Invented Spells

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Re: Invented Spells

Unread post by drewkitty ~..~ »

*Tags TOSAN* Your turn to post a 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.
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

drewkitty ~..~ wrote:*Tags TOSAN* Your turn to post a spell.


Oh balls. Drew I'm a magic Virgin-ian.. I have no idea how to even start really. I might be able to come up with a concept, but assigning cost, range, duration, and effect. Psshhhh Fuggedaboudit

If you could point me toward an exploitable template ..well all I can promise is that I'll give it a shot.

There are a couple of posters who I won't mention by name that submit things that aren't fleshed out well or spelled correctly. That infuriates me and i don't want to contribute anything like that. Even in HS I lost points for NEVER submitting a Rough Draft.
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keir451 wrote:Amazing Nate; Thanks for your support!

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The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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Re: Invented Spells

Unread post by Stone Gargoyle »

The Oh So Amazing Nate wrote:Sure thing SG. they were after all just suggestions. as far as any associated magic awe/horror is concerned (if u go that route), I'd chalk it up to the Garment being the object of awe/horror not the person in it. Kind of how you can put Steve Buscemi or Ryan Gosling in the same high quality suit. Despite the difference in attractiveness of the two models, anyone can recognize it's still a hell of a fine suit.

However it remains your call and I defer to your opinion.
I am reluctant to assign an Awe Factor to someone when wearing the suit because it becomes a distracting factor to have the character wearing it have to have everyone suddenly roll for Awe Factor any time they enter a room. I think if I did apply it, it would only affect any given viewer the first time they saw the suit and the Awe Factor would go away once the garment became wrinkled, torn, or what have you.
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Re: Invented Spells

Unread post by Stone Gargoyle »

The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:*Tags TOSAN* Your turn to post a spell.


Oh balls. Drew I'm a magic Virgin-ian.. I have no idea how to even start really. I might be able to come up with a concept, but assigning cost, range, duration, and effect. Psshhhh Fuggedaboudit

If you could point me toward an exploitable template ..well all I can promise is that I'll give it a shot.

There are a couple of posters who I won't mention by name that submit things that aren't fleshed out well or spelled correctly. That infuriates me and i don't want to contribute anything like that. Even in HS I lost points for NEVER submitting a Rough Draft.
I think you are just reluctant to try something you have not done. But you did do something and submit it prior to completion, if I remember correctly, namely the Competitive Belching skill in the We Gots the Skills topic thread up in the Heroes Unlimited Forum.
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:*Tags TOSAN* Your turn to post a spell.


Oh balls. Drew I'm a magic Virgin-ian.. I have no idea how to even start really. I might be able to come up with a concept, but assigning cost, range, duration, and effect. Psshhhh Fuggedaboudit

If you could point me toward an exploitable template ..well all I can promise is that I'll give it a shot.

There are a couple of posters who I won't mention by name that submit things that aren't fleshed out well or spelled correctly. That infuriates me and i don't want to contribute anything like that. Even in HS I lost points for NEVER submitting a Rough Draft.
I think you are just reluctant to try something you have not done. But you did do something and submit it prior to completion, if I remember correctly, namely the Competitive Belching skill in the We Gots the Skills topic thread up in the Heroes Unlimited Forum.


You have forced my hand sir. There is a difference between posting a skill that i was only able get to l9 with before completing it with taal's help and something like the "loud quack" spell posted earlier. I refuse to clutter up the thread with that kind of work. Give me some time...and a template would be nice too.
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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Re: Invented Spells

Unread post by Stone Gargoyle »

The Oh So Amazing Nate wrote:I refuse to clutter up the thread with that kind of work. Give me some time...and a template would be nice too.
I appreciate that. The closest thing you will find to a template is basing what you are doing off a spell already in the books and modeling it after that, unless you have a copy of Through The Glass Darkly for Nightbane. If you have the NB book, they give basic guidelines for constructing your own spells.
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Re: Invented Spells

Unread post by Damian Magecraft »

Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:I refuse to clutter up the thread with that kind of work. Give me some time...and a template would be nice too.
I appreciate that. The closest thing you will find to a template is basing what you are doing off a spell already in the books and modeling it after that, unless you have a copy of Through The Glass Darkly for Nightbane. If you have the NB book, they give basic guidelines for constructing your own spells.
true they do but they are basically still instructions on how to ballpark it.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Damian Magecraft wrote:
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:I refuse to clutter up the thread with that kind of work. Give me some time...and a template would be nice too.
I appreciate that. The closest thing you will find to a template is basing what you are doing off a spell already in the books and modeling it after that, unless you have a copy of Through The Glass Darkly for Nightbane. If you have the NB book, they give basic guidelines for constructing your own spells.
true they do but they are basically still instructions on how to ballpark it.

