Invented Spells

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Stone Gargoyle
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Re: Invented Spells

Unread post by Stone Gargoyle »

Well, it is magical and not real starch, so actually no. :D
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Re: Invented Spells

Unread post by taalismn »

Ludicrous Magic:


Old Jokes Never Die(14th level)
Sometimes a Ludicrous Mage just KNOWS a crowd is going to be tougher than normal, and going out on stage is going to end in death, pure and simple. This precautionary spell gives him some insurance...cast in advance, it allows the comedian to rise again from death, and play another house...
Level: 14th
Type: SPELL(INVOCATION)
Duration: 24 hours +2 hours per level of experience
Effects: If the Ludicrous Mage should die sometime during the period of effect, 24 hours later he'll revive, his Hit Points and SDC refreshed, provided his remains are 60% or more intact(even if his body was decapitated, but not if he was burnt to ash) where his body has ended up. If he DOESN'T die during the time period of the spell, all he loses is the temporary expenditure of PPE, but in the event he does die and have to resurrect, he permanently loses 10 PPE, 3 Hit Points, and 1d4 Humor Points(his performance skills will be colder and edgier for having died)....
Saving Throw: None
PPE Cost: 200
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Invented Spells

Unread post by Syndicate »

Legendary Spell

Ignite Ley Line

Cost: 2500 P.P.E. + loss of 2 P.E.
Duration: Instant (with some lasting effects)
Range: length of entire ley line (and all connecting)
Damage: 3D6x10 (x10 for each connecting ley line beyond 2!)

Securing the Nexus point of at least two connecting ley lines, the spell caster harnesses the pulsing energies that trace the landscape. In a fantastic display of raw, primal talent the mage converts every particle of mystic power into combustive energies that once ignited....it can even be seen (brightly) from space.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

I'd up the PPE cost and the permanent loss cost---this is like treason to a mage, corruptingthe very life blood of the universe he reveres...I'd had some Hit Point cost, maybe a sanity check...
Syndicate wrote:Legendary Spell

Ignite Ley Line

Cost: 2500 P.P.E. + loss of 2 P.E.
Duration: Instant (with some lasting effects)
Range: length of entire ley line (and all connecting)
Damage: 3D6x10 (x10 for each connecting ley line beyond 2!)

Securing the Nexus point of at least two connecting ley lines, the spell caster harnesses the pulsing energies that trace the landscape. In a fantastic display of raw, primal talent the mage converts every particle of mystic power into combustive energies that once ignited....it can even be seen (brightly) from space.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Ignite PPE
L15
duration: special
range: 1/2 mile radius
PPE: 1068
Save vs magic: Run, SN & CoM can save to only take half damage

Using the PPE in the surroundings, the ambient PPE, this spell propagates to the range limit blasting everything and one caught in the effect front. The effect wave moves at a spd of 20, only the fastest will be able to outrun it. If used on a LL then the blast wave will exceptionally powerful within the LL.
Base damages based on relative types of area's PPE, for human sized targets.
No PPE: None
low PPE: 1d4
med PPE: 2d4
high PPE: 2d6
uber high: 3d6
modifiers: based on relative levels of the world's PPE
HU type world: damage x2
PF type world: Damage x3
Rifts: damage in MD
on a LL: damage x10 & will follow the LL till reaches range x100
reaches a LLN: at the LLN damage x20,& ranges are reset to zero and will follow LL till reaches range x100
reaches a Super LLN (4 or more): at the SLLN damage x 50 out to max range & LL flair simoteniusly out to range x10.(stops the progression along any of the LL's)

The progression can be blocked into an area by draining the area of it's PPE.
The effects do not pass through magic FF's, so an Energy field can protect a few people.
Last edited by drewkitty ~..~ on Fri Sep 11, 2009 10:14 pm, edited 1 time in total.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Ignite PPE
L15
duration: special
range: 1/2 mile
PPE: 1068
Save vs magic: Run, SN & CoM can save to only take half damage
.


Not clear if this is a blast radius or a directed area of effect...if the former, is the caster somehow shielded from the effects of the spell? And if the latter, is there a chance of a fumble/kickback that hits the caster in a backblast(perhaps not as large or as powerful as the frontal wave, but it still would suck to get cooked by your own super-attack)?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by Stone Gargoyle »

Seems to me like that would cook the caster. :eek:
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taalismn
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Re: Invented Spells

Unread post by taalismn »

I figure if you're using a big-damage attack that essentially turns PPE on itself(rather than just 'nuke THAT over there'), there's always the chance it might turn around and bite you, as the initiator...like biological warfare turning on you, or a flamethrower with a leak...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:I figure if you're using a big-damage attack that essentially turns PPE on itself(rather than just 'nuke THAT over there'), there's always the chance it might turn around and bite you, as the initiator...like biological warfare turning on you, or a flamethrower with a leak...


