|1||Pepe’s Scary Clown||Scary clown frightens a creature.||A big, scary image of a clown appears. It is the stuff of children’s nightmares; it has sharp claws, long yellow teeth, and blood-red smeary make-up.|
If affected, the target creature is frightened for 1d4 rounds. If not affected they are shaken for 1 round.
Creatures with at least 6HD are not scared of clowns, and are unaffected.
|Has more or less the same affect as 1st level Cause Fear|
|2||Pepe’s Piano||Falling grand piano deals 1d6/level damage (max 10d6) to 5 ft radius.||A grand piano falls falls from a height of 10ft/caster level (max 100ft) and lands on the target area, dealing 1d6/level damage (max 10d6) to all creatures in a 5-ft radius.||If a ceiling is present the piano will materialise at highest possible point, dealing 1d6 points damage per 10 feet it falls.|
Does same damage as 3rd level Fireball, except it has smaller range and cannot be effectively used indoors.
|2||Pepe’s Imolation||1 creature/4 levels above 3rd take 1d6 fire damage/round for 4 rounds.||Target creature bursts into flame, taking 1d6 points of damage per round for 4 rounds. Target may spend one full round putting themselves out to extinguish the flames. One additional creature for every four levels beyond 3rd (to a maximum of three creatures at 11th level) are affected.||Does the same damage as 2nd level Scorching Ray. Creature can extinguish themselves, but deals continual damage (so good against mages).|
|2||Pepe’s Squeaky Hammer||Colourful squeaky hammer attacks opponents.||A large, colourful squeaky-hammer appears and attacks opponents at a distance, as you direct it, dealing 1d4 bludgeoning damage per hit +1 point per three caster levels (maximum +5 at 15th level), plus an additional 1d4 sonic damage from the loud ‘sqeak’.|
It always attacks the target you want it to attack, switching at will.
|Does same damage as 2nd level Spiritual Weapon.|
Average damage is slightly higher and deals multiple types of damage, but less effective as force damage (which also affects incorporeal creatures etc).
Switching opponents is a free action because there are no move actions in M20.
|3||Pepe’s Human Cannonball||Conjures a human-cannon.||A large, brightly painted cannon is conjured into existance.|
The cannon is large enough for 1 medium creature to fit inside.
A string at the back of the cannon fires the cannon, ejecting whatever/whoever is inside the cannon at high velocity to any 5-ft square within 100ft + 10ft/level, or to a height of half the distance. This string can be pulled either by the person in the cannon, or by a ‘helper’ who is aiming the cannon. A colourful safety helmet comes with the cannon, which protects the ‘human cannonball’ from physical harm during landing, although they are shaken for 1 round afterwards. (The helmet does not protect from additional damage, such as being fired from a cliff, or being shot into a haymaker).
If an helper is operating the cannon, the cannon may be aimed and fired at any creature within range, dealing 1d6 damage per caster level (max 10d6).
The cannon remains for 1 round/level, or until it is fired.
|Similar to 4th level Dimension Door, except only one person can be transported, range is limited, and line of sight is required. Extra damage-causing effect possible (requires someone to operate, aim and fire the cannon).|
|4||Pepe’s Tar & Feathers||Creature takes 2d8 fire damage +1/caster level (max 10), and receives -4 to attacks, skills, checks, and saves.||From one hand a jet of hot tar bursts from the caster’s pointed finger, covering one creature with hot, sticky, tar. The hot tar deals 2d8 heat damage + 1/caster level (max 10).|
Using the other hand, the caster throws a handful of feathers toward the creature. A huge gust of fluffy white feathers materialise and strike the target, covering him from head to toe. The target creature looks so rediculous he takes a -4 morale penalty to attacks, skills, checks, and saves.
Pepe’s Tar and Feathers are extremely sticky, requiring a hot bath and lots of scrubbing to clean all of the tar off. The demoralization affect lasts until it has been scrubbed off.
|Functions similar to 4th level Bestow Curse, however only one curse may be chosen and it is not permenant. This spell deals a small amount of additional damage.|