And you will end up getting feedback once you post the spell here. If you scan this topic you will see such clutter about.

1st Start with the concept/idea...then work from there.
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 wyrmraker »

drewkitty ~..~ wrote:
Damian Magecraft wrote:
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:I refuse to clutter up the thread with that kind of work. Give me some time...and a template would be nice too.
I appreciate that. The closest thing you will find to a template is basing what you are doing off a spell already in the books and modeling it after that, unless you have a copy of Through The Glass Darkly for Nightbane. If you have the NB book, they give basic guidelines for constructing your own spells.
true they do but they are basically still instructions on how to ballpark it.

And you will end up getting feedback once you post the spell here. If you scan this topic you will see such clutter about.

1st Start with the concept/idea...then work from there.

That's what I did with my TW Utility series. Seemed to work out pretty well, format-wise.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Mystic Game Master
L14
Duration: 1 campaign.
Range: appears near caster
saving Throw: N/A
PPE: 250
Creates a Game master constructed of magical energy but seemingly real, for a RPG players. Able to G.M. & to make up games for them to play, utilizing the game books around them. Will run the game as per the Canon in the books or any written down house rules.
Stats: IQ:20 MA:15 PS:7-12 PP:10 PB:6-15 Spd:50
xDC: none, all attacks pass through the Mystic G.M.
Height: ether matching the caster's height or the average height of the players
combat: 6 APM (able to make 6 die rolls per 15 sec or throw a die at a player if it thinks they need it.
When talking in the character of an NPC they will look like that NPC to those playing the game.

The players can pause the game at any point, and continue at another time. When the game is on a long duration pause the MGM will disappear from the kin of all. But when the players have gathered for another game session the MGM will appear and will quickly review what happened last session and continue the game from where they left off.
*If this spell is cast on a leyline with 2 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the Mystic GM will also develop with time, and able to run multiple different campaigns for different sets of players.
Last edited by drewkitty ~..~ on Thu May 30, 2013 4:24 pm, edited 1 time 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 Stone Gargoyle »

drewkitty ~..~ wrote:Mystic Game Master
L14
Duration: 1 campaign.
Range: appears near caster
saving Throw: N/A
PPE: 250
Creates a Game master constructed of magical energy but seemingly real, for a RPG players. Able to G.M. & to make up games for them to play, utilizing the game books around them. Will run the game as per the Canon in the books or any written down house rules.
Stats: Q:20 A:15 S:7-12 P:10 B:6-15 d:50
xDC: none, all attacks pass through the Mystic G.M.
Height: ether matching the caster's height or the average height of the players
combat: 6 APM (able to make 6 die rolls per 15 sec or throw a die at a player if it thinks they need it.
When talking in the character of an NPC they will look like that NPC to those playing the game.

The players can pause the game at any point, and continue at another time. When the game is on a long duration pause the MGM will disappear from the kin of all. But when the players have gathered for another game session the MGM will appear and will quickly review what happened last session and continue the game from where they left off.
*If this spell is cast on a leyline with 2 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the Mystic GM will also develop with time, and able to run multiple different campaigns for different sets of players.
I am confused by your abbreviations for stats. What are Q, A, S, P, B and d supposed to represent?
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Re: Invented Spells

Unread post by 13eowulf »

Stone Gargoyle wrote:
drewkitty ~..~ wrote:Mystic Game Master
L14
Duration: 1 campaign.
Range: appears near caster
saving Throw: N/A
PPE: 250
Creates a Game master constructed of magical energy but seemingly real, for a RPG players. Able to G.M. & to make up games for them to play, utilizing the game books around them. Will run the game as per the Canon in the books or any written down house rules.
Stats: Q:20 A:15 S:7-12 P:10 B:6-15 d:50
xDC: none, all attacks pass through the Mystic G.M.
Height: ether matching the caster's height or the average height of the players
combat: 6 APM (able to make 6 die rolls per 15 sec or throw a die at a player if it thinks they need it.
When talking in the character of an NPC they will look like that NPC to those playing the game.