Yes, the caster is vulnerable to this magic. But this is only at the very beginning of the spell. This is because once the magic has past an area, the area is devoid of PPE till after the spell has run it's course.

The blast wave effect is more like how dominos fall over, causing something more like a ripple effect, then a actual blast wave.

While the magic affects the ambient PPE of the area, the PPE in people and other living things is not effected.
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Re: Invented Spells

Unread post by taalismn »

Some spells for a Bibliomancer I'm working on....

*Invisible Bookmark
Level: 1
Type: Spell
Range: Touch
Effects: This spell allows the caster to mark a specific page with an invisible bookmark, and later, with a thought, re-open the book instantly to that page. More than one page per book can be bookmarked, though the spell must be cast-afresh for each new ‘mark.
Duration: 5 days per level of experience, or can be made permanent
Saving Throw: None
PPE Cost: 1, 50 PPE to make permanent

*Word Storm
“There! I knew James Joyce was good for SOMETHING!”
Level: 1
Type: Spell
Range: 100 ft, and covers a 25 ft square area of effect
Effects: This spell seemingly causes the words and sentences inside a book to fly off the pages, enlarge, and form a cloud of seemingly real, substantive, material. The obfuscating opaque words and their movement effectivey act similarly to a Cloud of Smoke spell, blinding anyone trying to see or make their way through it. Because the words appear much more substantial than smoke(like being inside a swarm of big dark insects) the confusion is slightly greater; -6 to strike, parry, dodge, disarm, and entangle, and -2 to initiative
Duration: 3 melees per level of experience(DOUBLE duration in a bookstore or library)
Saving Throw: None
PPE Cost: 2

*Invisible Reader
Level: 3
Type: SPELL
Range: Touch. Voice is audible in a 5 ft radius
Effects: This spell effectively reads aloud the lines of text in a book. The rate of reading can be set by the caster, as can the voice the reading is done in; otherwise the default is the caster’s own voice. Ideal for illiterate or blind people.
Duration: 20 minutes per level of experience(DOUBLE duration in a bookstore or library). Can be made permanent to set the enchantment
Saving Throw: None
PPE Cost: 8, 80 to enchant permanently, 1 PPE to activate

*Word-Scramble
Level: 4
Type: Spell
Range: Touch
Effects: This spell scrambles the text on a page into another form(can be pure gibberish or can be comprehensive text), concealing the original text until the spell runs out or is otherwise cancelled. A Negate Magic or See the Invisible will reveal the original page format.
Duration: 1 day per level of experience(DOUBLE duration in a bookstore or library)
Saving Throw: None
PPE Cost: 8

*Eyecatcher
Level: 4
Type: Spell
Range: Touch; attraction range is 15 ft per level of experience
Effects: This spell enchants a book cover so that anyone looking at it must make a save versus magic or be irresistably drawn towards it(this is often combined with All-nighter). The spell’s effects end the moment the victim touches and opens the book.
Duration: 1 day per level of experience(DOUBLE duration in a bookstore or library)
Saving Throw: Standard
PPE Cost: 12

*Flying Book
Level: 5
Type: SPELL
Range: Touch. The book can be directed as far as 500 ft +50 ft per level of experience
Effects: This spell animates a book, allowing it to fly; typically by flapping its front and back covers like wings. The book can be remotely directed by the mage, or set to flap about randomly. This can be used to deliver the book to someone or as a distraction. The book flies at a Speed of 20
Duration: 5 minutes per level of experience(DOUBLE duration in a bookstore or library)
Saving Throw: None
PPE Cost: 15

*All-nighter
Level: 7
Type: SPELL
Range: Touch
Effects: This enchants a book into a hypnotic trap; anyone touching the book must make a save versus magic or be ensorcelled to KEEP READING THE BOOK, to the exception of all else, until the spell is somehow broken. If attacked while reading the book, the victim will lose 2 APMs, have NO initiative, and be at HALF bonuses as they continue trying to read the book. If knocked out, or the book is taken/struck from the victim's hands, the spell is broken.
Duration: Trap can be set for 10 days per level of experience; once triggered, the effects last 12 hours per level of experience(DOUBLE duration in a bookstore or library)
Saving Throw: Standard
PPE Cost: 30
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by Stone Gargoyle »

What about a Word Talk spell where the book reads itself aloud? Or Find page,where the book has to open to the page based on doing a search of itself? I see much potential in this.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

SG struck inspiration in me....

