In the party I’m running with currently, our Sorc completes his level 1 Grease with level 2 Create Pit. Oh, what pranks he plays. I keep telling him to take Explosive Runes at level 3 to complete the trifecta 
[QUOTE=Askance]
Does anyone remember the “create water” spell from the original (paper) D&D set? The rule said that it created a given volume of water, which doubled for each level the Mage was … someone calculated that a level 60 (IIRC) Mage could create a large enough sphere of water to undergo spontaneous fusion, that is to say turn into a star.
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Heh, I looked into that spell during the creation of my new character since my arcane trickster got gibbed, and I giggled like a schoolgirl. We’re playing Pathfinder. That level 0 cantrip creates 2 gallons water per caster level, so 16 just at the level we’re at (60 litres for us metric users). Here’s where it gets funny: in Pathfinder, there’s no limit to how many cantrips a spellslinger can cast per diem (this to give wizards something to do at low levels).
My druid is going to be his own Decanter of Endless Water/portable flood. I can fill a 5 foot cube per ~3 minutes ! Now to compute the total volume of the fortress we’re storming next Sunday… 
[QUOTE=GargoyleWB]
Reminds me of an epic dragon battle my party had. Epic, until the finishing move…a sling stone from the party druid with nothing left to use.
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Our cleric is turning into a past master at this. I think that, over the last few adventures, she’s killed 3/4th of all bosses or tougher than usual creatures we’ve faced with her puny 1d4, no strength bonus, no enchantment Star Knife (which is sort of a hand held shuriken or something equally silly). She comes in when she’s out of spells (or the bad guy comes at her when the fighter’s dying, whichever comes first), and always manages to cherry tap the bad guy to death.
The most memorable one was, yup, a green dragon, similarly reduced to 1 HP.
One more story, but this one is more of an “asshole DM” story than player stupidity or cleverness.
We’re playing Deadlands, which if you don’t know is what happens when spaghetti westerns meet the Call of Cthulu. One of the players in the group is a gunslinger who’s very, very fond of chucking dynamite around, lighting it on his half-chewed cigar and uttering his catchphrase: “Short fuse, boys !”.
He also happens to be a Harrowed - Harrowed are undead that look and feel absolutely normal, except they’ve got a trickster evil spirit in them. In mechanical terms, Harrowed characters have some juicy extra powers, but in trade a few times per scenario the DM can try and roll against that player to direct his actions for him for a short time. Fun times.
Note that the other players had no idea of this: they were new to the setting (in fact, I had only allowed the last one to be a Harrowed to handwave away his own, extensive knowledge of it), their characters are greenhorns from the East Coast and besides the spirit hasn’t been much trouble so far - he did try setting them up for a murder trial/lynching once, but since the whole town was full of cannibals planning to eat them anyway it didn’t matter overly much. As for the Harrow himself, while the player of course knew, the character isn’t aware he died at some point.
Point is: for all they know, the gunslinger is just any old gritty pyro sumbitch.
Flash forward, and they’re exploring a spooky old abandoned mine that’s been trouble lately, the reason being it’s a portal to the spirit world so lots of bad juju tends to come out. They have no idea of this either - they just go in and figure they’ll get to the bottom of things once they’re there, as usual.
At one point, they take a rickety elevator down a mineshaft, which breaks under their weight and comes tumbling down. All of them scream and crash except the gunslinger who manages to jump out in time. He starts looking for a rope in his pack to either lift them back up or come down safely with them.
Meanwhile, at the bottom, while the Indian tries to fix the kid who broke a leg, the party’s scout is dismayed that there’s nothing for him to do (their lantern broke in the crash).
PC: What do I see ?
Me: Lots and lots of black. There’s no light at all.
PC: I really can’t see anything ?
Me: You’re at the bottom of a mine shaft. You have no source of light. What do you expect ?
PC: well can’t I at least hear something ?
Me: Mmmm… why not ?
I roll dice behind the screen. I smile, roll some more
Me: You do hear something. It’s faint and echo-ey and coming from above. It goes: “Short fuse, boys !”. Then there’s some light…
Nah, they didn’t die. But they wondered what the hell had just happened for quite some time :p.
The amusing part is that I had planned none of this - I only got the idea because when I rolled the scout’s perception for him, one of the dice landed right in front of the part of the DM screen that deals with Harrows 