Estimated User #1,988
1 fiction conversations
over 7 days
(Nov 28, 2023 – Dec 6, 2023)
100% prompt uniqueness
Moscow, Russia
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Nov 28, 2023
Dec 6, 2023
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C0
create an original cursed technique for jujutsu kaisen
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C1
Create a domain expansion like in jujutsu kaisen called Deus Ex Machina
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C2
Create a domain expansion like in jujutsu kaisen named Ex Machina's Wrath
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C3
Like in jujutsu kaisen if my cursed technique allows me to control inanimate obj
1 conv.
C4
Create a dnd 5e mechanic that resembles a jujutsu kaisen cursed technique that a
1 conv.
1 conversation in cluster Cluster 2× “Create a domain expansion like in jujutsu kaisen named Ex Ma...” over less than a minute (Dec 2, 2023 – Dec 2, 2023), oldest first.
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USER: Create a domain expansion like in jujutsu kaisen named Ex Machina's Wrath
CHATBOT: Domain expansions in "Jujutsu Kaisen" are advanced cursed techniques that manifest a user's innate domain into reality, enveloping the surrounding space with the user's cursed energy. Within this domain, the user's abilities are significantly amplified, and they can control the environment to a degree that makes it almost impossible for their opponent to escape or counterattack. Here is an original domain expansion technique created with the theme "Ex Machina's Wrath": **Domain Expansion: Ex Machina's Wrath** Name: Ex Machina's Wrath User: An hypothetical sorcerer whose cursed technique revolves around the control and manipulation of mechanical elements and electromagnetism, drawing inspiration from the concept of a deus ex machina, where a seemingly insoluble problem is suddenly and abruptly resolved by an unexpected and unlikely occurrence, often seeming to defy logic. Description: Upon activation, the sorcerer's domain takes the form of a vast, seemingly endless industrial dystopia. The skies are darkened by a permanent, electrically charged storm, and the ground is a mosaic of metal and machinery--a labyrinthine network of gears, pistons, and conduits all pulsing with cursed energy. The entire domain hums with the force of countless machines, bridging the gap between the mechanical and the arcane. Effects: 1. **Mechanical Dominion**: The user has absolute control over any mechanical object within the domain, causing machinery to emerge from the ground and walls or to warp and reconfigure existing mechanisms to their will. They can create elaborate traps, offensive machines like buzz-saw arms and hydraulic hammers, or defensive bulwarks at a moment's notice. 2. **Electromagnetic Manipulation**: The user can manipulate electromagnetic forces to disrupt or control their opponent's movements. This might manifest as magnetic fields pinning an enemy to a metal surface, or sudden electrical surges aimed at overloading an adversary's nervous system. 3. **Logos Override**: In Ex Machina's Wrath, the laws of physics bend to the will of the domain's user. Their techniques always hit their mark, and conventional logic does not apply to the movements or mechanisms created within. Opponents might find their own cursed techniques misfiring or becoming erratic as the 'code' of the domain overrides their control. 4. **Inevitable Conclusion**: The user can force a particular outcome to occur as if it's an inevitable plot twist or deus ex machina solution. Once the user ...
USER: turn it into dnd 5e mechanic
CHATBOT: To adapt the "Ex Machina's Wrath" domain expansion into a Dungeons & Dragons 5th Edition (D&D 5e) mechanic, we would create a high-level spell or magical effect likely usable by a powerful spellcaster character or NPC. This could be framed as a 9th-level spell, which is the highest tier of magic in D&D and is reserved for world-altering effects. Here is a proposed adaptation: --- **Ex Machina's Wrath** *9th level Evocation (Ritual)* **Casting Time:** 1 action **Range:** Self (60-foot radius sphere) **Components:** V, S, M (a piece of complex machinery and a lodestone, both of which the spell consumes) **Duration:** Concentration, up to 10 minutes **Classes:** Wizard, Sorcerer, Artificer As you cast this spell, you summon an arcane industrial domain that encompasses a 60-foot radius sphere centered on yourself. The area within the sphere is filled with machinery, metal structures, and coursing electrical energies. The domain alters the laws of physics and logic within its boundary, and you have almost god-like control over its contents. For the duration, you gain the following benefits: 1. **Mechanical Dominion**: You can use a bonus action on each of your turns to summon mechanical constructs that follow your commands. These can take any form you desire (traps, machinations, defensive walls) and last until the end of your next turn. Constructs can make attacks using your spell attack modifier and deal 2d8 + your spellcasting ability modifier in bludgeoning, piercing, or slashing damage, as appropriate for the form they take. 2. **Electromagnetic Manipulation**: You can use your action to create electrical discharges or magnetic fields. As an action, choose a point within the domain. Each creature within a 20-foot radius of that point must make a Dexterity saving throw. On a failed save, a creature takes 4d10 lightning damage and is paralyzed until the end of your next turn. On a successful save, the creature takes half damage and is not paralyzed. 3. **Logos Override**: While in your domain, your spells and abilities automatically hit their mark without requiring attack rolls, and your chosen targets fail their saving throws. Once per turn, when you force a creature to make a saving throw from a spell or machine construct attack, you can choose the result of the die roll. 4. **Inevitable Conclusion**: As a reaction when a creature within the domain rolls a 20 on an attack roll, saving throw, or ability check, you can alter the roll to a 1, twisting fate to...