Google book

Level12
range: special
Duration: 2 day per level
Save vs magic: Special
PPE: 50 temp, 500 perm

This spell enchants a book to be able to show the information that the mage is looking for if it is in the library it is in. This spell needs a physical component of a blank hard bound book of at least 100 individual pages. When enchanted in a library with the google book spell the book is able to sift through the all the words in the the specific library it was enchanted in for what the reader wants to find. The enchanted book shows the text each of the individual of the passage in clear readable font and the name of the book it is in. To read the text or writing for non-text clues, the reader needs to read the original copy of the book.
In older libraries, the google book can read the card catalog.
The limitations: the enchanted book can only show knowledge from books that are actually in the library it was made in, at the time of reading. Another is that unless the mage spends double the PPE, the google book only works inside the library it was made in. Does not give access to electronic media, but for 1 PPE per frame, display micro film copies or pictures.
If the mage wants to make a permanent copy an entire book, it costs 10 PPE to set the font and a bound book with enough space for the text to fit in it.
Magical Books get a save vs magic 14 to hide their existence from the google book, but only a save vs 10 to keep their knowledge from the google book.
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by taalismn »

Stone Gargoyle wrote:What about a Word Talk spell where the book reads itself aloud? Or Find page,where the book has to open to the page based on doing a search of itself? I see much potential in this.


That's what the permanent aspect of Invisible Reader does...You touch the book, it costs 1 PPE, and the book starts talking....
A book that would read itself aloud without a touch trigger or minimum contribution of PPE would be less a spell and more a magic artifact(perhaps produced by a more powerful spell or ritual), or could be a TW artifact...

I'm slowly developing the Bibliomancer...but being a Librarian, I find myself tempted to add in all sorts of little quirks and powers that effectively make them WELL NIGH INVINCIBLE in their places of power....Considering much of the stuff is being salvaged from another WIP on a library-based Mystic Martial Arts...
Hey, go with what you know... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:SG struck inspiration in me....

Google book

Level12
range: special
Duration: 2 day per level
Save vs magic: Special
PPE: 50 temp, 500 perm

This spell enchants a book to be able to show the information that the mage is looking for if it is in the library it is in. This spell needs a physical component of a blank hard bound book of at least 100 individual pages. When enchanted in a library with the google book spell the book is able to sift through the all the words in the the specific library it was enchanted in for what the reader wants to find. The enchanted book shows the text each of the individual of the passage in clear readable font and the name of the book it is in. To read the text or writing for non-text clues, the reader needs to read the original copy of the book.
In older libraries, the google book can read the card catalog.
The limitations: the enchanted book can only show knowledge from books that are actually in the library it was made in, at the time of reading. Another is that unless the mage spends double the PPE, the google book only works inside the library it was made in. Does not give access to electronic media, but for 1 PPE per frame, display micro film copies or pictures.
If the mage wants to make a permanent copy an entire book, it costs 10 PPE to set the font and a bound book with enough space for the text to fit in it.
Magical Books get a save vs magic 14 to hide their existence from the google book, but only a save vs 10 to keep their knowledge from the google book.


Yeah! :D
I'll add it to the repetoire of Bibliomancy...
Almost like the Bibliomancy equivalent of a BlackBerry, handheld inventory reader, or a Star Trek PADD... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by Gryphon Chick »

taalismn wrote:
Stone Gargoyle wrote:What about a Word Talk spell where the book reads itself aloud? Or Find page,where the book has to open to the page based on doing a search of itself? I see much potential in this.


That's what the permanent aspect of Invisible Reader does...You touch the book, it costs 1 PPE, and the book starts talking....
A book that would read itself aloud without a touch trigger or minimum contribution of PPE would be less a spell and more a magic artifact(perhaps produced by a more powerful spell or ritual), or could be a TW artifact...

I'm slowly developing the Bibliomancer...but being a Librarian, I find myself tempted to add in all sorts of little quirks and powers that effectively make them WELL NIGH INVINCIBLE in their places of power....Considering much of the stuff is being salvaged from another WIP on a library-based Mystic Martial Arts...
Hey, go with what you know... :D


We text jockeys got to stick together. ;)
I can see you having a high level spell for that to create an indestructible Greater Rune Lesson Planner for the Wizard on the go, or a Greater Rune Equipment catalog with spells to summon the latest gear.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Gryphon Chick wrote:We text jockeys got to stick together. ;)
I can see you having a high level spell for that to create an indestructible Greater Rune Lesson Planner for the Wizard on the go, or a Greater Rune Equipment catalog with spells to summon the latest gear.


http://nodwick.humor.gamespy.com/gamesp ... 2009-07-08
:wink:
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Re: Invented Spells

Unread post by taalismn »

Figure that a Bibliomancer has Eyes of Thoth, Create Scroll, and Globe of Silence as STANDARD....
Oh yeah, and if you're late returning a magic text...that first Magic Pigeon due notice is a real Curse.... :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by abe »

for the baking mage-raise bread!
level-2
besically you can raise bread ultra-fast(triple its starting size in 10 seconds)
lasts about 3d4 rounds per level
also a techno-wizard spell
ppe needed-34
howdey folks!!!!!!!!
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Re: Invented Spells

Unread post by Stone Gargoyle »

abe wrote:for the baking mage-raise bread!
level-2
besically you can raise bread ultra-fast(triple its starting size in 10 seconds)
lasts about 3d4 rounds per level
also a techno-wizard spell
ppe needed-34