The players can pause the game at any point, and continue at another time. When the game is on a long duration pause the MGM will disappear from the kin of all. But when the players have gathered for another game session the MGM will appear and will quickly review what happened last session and continue the game from where they left off.
*If this spell is cast on a leyline with 2 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the Mystic GM will also develop with time, and able to run multiple different campaigns for different sets of players.
I am confused by your abbreviations for stats. What are Q, A, S, P, B and d supposed to represent?


I cant speak for him, but I interpret those to mean IQ, MA, PS, PP, PB, & SPD, respectively, with there being not ME or PE for the magical construct.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

13eowulf wrote:
Stone Gargoyle wrote:
drewkitty ~..~ wrote:Mystic Game Master
L14
Duration: 1 campaign.
Range: appears near caster
saving Throw: N/A
PPE: 250
Creates a Game master constructed of magical energy but seemingly real, for a RPG players. Able to G.M. & to make up games for them to play, utilizing the game books around them. Will run the game as per the Canon in the books or any written down house rules.
Stats: Q:20 A:15 S:7-12 P:10 B:6-15 d:50
xDC: none, all attacks pass through the Mystic G.M.
Height: ether matching the caster's height or the average height of the players
combat: 6 APM (able to make 6 die rolls per 15 sec or throw a die at a player if it thinks they need it.
When talking in the character of an NPC they will look like that NPC to those playing the game.

The players can pause the game at any point, and continue at another time. When the game is on a long duration pause the MGM will disappear from the kin of all. But when the players have gathered for another game session the MGM will appear and will quickly review what happened last session and continue the game from where they left off.
*If this spell is cast on a leyline with 2 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the Mystic GM will also develop with time, and able to run multiple different campaigns for different sets of players.
I am confused by your abbreviations for stats. What are Q, A, S, P, B and d supposed to represent?


I cant speak for him, but I interpret those to mean IQ, MA, PS, PP, PB, & SPD, respectively, with there being not ME or PE for the magical construct.

Bong Bing
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 »

drewkitty ~..~ wrote:
13eowulf wrote:
Stone Gargoyle wrote:
drewkitty ~..~ wrote:Mystic Game Master
L14
Duration: 1 campaign.
Range: appears near caster
saving Throw: N/A
PPE: 250
Creates a Game master constructed of magical energy but seemingly real, for a RPG players. Able to G.M. & to make up games for them to play, utilizing the game books around them. Will run the game as per the Canon in the books or any written down house rules.
Stats: Q:20 A:15 S:7-12 P:10 B:6-15 d:50
xDC: none, all attacks pass through the Mystic G.M.
Height: ether matching the caster's height or the average height of the players
combat: 6 APM (able to make 6 die rolls per 15 sec or throw a die at a player if it thinks they need it.
When talking in the character of an NPC they will look like that NPC to those playing the game.

The players can pause the game at any point, and continue at another time. When the game is on a long duration pause the MGM will disappear from the kin of all. But when the players have gathered for another game session the MGM will appear and will quickly review what happened last session and continue the game from where they left off.
*If this spell is cast on a leyline with 2 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the Mystic GM will also develop with time, and able to run multiple different campaigns for different sets of players.
I am confused by your abbreviations for stats. What are Q, A, S, P, B and d supposed to represent?


I cant speak for him, but I interpret those to mean IQ, MA, PS, PP, PB, & SPD, respectively, with there being not ME or PE for the magical construct.

