the attack. This spell cannot be used outside of battle. -1 Scourge.

Name: IceShock

Level: Cantrip

Range: 15 feet, all directions

Effect: The victim rolls 1d4. If the result is 1, then the spell has no effect. However, otherwise they will be stunned for 1 turn. +1 Scourge. If you use this spell 5 turns in a row, you may use Snowgrave without stunning yourself for the rest of the battle.

reality series

Essence: Essence is a counter used to measure how long a wielder has built up a powerful spell for. This is used for especially powerful spells, listed in the Reality series. Essence resets every battle, unless preserved using the Alien Hand spell.

Name: Crystal Charge

Level: Cantrip

Range: N/A

Effect: +1 Essence

Name: Spatial Rend

Level: Cantrip

Range: N/A

Effect: The wielder moves for as long as they like, in any direction so long as they do not pass the same tile twice. Any enemies they move through will take 1 damage. Requires 3 Essence to deploy.

Name: Grim Saber

Level: Cantrip

Range: 5 feet

Effect: Deal the sum of all your party member’s melee attacks to a single enemy in one turn. Requires 4 Essence to deploy.

Name: Shady Deal

Level: Cantrip

Range: N/A

Effect: Cast 2 spells in one turn, not including this one. Requires 1 Essence to deploy.

Name: Worldly Guard

Level: Cantrip

Range: N/A

Effect: All party members gain +3 defence for the next turn. Requires 2 Essence to deploy.

Name: Lord’s Wrath

Level: 1 (Mastery)

Range: N/A

Effect: Select one victim, which is not required to be an enemy. They die. Requires 10 Essence to deploy.

Name: Alien Hand

Level: 1

Range: N/A

Effect: After a battle, the wielder may choose to cast this spell, upon which they preserve all their Essence to the next battle (Essence cannot be stored beyond this next battle unless the spell is used again.) Sets the wielder to 1 HP and causes them to lose 5 gold. If Scourge is 20 or higher, this spell has no cost. Requires 2 Essence to deploy, which is not stored.

Name: The Green Sun

Level: 3 (Mastery)

Range: 60 feet

Effect: All entities within the range of effect including the wielder die. Requires 15 Essence to deploy.

SCP: The Black Moon Howls (UNFINISHED)

Name: The Flesh that Hates (610)

Level: Cantrip (Mastery)

Range: 5 feet

Effect: Mark a 5x5 feet tile. Every turn, the marked area will grow in a uniform area manner. Any entities within the marked area will not be slowed but will lose 1hp for every turn they are within the marked area, starting on the turn they enter the marked area. The marked area can only be destroyed if the battle ends, or the source 5x5 feet tile is damaged. The source tile has 1 hp.

Name: The Plague Doctor (049)

Level: 2 (Mastery)

Range: 0 feet

Effect: The wielder dies of the Pestilence, attracting the Plague Doctor, who arrives at a corner of the battlefield of the Dungeon Master’s choosing. The Plague Doctor moves at a rate of 15 feet per turn and attacks with a range of 5 feet. The Plague Doctor will kill both allies and enemies and will not rest until at least 3 people have been killed (including the wielder, if they have not revived before the other victims have fallen.) The Plague Doctor kills upon touch. The Plague Doctor holds no mercy save for death. The Plague Doctor is immune to the MTF Kit.

Name: The Plague Doctor’s tools (049)

Level: Passive

Range: N/A

Effect: If the wielder of The Plague Doctor spell is revived before the Plague Doctor leaves and casts this spell, all victims the Plague Doctor kills will be revived with half of all their stats with all roll advantages stripped from them. They will begin seeking new victims, be they allies or enemies and will not rest until either killed or the Plague Doctor leaves. They can be destroyed in 1 hit using the MTF Kit spell.

Name: MTF Kit

Level: Cantrip

Range: 5 feet

Effect: When using this on any SCP spell, the targeted instance will immediately perish unless stated otherwise. The wielder loses 1 hp.

Name: The Shy Guy (096)

Level: 2 (Mastery)

Range: N/A

Effect: Pick a direction. The Shy Guy will charge from the edge of the battlefield from that far direction towards you, killing everyone in its path and leaving the battlefield. All remaining party members lose 5 hp.

DATA EXPUNGED

Name: When Day Breaks / The Scarlet King (001 proposal)

Level: Infinity (Unusable)

Range: N/A

Effect: EVERYONE F(un!)ING DIES. IMMUNE TO EVERYTHING.

Name: Infohazard

Level: Cantrip (Mastery)

Range: N/A

Effect: The Dungeon Master stops everyone from viewing the battlefield. Enemies are also disorientated.

Name: Amnestics

Level: Cantrip (Mastery)

Range: N/A

Effect: Erase all effects from the previous turn as well as this turn except for inflicted damage.

expect a lot of things to be broken
also its all in bold cause dungeon master thinks its easier to read