How exactly is it a Techno-Wizard spell? Also, 34 is awfully high a PPE cost for a level 2 spell.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Make Beer

L7
Duration: instant perm.
PPE: 30
save vs magic: n/a, standard for magical brews

This spell creates 6 servings (each serving being 12 fl oz) of beer in a setting appropriate container(s). (jugs in PF, cans in a modern setting, drink bulbs in a space setting.) The container(s) disappear after they are emptied.
For other types of beer, then rot-gut beer, the mage doing the casting must have tasted the beer before. For specific Brand labels the mage needs to have tasted the beer within 24 hrs.
When trying to duplicate brews that are magical in nature, double the PPE cost and if the save vs magic is successful, then the brew made is not magical.

Magical brew are ones where they have a little magic in them to give it a better kick then normal or to keep it from going sour. If it has both 'more kick' and 'protection', then triple the base cost.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:
abe wrote:for the baking mage-raise bread!
level-2
basically you can raise bread ultra-fast(triple its starting size in 10 seconds)
lasts about 3d4 rounds per level
also a techno-wizard spell
ppe needed-34


How exactly is it a Techno-Wizard spell? Also, 34 is awfully high a PPE cost for a level 2 spell.


A TW item made from this spell would be a cupboard that you would raise the dough stuck into it and when it reached the correct size, keep it there till removed.

"yep Iron Chef Tolkeen put his dough into the raiser, what will he make this bread into?"
"wait, the Challenger, from chi town, has taken out a fusion block and is sticking it in the iron chef's oven"
May you be blessed with the ability to change course when you are off the mark.
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Stone Gargoyle
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Re: Invented Spells

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:
Stone Gargoyle wrote:
abe wrote:for the baking mage-raise bread!
level-2
basically you can raise bread ultra-fast(triple its starting size in 10 seconds)
lasts about 3d4 rounds per level
also a techno-wizard spell
ppe needed-34


How exactly is it a Techno-Wizard spell? Also, 34 is awfully high a PPE cost for a level 2 spell.


A TW item made from this spell would be a cupboard that you would raise the dough stuck into it and when it reached the correct size, keep it there till removed.

"yep Iron Chef Tolkeen put his dough into the raiser, what will he make this bread into?"
"wait, the Challenger, from chi town, has taken out a fusion block and is sticking it in the iron chef's oven"


I really did not get that from the way he wrote the spell. There should be a cost to make the item separate from the cost to enchant the oven, which would have to be a higher level spell.
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Re: Invented Spells

Unread post by taalismn »

More Bibliomancy....

*Quarto
Level: 1
Type: SPELL
Range: Touch
Effects: This allows the caster to temporarily increase the size(and mass) of a book by 25% per level of experience(base size, so a book 4 inches on a side will be 5 inches at level one, and 6 inches at level two, etc....)
Duration: 1 hour per level of experience
Saving Throw: None
PPE Cost: 3

*Invisible Light
Level: 1
Type: SPELL
Range: Touch
Effects: The mage can effectively create a ‘nightlight’ for reading that only he can see with; it is not visible to anybody else, nor can it function as nightvision(the range is only 1-2 feet directly in front of the mage’s face).
Duration: 30 minutes per level of experience
Saving Throw: None
PPE Cost: 2

*Mystic Copy
Level: 2
Type: SPELL
Range: Touch
Effects: BY inserting a blank page of paper into a book, on top of a map or other document, then casting this spell, the mage can make an instant copy. The mage can copy 1 page-side per level of experience with this spell. Note that magical texts CANNOT be copied in this manner
Duration: Instant
Saving Throw: None
PPE Cost: 3

*Disguise Book
Level: 3
Type: SPELL
Range: Touch
Effects: This allows the caster to transform a book temporarily into another form, such as a drinking mug, large wristwatch, article of clothing, another book, or any other inanimate object of roughly hand-portable size. Perfect for smuggling or disguising contraband books
Duration: 1 hour per level of experience
Saving Throw: None
PPE Cost: 6


*Condensed Edition
Level: 5
Type: SPELL
Range: Touch
Effects: This allows the caster to SHRINK and reduce a book’s size by 50% per level of experience(in this case it’s 50% of the previous level, whereas in the case of the spell Quarto, it’s 25% of base size...so a six inch book will 3 inches at level one, 1.5 inches at level two, etc...). Yes, it is possible to shrink a book down to microdot size using this spell.
Duration: 30 minutes per level of experience
Saving Throw: None
PPE Cost: 8

*Compact Collection
Level: 7
Type: SPELL
Range: Touch
Effects: This allows the caster to create a dimensional pocket inside a book’s pages that allows him to hide another book(of 300 pages or less) inside; anybody paging through the book will detect nothing amiss(unless they can sense magic), but the mage can readily pull the concealed book out from between the pages of the ‘host’ book. The mage can add an additional 100 pages of concealable text/paper per level of experience; this can be all one book, or a set of books, as long as their combined total page count does not exceed the level maximum.
Duration: 1 hour per level of experience
Saving Throw: None
PPE Cost: 10
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Invented Spells