Bong Bing
And you abbreviated them because...???
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Re: Invented Spells

Unread post by drewkitty ~..~ »

That is how I was writing them down on the paper when make a char, at that time I made the spell I used as a basic template of this one. (i.e.: I c&p'ed and then mod'ed to fit the new idea.)
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 wyrmraker »

Thanks to a Rifts thread on Illiterate Ley Line Walkers, I have come up with a new TW Utility spell.
Level 14
Spell On Tape
Range: As Original Spell
Duration: As Original Spell
Saving Throw: As Per Spell
PPE Cost: 150 plus the PPE for the original spell
Tool Required: Audio System with Microphone and Speaker
The modern version of the Create Magic Scroll spell, this allows a mage to transcribe a spell onto an audio media for future usage, exactly like a Magic Scroll.
There are differences in it's usage that require mentioning. The primary difference is that the spell cannot be learned from this medium by any mage, unlike the standard 10%+2%/Level chance for mages to learn a spell from a scroll. This possibility does not exist from this medium.
Also, the Spell On Tape is a one-shot spell that can be used by literally anyone, literate or not. It just needs to be played and the speaker pointed at the target. Upon usage, the spell will delete itself from the media.
It does require a compatible audio player and loudspeaker for use. The most common medium for this is the PDD Unit, as it has a Track Select function that allows a user to select the spell in question, so long as the original caster has properly set up the track selection menu.
Note: The power of the scroll-spell can be controlled by its creator and can range from level one potency to the current level of its creator. However, the creator's enhanced spell strength can not be transferred, so all saving throws from scroll magic are 12 if created as a spell.
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Re: Invented Spells

Unread post by taalismn »

Thrall Breaker
Level: 6
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: (see below)
Saving Throw: None for involuntary slave thralls, standard for voluntary linkages
PPE Cost: 20
Effects:
This spell is meant to sever magical links between living creatures. Used against those who are being involuntarily compelled by spell, Thrall Breaker will automatically break the link between the slave and the master. The breakage is permanent(although the enslaver may attempt to repeat the magic enslavement if they are close enough/can re-subdue the former thrall). This is particularly effective against spells such as Dominate, Influence the Beast, Summon & Control spells, and vampires’ controlling bite.
Thrall Breaker can also be used to disrupt VOLUNTARY linkages, such as those between a mage and his familiar(s), witches’ pacts, and summoner links. In such cases, the target gets to save versus the spell. On a successful save, the link remains undisturbed. On a failure, the link is temporarily severed for fifteen minutes per level of experience of the caster, before the target can reestablish the link. For those unfamiliar with the spell, the severing can be terrifying and debilitating. leaving them confused and adrift without the comforting link to bolster their power or perceptions(those with familiars will be intensely worried about the fate of their mystic companions). During the period of disruption, the cutoff minion’s available PPE will be HALVED, and they will be -1 to initiative, spell strength, strike, dodge, and parry, and will be -20% to skill rolls as a result of the linkage severing and their own anxiety. Familiar links will be cut, the mage unable to remotely command or see through the senses of the Familiar, while the Familiar will be similarly confused and anxious, even if they have a clear line of sight on their mage-master.
Thrall Breaker can also be used against Possessing Entities, in which case the possessing entity gets a save versus the spell. If successful, the entity remains in control of the victim. On a failure, the entity is banished from the victim, same as an exorcism. However, Thrall Breaker can only be used ONCE on a particular possessed victim.
Note that Thrall-Breaker will NOT work on linkages with unliving objects, such as animated skeletons, zombies, mummies, or Rune Weapons.
-------------
"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,
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To be turned over with the Flick of a Finger,
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Re: Invented Spells

Unread post by wyrmraker »

taalismn wrote:Thrall Breaker
Level: 6
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: (see below)
Saving Throw: None for involuntary slave thralls, standard for voluntary linkages
PPE Cost: 20
Effects:
This spell is meant to sever magical links between living creatures. Used against those who are being involuntarily compelled by spell, Thrall Breaker will automatically break the link between the slave and the master. The breakage is permanent(although the enslaver may attempt to repeat the magic enslavement if they are close enough/can re-subdue the former thrall). This is particularly effective against spells such as Dominate, Influence the Beast, Summon & Control spells, and vampires’ controlling bite.
Thrall Breaker can also be used to disrupt VOLUNTARY linkages, such as those between a mage and his familiar(s), witches’ pacts, and summoner links. In such cases, the target gets to save versus the spell. On a successful save, the link remains undisturbed. On a failure, the link is temporarily severed for fifteen minutes per level of experience of the caster, before the target can reestablish the link. For those unfamiliar with the spell, the severing can be terrifying and debilitating. leaving them confused and adrift without the comforting link to bolster their power or perceptions(those with familiars will be intensely worried about the fate of their mystic companions). During the period of disruption, the cutoff minion’s available PPE will be HALVED, and they will be -1 to initiative, spell strength, strike, dodge, and parry, and will be -20% to skill rolls as a result of the linkage severing and their own anxiety. Familiar links will be cut, the mage unable to remotely command or see through the senses of the Familiar, while the Familiar will be similarly confused and anxious, even if they have a clear line of sight on their mage-master.
Thrall Breaker can also be used against Possessing Entities, in which case the possessing entity gets a save versus the spell. If successful, the entity remains in control of the victim. On a failure, the entity is banished from the victim, same as an exorcism. However, Thrall Breaker can only be used ONCE on a particular possessed victim.
Note that Thrall-Breaker will NOT work on linkages with unliving objects, such as animated skeletons, zombies, mummies, or Rune Weapons.

