This spell is the dream of every gnome in the land. Why let others have all the fun in combat? Try The Ultimate Garden Gnome Adventure.
It is rumored that this spell originated from a a drunken gnomish wizard, Feldri homplepimple. They were tired of all of the credit given to paladins, druids and clerics in their adventures to slay creatures throughout the land. In a stroke of genius, and orc ale, they decided to concoct a spell so devious, so secretive, so purely chaotic to shift their fortunes. Unfortunately, wild magic has consequences. And so was born the Ultimate Garden Gnome Adventure!
Your fellow adventurer must choose an enemy that you can see within range. The target must be fully visible. Roll a Wisdom saving throw on self. Succeed on a Wisdom saving throw and be paralyzed for the duration. Should you fail the saving throw, you lose your paralyzed state on contact with the enemy(ies). All the while, enjoy the appearance of a gnome projectile. Red cap, emerald green clothing, black belt & buckle and black boots adorn your aerodynamic body. You are now in play!
In the Paralyzed condition you, a fellow adventurer is able to see you as the star you are and weaponize your presence. A magical aura appears, a white and grey beard extends from your face to make you the ultimate projective. You are ready to fly! The adventurer makes a ranged attack with a +2 bonus to Attack and +2 to Damage. On a successful hit, do 2d6 magical bludgeoning damage and take Advantage on your next hit if another enemy is within 30 feet. You may pinball to a second target should they be within 30 feet of you. After you contribute to the fight, drop to the ground and take a +2 to Stealth. Who is going to suspect an innocent garden gnome? You are glorious! On subsequent turns, you may be tossed again! How fun is that! Make sure you have the right handles available for your fellow adventurer! They may not want a gnome run on a first date.
The spell can also be used when there is no enemy! Cast in the same manner and gain a +2 to Acrobatics skill checks. You know that every throw is a Gnome run! After you land, drop to the ground and take a +2 to Stealth. Gnome one saw you. Gnome one can find you. You are invincible! or was it irresistible?
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends for you and you lose all bonuses. On a failure, get ready for the next round of attacks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional enemy through the gnome pinball feature for each slot level above 2nd. The enemies must be within 30 feet of each other when you target them.
When the spell ends, it is time to return to your gnomish roots. Land with a thud, rearrange your clothing and be ready for a hero's welcome at the next tavern.
* - (three blades of grass and a small smooth stone and a verbal recitation of "I'm going gnome!")
Comments