Unread post by taalismn »

Ludicrous Mage spell:

*Sticky-Notes-of-Doom
Level: 5
Type: SPELL
Range: Touch. Can be remotely detonated from as far away as 1,000 ft +100 ft per level of experience
Effects: Turns a pack of ordinary sticky-notes into a sabotage kit. The mage can cast this spell, pull off a sticky-note, paste it in place, and when the duration of the spell runs out, or by remote thought,or at a predetermined time, the note will detonate into a harmless(if potentially alarming) cloud of harmless smoke, or with a more powerful explosive detonation(1d6 MD).
Duration: 30 minutes per level of experience
Saving Throw: None
PPE Cost: 2 per note for smoke, 10 per note for explosive
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

See around corners

L4
range: self, 5' per level
Duration: 1 min. per level
Saving throw: none
PPE: 6

The spell lets the mage see the world from a point up to the limit of the range. This is not 360 vision, the mage still sees the world as if through his own eyes, and will have to look left & right, & behind to see those directions.
When the mage reaches level 7, they are able to split their attention between the offset sight and the sight from their eyes.


Sharpened Skill
L7
Range: self or other by touch
Duration: 10 min per level
Saving throw: standard for other if unwilling.
PPE: 37

This spell does not make the target smarter, it just focuses the mine to be able to do a single academic skill very well. Gives a +20% to a single skill, and lowers all others by -10%.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Invented Spells

Unread post by taalismn »

MORE Ludicrous Magic:

*Paper Airplane Daggers
Level: 2
Type: Spell
Range: 50 ft+10 ft per level of experience
Effects: The mage can enchant a regular paper airplane to the toughness and sharpness of steel, and throw it like a knife, doing 3d6 SDC damage. +2 to strike, plus any throwing bonuses from W.P.s like Knife, Targeting, or Small-Thrown(whichever is highest). After the spell lapses, the paper airplane simply becomes ordinary paper. CANNOT be used as a handheld weapon(only as a thrown weapon).
Note: This spell is also available to Bibliomancers, reportedly because they helped create the spell.
Duration: Instant
Saving Throw: Dodge!
PPE Cost: 3

*Blue Screen of Death
Level: 5
Type: SPELL
Range: Directional: 120 ft +15 ft per level of experience, or a radius of effect of 50 ft +10 ft per level of experience(affects all monitors in the area)
Effects: The mage can cause a computer screen or video monitor to crash, displaying instead static, an error message, blue screen of death, or something farcical like a laughing death’s head or text reading ‘All ur base belong 2 us!’. Note that CPUs and other electrical systems are NOT affected by this spell, so electronic locks and memory storage devices will remain in operation. Likewise, cybernetic/bionic optics are unaffected, though cyberoptic HUD ‘windows’ are. Turning the monitor off and then back on breaks the spell.
Duration: 5 minutes per level of experience
Saving Throw: None. Cyborgs get the standard save versus magic illusions against their HUDs being affected.
PPE Cost: 15

*RollaSkatas
Level: 5
Type: SPELL
Range: Touch or 5 ft
Effects: Produces a pair of magical old-fashioned rollerskates on the subject’s feet, that give them the equivalent of Superhuman Speed(SPD 44 or 30 MPH) on level surfaces. For an additional expenditure of PPE, the skates can allow the rollerskater to go up vertical surfaces(half speed) as long as they too are straight and level.
Duration: 2 minutes per level of experience
Saving Throw: None
PPE Cost: 12, 18 for Adhesion ability

*Happy Helpful Bowling Ball/Basketball/Balloon Friend
Level: 6
Type: SPELL
Range: Touch or 10 ft+1 ft per level of experience for activation; 200 ft +10 ft per level of experience for remote operation.
Effects: This spell allows the mage to take an ordinary children’s balloon, basketball, soccer ball, or a bowling ball, and turn it into the equivalent of a ley line walker’s observation orb. The mage draws a smiley face on the object in question, then casts the spell. Like the observation orb, the Happy Helpful ‘Ball Friend allows the mage to see everything around it remotely.
(Balloon)---Flies at Speed 10, and can float 50 ft+20 ft per level of experience in altitude. The spell endows the balloon with 4 MDC+1 per level of experience.
(Soccer/Basket Ball)---Limited to rolling around the ground(speed 20), but can LEAP or bounce 7 ft up/across. The spell endows the ball with 6 MDC+1 per level of experience.
(Bowling Ball)---Limited to rolling along on the ground(speed 25). The spell endows the bowling ball with 10 MDC+1 per level of experience.
Duration: 15 minutes per level of experience
Saving Throw: None
PPE Cost: 20