Very cool. And a very important sort of spell to have in the tool box.
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Re: Invented Spells

Unread post by Stone Gargoyle »

wyrmraker wrote:
taalismn wrote:Thrall Breaker
Level: 6
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: (see below)
Saving Throw: None for involuntary slave thralls, standard for voluntary linkages
PPE Cost: 20
Effects:
This spell is meant to sever magical links between living creatures. Used against those who are being involuntarily compelled by spell, Thrall Breaker will automatically break the link between the slave and the master. The breakage is permanent(although the enslaver may attempt to repeat the magic enslavement if they are close enough/can re-subdue the former thrall). This is particularly effective against spells such as Dominate, Influence the Beast, Summon & Control spells, and vampires’ controlling bite.
Thrall Breaker can also be used to disrupt VOLUNTARY linkages, such as those between a mage and his familiar(s), witches’ pacts, and summoner links. In such cases, the target gets to save versus the spell. On a successful save, the link remains undisturbed. On a failure, the link is temporarily severed for fifteen minutes per level of experience of the caster, before the target can reestablish the link. For those unfamiliar with the spell, the severing can be terrifying and debilitating. leaving them confused and adrift without the comforting link to bolster their power or perceptions(those with familiars will be intensely worried about the fate of their mystic companions). During the period of disruption, the cutoff minion’s available PPE will be HALVED, and they will be -1 to initiative, spell strength, strike, dodge, and parry, and will be -20% to skill rolls as a result of the linkage severing and their own anxiety. Familiar links will be cut, the mage unable to remotely command or see through the senses of the Familiar, while the Familiar will be similarly confused and anxious, even if they have a clear line of sight on their mage-master.
Thrall Breaker can also be used against Possessing Entities, in which case the possessing entity gets a save versus the spell. If successful, the entity remains in control of the victim. On a failure, the entity is banished from the victim, same as an exorcism. However, Thrall Breaker can only be used ONCE on a particular possessed victim.
Note that Thrall-Breaker will NOT work on linkages with unliving objects, such as animated skeletons, zombies, mummies, or Rune Weapons.

Very cool. And a very important sort of spell to have in the tool box.
I agree. Very cool.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

drewkitty ~..~ wrote:Valhalla
Level: 7, (Spirit Magic L5)
Range: 10'/Touch
Duration: Instante, Perm.
Saving Throw: None
PPE: 35
This spell cleanses the dead of all connection to the world of the living. This is used to prevent a victim of a vampire's slow kill from turning the dead person into a vampire. It will also prevent a necromancer from using the dead body parts of that person as augmentations, and prevent that person from being resurrected by non-deific magic.

