Interesting! I love new spells-TT Drewkitty or Nekira Sudacne about getting them posted in the
New Spells list.
Custom Spells
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- Grandil
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Re: Custom Spells
Sometimes a Cigar is just a cigar-Jung to Freud
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- drewkitty ~..~
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Re: Custom Spells
Grandil wrote:Interesting! I love new spells-TT Drewkitty or Nekira Sudacne about getting them posted in the
New Spells list.
He can post them himself to the "Invented Spell" topic if he wants to.
It's not like its a locked Sticky.
The only thing I can see deficient with the above spells as is, is each is, at least, one spell level too low.
I looked @ them when he posted them and found nothing glaringly 'munchkin made' about them.
So it took a 2nd look to find the nit-and ticks.
It provides a +1 to saving throws, to dodge attempts, and roll with impact to minimize AOE damage from spells and spell like attacks.
This should read "...+1 to saving throws, to dodge attempts, or roll with impact to..."
...it also prevents telepaths from picking up anything more then surface thoughts.
T-paths can only pickup surface thoughts of not t-paths, other psi can't even read surface thoughts. (as per cannon)
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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Re: Custom Spells
Ajax wrote:I'm going to be playing in a new rifts game soon. And I'm going to be playing a mage, my GM is willing to allow me to create new spells using the rules out of Beyond the Looking Glass. I wanted to see what people thought of a few of my spell ideas so far.
Hawk’s Eye- This spell enhances the recipients vision to a level of a hawks with perfect 20/20 vision, enhanced color clarity, detail orientation, and long distance sight being able to read sign posts at a distance of up to 2 miles with concentration. Provides a +2 to perception rolls involving vision, +1 on Aimed shots when using standard hard sights. Bonuses do not stack with other forms of enhanced vision or scopes. Cannot be cast on creatures that do not perceive visually or who have cybernetic eye replacements. When cast the eyes glow for a second then take on a golden hue for the remainder of the spell’s duration.
Level: 2
Range: Self or Touch
Duration: 2 minutes per level of caster
PPE Cost to cast: 10
Using guidelines in Through the Glass Darkly, I would think the "standard" spell here would be Eyes of the Wolf. This seems too low level based on that spell.
Ajax wrote:Mental Shielding- This spell aids the recipient in defending against psionic attacks. It provides a +1 to saving throws against psionic attacks and possession, it also prevents telepaths from picking up anything more then surface thoughts. Crazies, full conversation cyborgs, Major psychics, Master Psychics, Psi-stalkers, and Psi-juciers receive no benefits from this spell their natural defenses are already to great to be bolstered by this spell.
Level: 3
Range: Self or Touch
Duration: 5 minutes per level of caster
PPE Cost to cast: 15
This is essentially duplicating a psionic power, I'd make it at least level 7 (Start at level 1, +5 levels for something outside their normal speciality, and another extra level for the touch range), make it unable to be turned off willingly (blocking other psionic powers for the duration), and otherwise function similar to the psionic power. PPE cost should increase appropriately, and with touch range should offer a save with a bonus (since it's intended to be beneficial)
Ajax wrote:Mystic Shielding- This spell grants the recipient with mystic protection versus spells. It provides a +1 to saving throws, to dodge attempts, and roll with impact to minimize AOE damage from spells and spell like attacks. Note this spell does not provide a saving throw if no saving throw would be applicable, it only aids a person in avoiding the affects of a spell. This spell’s bonus may only be used once per spell. In order to cast this spell, several overlapping circles of mystic protection must be drawn around the target first, these circles must be drawn fresh for each new target of the spell.
Level: 3
Range: Self or 1 person
Duration: 1 hour per level of caster
PPE Cost to cast: 25
Time to Cast: 5 minutes
25 PPE, 1 hr/level duration, for a +1 to magic saving throws? The only way I see this spell being decent is if the bonus stacks, meaning that you could get a pretty hefty bonus for a serious PPE expenditure. Otherwise it just seems like too much for too little - there's a lot more spells in the level 3 range that would be better choices than this one.
Without my books currently I can't offer better advice. But those are my thoughts.
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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
kiralon: "...the best way to kill an old one is to crash a moon into it."
Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
- Captain Shiva
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Re: Custom Spells
There is a spell called Farseeing In Mercenary Adventures, which is very similar to Hawk Vision. That are many other good spells in there; I suggest you check it out.
Have you ever been thrown out of a Rifts game for being smarter than the Game Master?