*Bad Penny
Level: 7
Type: SPELL
Range: Touch
Effects: Allows the caster to enchant an ordinary 1-cent coin(or its equivalent) into a beacon for hostile magic. Planted on a person, the Bad Penny attracts magical attacks; attacks directed at the person are +3 to strike, area of effect attacks are +1 to include them in the area of effect, and curses are +1 to spell strength to affect the victim. This lasts until the spell elapses or the person finds the Bad Penny and removes it from themselves(radiates magic and the coin itself has turned blood-red or black).
Duration: 1 hour per level of experience
Saving Throw: None
PPE Cost: 30

*Buzzbomb Bossom
A favorite of Ludicrous Mage Burlesque assassins and Madonna impersonators.
Level: 7
Type: SPELL
Range: Self. Buzzbombs have a range of 100 ft+10 ft per level of experience(150 ft +15 ft per level of experience for female mages)
Effects: The mage suddenly grows an enormous pair of ...rather comically misproportionate/threatening looking breasts...on their chest, even over/through body armor...that can launch off to reveal themselves as large rockets, doing 1d4x10(+10 for women) MD each, 5 ft blast radius.
Duration: 1 melee. Both missiles can be launched simultaneously at one target, or can be fired separately at different ones.
Saving Throw: DODGE!
PPE Cost: 35
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Invented Spells

Unread post by taalismn »

gmapprentice wrote:Man, some of this stuff is GREAT. good job to all of you guys that have put new spells on here. This got me thinking of something... Teen Angst Magic! That sound like an interesting idea?


Gimme a few examples?
I can think of maybe .....

*Conceal Cellphone---This spell allows the mage to hide a cellphone or a small communications device by melding it into their own flesh
*Roll Back---Allows the teenage mage to roll back the odometer on their parents' vehicle...
*Light Auto-Repair---removes unsightly dings, dents, and scratches from said vehicle
*Lecture Triage---Allows the mage to chose certain words(like 'Allowance', 'grounded', 'boot camp') in any monologue directed at them, allowing them to zone out unless one of the key words is activated, in which case the mage is effectively 'kicked in the head' and they can instantly review the previous conversation to see what context the keyword was used in...
*Sober Up---Instantly removes the effects of alcohol, cures hangovers, and deodorizes the mage's immediate vicinity of liquor fumes
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Cell Phone Call (lesser)

range: self, 1 mile per level from cell tower
level 6
duration: 5 min per level or one phone call
saving throw: none
PPE: 23

This spell allows the mage to make one cell phone call without a cell phone. This only works to make a cellphone call, not texting or any other messaging format.
limitations: the mage must know the number they are calling. If the mage can not remember what number the want to call ether the PPE has been waisted or is connected to number of GM desecration.

Cell Phone Call (Greater)

range: self, 5 miles per level from cell tower
level 8
duration: 30 min per level
saving throw: none
PPE: 43

This spell allows the mage to make one cell phone call without a cell phone. This only works to make a cellphone call, not texting or any other messaging format. This version allows the mage to make as many calls as they will with in the duration.
limitations: the mage must know the number they are calling. If the mage can not remember what number the want to call ether the PPE has been waisted or is connected to number of GM desecration.

Note: if the mage has a "little black book" of numbers, he can look up the number before casting that spell.
May you be blessed with the ability to change course when you are off the mark.
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: Invented Spells

Unread post by drewkitty ~..~ »

10 minute warning

Level 5
Range: the mage's immediate area, 20' radius
Duration: 1 hour
Saving throw: Special
PPE: 15

This spell gives the mage a 10 min. warning if a set person is going to come to the area around him in 10 min. time.. Like a parent coming home, give the kid 10 min. to clean up of shove all his friends out or to clean up and get the text books out.
They is no save vs magic for this spell unless the person is concealing himself, or any otherwise sneaking into the area. Then it is a standard save.
Last edited by drewkitty ~..~ on Thu Sep 17, 2009 12:40 pm, edited 1 time in total.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Fareiss Buler's Ferrari

Level 5
Range: touch
Duration: 10 minutes per level
Saving throw: none unless its a magic odometer
PPE: 30

This spell does not let the odometer of a running vehicle from working while the spell is in effect. The spell must be renewed each time the motor is turned on, because the spell stops when the the vehicle is turned off.

Click's and Clack's Auto-Body Repair

Level 7
range: touch
duration: instant perm.
Saving throw: none, if enough PPE is applied
PPE: 10 + 1 per square inch

This spell removes small dents from the body of the vehicle. Does not fix paint, nor other mechanical problems of the car. The spell does not work and PPE is waisted if not enough PPE is applied into the spell to fix the dent.