taalismn wrote:Thrall Breaker
Level: 6
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: (see below)
Saving Throw: None for involuntary slave thralls, standard for voluntary linkages
PPE Cost: 20
Effects:
This spell is meant to sever magical links between living creatures. Used against those who are being involuntarily compelled by spell, Thrall Breaker will automatically break the link between the slave and the master. The breakage is permanent(although the enslaver may attempt to repeat the magic enslavement if they are close enough/can re-subdue the former thrall). This is particularly effective against spells such as Dominate, Influence the Beast, Summon & Control spells, and vampires’ controlling bite.
Thrall Breaker can also be used to disrupt VOLUNTARY linkages, such as those between a mage and his familiar(s), witches’ pacts, and summoner links. In such cases, the target gets to save versus the spell. On a successful save, the link remains undisturbed. On a failure, the link is temporarily severed for fifteen minutes per level of experience of the caster, before the target can reestablish the link. For those unfamiliar with the spell, the severing can be terrifying and debilitating. leaving them confused and adrift without the comforting link to bolster their power or perceptions(those with familiars will be intensely worried about the fate of their mystic companions). During the period of disruption, the cutoff minion’s available PPE will be HALVED, and they will be -1 to initiative, spell strength, strike, dodge, and parry, and will be -20% to skill rolls as a result of the linkage severing and their own anxiety. Familiar links will be cut, the mage unable to remotely command or see through the senses of the Familiar, while the Familiar will be similarly confused and anxious, even if they have a clear line of sight on their mage-master.
Thrall Breaker can also be used against Possessing Entities, in which case the possessing entity gets a save versus the spell. If successful, the entity remains in control of the victim. On a failure, the entity is banished from the victim, same as an exorcism. However, Thrall Breaker can only be used ONCE on a particular possessed victim.
Note that Thrall-Breaker will NOT work on linkages with unliving objects, such as animated skeletons, zombies, mummies, or Rune Weapons.


Is Valhalla's level to high or Thrall Breaker's level too low?
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:[
Is Valhalla's level to high or Thrall Breaker's level too low?



Nah...I think when you're breaking necromantic linkages, overkill in terms of PPE and level is probably a good thing for game balance, unless you're a priest(in which case I'd cut the PPE cost for Valhalla by HALF). With Thrall Breaker you're essentially jamming a mystic remote control, while with Valhalla you're scrubbing the harddrive and wiping the hardware. :D
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Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
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Re: Invented Spells

Unread post by taalismn »

wyrmraker wrote:
taalismn wrote:Thrall Breaker.

Very cool. And a very important sort of spell to have in the tool box.



Thanks. Taking possession of somebody is a cliche, but tragic, dirty trick that I personally hate when it's pulled. Being shot to pieces by some possessed child or that nice person you supposedly rescued really sucks, so having something to more readily and bloodlessly handle the situation, I consider very useful, as well as something I imagine pragmatic mages with genre-savvy would research and develop. :bandit:
-------------
"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 drewkitty ~..~ »

Metamorphosis Cat Girl/Boy
Level: 9
Range: Self or other by Ritual
Duration: 1 day per level, or indefinite.
Saving Throw: Standard if unwanted.
PPE: 89
Created by a japanese mage near the city of Osaka, to change his workers in his 'Black Cat Tavern' into the the cat-girls & cat-boys to fit into the theme of the tavern.
This spell changes the recipient of this spell into the appearance of a anime cat-person. With another set of ears on the top of their head and a tail w/fur. Recipient also gains exceptional Hearing: can hear what is said in a whisper 1,000' away,
Can ID things like an individual's footsteps or an individual motor while at idle, or devices by their hum.
recognize familiar sounds: 45+5--50
Recognize un-familiar sounds: 27+3--32
+4 hearing based perception rolls, +1 Init, +3 dodge,
vulnerable to loud and high pitched sounds.
Their tail is able to be moved by the recipient's waking mind, but is not prehensile nor can it cause any damage when thwacked against anything.

If unwanted and the individual fails their save verses magic, the the duration is 1 day per level of the mage. Otherwise, the spell lasts as long as the cat person form is wanted & 1 day per level.
This spell only works on Flesh&Blood humanoid races, and will not work on alien races that have animal characteristics. This does not change the "looks" or the genetics of the person, just adding cat ears and tail to their appearance.

Like with every other Metamorphosis spell, once the duration ends, the recipient reverts back to their normal self.

Cat-Person Transformation
Level: 12
Range: Self or other by ritual
Duration: Instant, Permanent
Saving Throw: Standard if unwanted
PPE: 350
Where the "Metamorphosis Cat Girl/Boy" spell just changes the recipient's outward appearance, this spell changes the person into a cat-person down to the genetic level. The recipient gains the same abilities from the changes as in the "Metamorphosis Cat Girl/Boy" spell, and has the same limitations as per the races able to receive this spell's effects.