Click's and Clack's Auto Repair lesser (& greater)

Level 10 (11)
range: touch
duration: 30 min.
Saving throw: none
PPE: 100 (110)

This spell will run a broken down vehicle for 30 min.
or
This spell will tell the mage what is wrong with the vehicle.
Once this spell has been used on a vehicle, it can't be used anymore till the vehicle is fixed.
(Can be used as many times as needed.)
Note: this spell can be used by a Techno-Wizard at full strength with out it being in a TW-device. If built into a TW device, it has twice the standard duration.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Invented Spells

Unread post by Stone Gargoyle »

Munchkin Slappin GM wrote:Tempral Magic

Level Seven
Manipulate Clock

Range: 10ft. per level
Duration: 5 minutes per level
Saving throw: none
PPE 10

Allow the mage to change or freeze time on a clock. Great for stopping the countdown on bombs or just messing with people who always need to be on time. The mage can freeze the clock altogether, add or subtract time, or speed up or slow down the clocks messurment of time.


That does not seem so much to be temporal magic so much as it is object manipulation, since it altering the device measuring the time and not time itself. At least, that is how it reads to me...
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Re: Invented Spells

Unread post by taalismn »

Hmm...I see 'teenage angst magic' as sort of cantrips for the inexperienced mage...nothing TREMENDOUSLY powerful, unless you're dealing with one seriously messed up teenager, but useful in their own small way....
But how to tie in the 'angst' part....?
I'm far enough removed from my teen years(and I was hardly a typical teen) to really remember what 'teen angst' really means(these days, most of my contact with teenagers is 'Quiet Down!', 'Quit horsing around!', "I think you've had enough internet for today', and 'You're busted. Call for a ride home NOW, young man...')
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Invented Spells

Unread post by taalismn »

I see your Studious Illusion :D and raise you....

Explosive Acne
Level: 5
Type: SPELL
Range: Self or others by touch
Effects: Causes the skin to become oily and break out in big ugly blackheads, reducing P.B. by HALF. Anybody touching or hitting, without protection (like gloves, thick clothing, or body armor) the acne-ridden will take 4d6 SDC on contact as the blackheads explode with a harsh electrical 'ZZZIIITTTT', and must save versus magic or be afflicted with (non-explosive) severe acne(reduce P.B. by half and lasts 15 minutes per level of experience).
Duration: 10 minutes per level of experience
Save: Standard if not voluntary, no save if voluntary
PPE COst: 15
Last edited by taalismn on Fri Sep 18, 2009 8:21 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by Gryphon Chick »

taalismn wrote:I see your Studious Illusion :D and raise you....

Explosive Acne
Level: 5
Type: SPELL
Range: Self or others by touch
Effects: Cause the skin to become oily and break out big ugly blackheads, reducing P.B. by HALF. Anybody touching or hitting, without protection like gloves, thick clothing, or body armor) the acne-ridden will take 4d6 SDC on contact as the blackheads explode with a harsh electrical 'ZZZIIITTTT', and must save versus magic or be afflicted with (non-explosive) severe acne(reduce P.B. by half and lasts 15 minutes per level of experience).
Duration: 10 minutes per level of experience
Save: Standard if not voluntary, no save if voluntary
PPE COst: 15


You HAVE to do a superpower version of this!
"Sorry, I'm busy tonight...Same thing I do every night...Trying the take over the world..."
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Re: Invented Spells

Unread post by taalismn »

gmapprentice wrote:i bet he will.
i was planning a spell like that... stupid crammed college schedule. :x sorry for complaining, i just hate college so far.


S'right....I remember the days of uncertainty, frustration, and annoyance of my own college days...as well as feeling my bed migrate across the floor of my dorm room from the subsonic vibrations of the overpowered stereo next door....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Invented Spells

Unread post by taalismn »

gmapprentice wrote:yep.... i have to walk a mile on my way home, AFTER taking the bus... but at least i don't have to deal with dorm room chaos.



Good...dorm life is overrated IMHO...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by Stone Gargoyle »

gmapprentice wrote:i bet he will.
i was planning a spell like that... stupid crammed college schedule. :x sorry for complaining, i just hate college so far.


Try working nights to pay tuition on top of a full course load, with the time you have to study interfered with by parties in the dorm and that pesky need for sleep. Plus doing a couple hours at the gym three times a week to stay in shape, it gets to be where you have no off time.
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Re: Invented Spells

Unread post by abe »

baking magic-soda blast
basically you shoot of your nose a POWERFUL blast of soda pop causing about 2d4 damage & atracting insects of all sorts
ppe needed-12
level-2
also ppe needed for normal raise bread spell is about 14
howdey folks!!!!!!!!
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Sodium Block
L2
range: 1'
duration: 5 min. perm
save: none
PPE: 10

This turns table salt into it's component parts, releasing the chlorine into the air and leaving the metal in a block.(Best done out doors and stepping away from the process.) Little over 60% of the salt, by weight, is turned into the sodium block. The max conversion weight be 20 ounces per casting.

The usual teen uses for a sodium block, 'down the toilet' or in some other bit of water to see it explode.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Invented Spells

Unread post by taalismn »

abe wrote:baking magic-soda blast
basically you shoot of your nose a POWERFUL blast of soda pop causing about 2d4 damage & atracting insects of all sorts
ppe needed-12
level-2
also ppe needed for normal raise bread spell is about 14



Potentially fatal when combined with Power Belching....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Are My spells so well thought out that they are accepted with out need for comment?
May you be blessed with the ability to change course when you are off the mark.
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: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Are My spells so well thought out that they are accepted with out need for comment?



Oops...sorry...Yes...They pass muster.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Slow clock
L3
duration: 1 hour per level
Saving throw: special
PPE: 10
This spell will slow a single clock down by half over it's duration. Normal independent clocks will be fully effected by this spell. Those that get an update from outside of themselves will be effected, but the updates will erase the results of the slowing of the clock. Magic clocks get the standard save +2 vs magic. When the spell caster reaches level 3, they can add in a delayed activation clause into their spell, starting @ L3 they can have up to 0.5 hours per level.
Note: The spell does not affect Time, only the clock.

Example: Keth casts the spell on the house's clock before he leaves the house for a date. He does this because he has a curfew of 10 o-clock, but the concert does not end till 10. Since Keth is Level 1 this will give him half an hour to get home after the concert.
Last edited by drewkitty ~..~ on Sat Sep 19, 2009 2:54 pm, edited 2 times in total.
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by taalismn »

Okay...is this simply a technology manipulation spell, or a VERY limited area of effect temporal spell?
For instance...is it simply applying more friction to the gearing, seeting back the eelctronic counter, or, if I had a radioisotope decay chronometer attached to the clock, would it also register a slower rate of decay(compared to a parallel sample of radioisotope)?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

edited the spell

taalismn wrote:Okay...is this simply a technology manipulation spell, or a VERY limited area of effect temporal spell?
For instance...is it simply applying more friction to the gearing, seeting back the eelctronic counter, or, if I had a radioisotope decay chronometer attached to the clock, would it also register a slower rate of decay(compared to a parallel sample of radioisotope)?

*Beats Taal with a folded up paper* It's MAGIC so it Works on whatever clock.

Thou if you cast it on a master clock, all the clock dependent on it would end up as out of wack as the master clock is.
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by taalismn »

gmapprentice wrote:Teenage Magic:

Text Talk
Level 3 (optional Bibliomancer spell)
Range: Self and by Touch
Duration: 10 Minutes per level.
Cost: 6 PPE

This spell allows the user to help themself and others understand common online and texting slang, including abbreviations and terms such as "pwned". This power does NOT help decipher secret codes, it just helps people communicate online.



I really need this power...some forums I wander on to, I can't understand a thing....
And thank you for making this a Bibliomancy option :heart: ....I thing teens would be seriously contemplating homicide to keep this spell from falling into the wrong hands and becoming common knowledge... :thwak:

And decrypting gibberish...I swear, kids speak a language all their own...I usually make out 1 out of 3 words these days...
Yep, I'm morphing into an Old Fart....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Invented Spells

Unread post by taalismn »

There should be an age cut-off for Teen Angst magic...after which the spells cannot be performed, or cost twice as much PPE to perform...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by Stone Gargoyle »

taalismn wrote:There should be an age cut-off for Teen Angst magic...after which the spells cannot be performed, or cost twice as much PPE to perform...


Have the cut-off be in their mid-twenties (2d6+16 years old).
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Re: Invented Spells

Unread post by taalismn »

Revenge of the Nerd
Level: 6
Type: SPELL
Range: Self
Effects: This allows the caster to up one of his stats by the same number of points as he has I.Q.....He can up his M.E., M.A., P.S.(remains within normal range, i.e., doesn't become Superhuman or Supernatural), P.P., P.E., P.B., or Speed. The caster will have some ready intellect-connected answer for his sudden increase in one attribute/feat, such as "it was a simple application of mechanical leverage!', "I used my superior knowledge of human psychology to persuade her to go out with me!", "I just know how to make the best use of what looks I got!", or "I calculated the optimal running strategy to outpace that jock and beat him at his own game!"
Duration: 30 minutes per level of experience
Saving Throw: None
PPE Cost: 18
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by taalismn »

gmapprentice wrote:Sounds okay, but there should be a minimum IQ requirement. At least ten, I'd say.


It's a Darwin Award trap of a Teen Angst spell...a dimbulb who wastes 18 PPE (and I don't see juvie mages having a lot of PPE) to raise a stat maybe 6-7 points is likely going to be crushed by the ones with more brains(and brain power)..

IMHO Teen Angst magic shouldn't have an IQ or ME prerequisite...that's its dark side; you can have conflicted teens firing off magic irresponsibly, just as you have conflicted teens messing with cars, alcohol, and prescription meds...Sure, some of the spells are funny, but there's some serious angst in the 'Angst' as well...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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