This spell has the same effects as the "Metamorphosis Cat Girl/Boy" spell does when applied to humanoid SN and CoM.
Last edited by drewkitty ~..~ on Tue May 14, 2013 6:36 pm, edited 3 times in total.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

True Death
Level: 7, (or 5 is aura or spirit specialty mage.)
Range: LoS
Duration: 1 day
Saving Throw: verses 16 on a natural die roll.
PPE: 129
The target of this spell will have a true death, i.e.: can't come back ever, if their physical shell is killed while under the effects of this spell and is away from their home dimension.

True Death Greater
Level: 13 (or 9 is aura or spirit specialty mage.)
Range: Special
Duration: 1 year
Saving Throw: vs nat 16 (or vs nat 18 by ritual)
PPE: 129 (or 256 if done as a ritual)
The target of this spell will have a true death, i.e.: can't come back ever, if their physical shell is killed while under the effects of this spell and is killed is away from their home dimension. If cast as an invocation then the range is 1 light minute needing the mage to know about where the demon is. This will inflict a random demon in the target direction. If this spell is cast as a ritual and the target demon's true name is known, then the magic will afflict the demon no matter where it is. Even if in a place where there is no meaning to space or time.
Last edited by drewkitty ~..~ on Tue May 14, 2013 12:56 pm, edited 2 times in total.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Movie Night
Level: 13 archmage (7 for any entertainer specialty archmage)
Duration: As long as the movie is long.
Range: near caster
Saving Throw: n/a, standard
PPE: 50
This spell creates the image of a movie (or TV show or theater performance) pulled from the ether/collective unconscious/dream-stream/AIM field/where-ever, and runs through the movie at the intended speed. If the movie was made with sound or in color it will have sound and be in color.
If the mage does not pick out what movie she/he wants to see, the spell will try to present a movie everyone likes by accessing the preferences of the audience. The presented movie will be based on the minds of the people who failed their save vs magic.

If TV shows end up being the focus of the magic then the duration is 2 hours'ish. (i.e.: 4 full 1/2 hour shows in series order or 2 full hour shows in series order.)
If theater shows end up as the focus, then the watcher will see what he would be seen as if presence during the performance.
Last edited by drewkitty ~..~ on Tue May 21, 2013 1:57 pm, edited 3 times in total.
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Re: Invented Spells

Unread post by 13eowulf »

drewkitty ~..~ wrote:True Death
Level: 7, (or 5 is aura or spirit specialty mage.)
Range: LoS
Duration: 1 day
Saving Throw: verses 16 on a natural die roll.
PPE: 89
The target of this spell will have a true death, i.e.: can't come back ever, if their physical shell is killed is away from their home dimension.

True Death Greater
Level: 13 (or 9 is aura or spirit specialty mage.)
Range: Special
Duration: 1 year
Saving Throw: vs nat 16 (or vs nat 18 by ritual)
PPE: 89 (or 240 if done as a ritual)
The target of this spell will have a true death, i.e.: can't come back ever, if their physical shell is killed is away from their home dimension. If cast as an invocation then the range is 1 light minute needing the mage to know about where the demon is. This will inflict a random demon in the target direction. If this spell is cast as a ritual and the target demon's true name is known, then the magic will afflict the demon no matter where it is. Even if in a place where there is no meaning to space or time.


If I could suggest the following modification, for greater clarity "The target of this spell will have a true death, i.e.: can't come back ever, if their physical shell is killed is away from their home dimension while under the effects of this spell."

I am aware of the listing of a duration, but when I first read the spell my kneejerk reaction was 'A save or die spell? That is way too powerful.', then after I read it again I got a better understanding.

To me the P.P.E. cost is low.

Otherwise I like the idea behind the spell, and the level 7 invocation is something I would consider for my games (perhaps with an increased P.P.E. cost, but that would involve a discussion at that time).
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Re: Invented Spells

Unread post by drewkitty ~..~ »

13eowulf wrote:
If I could suggest the following modification, for greater clarity "The target of this spell will have a true death, i.e.: can't come back ever, if their physical shell is killed is away from their home dimension while under the effects of this spell."

I am aware of the listing of a duration, but when I first read the spell my kneejerk reaction was 'A save or die spell? That is way too powerful.', then after I read it again I got a better understanding.

To me the P.P.E. cost is low.

Otherwise I like the idea behind the spell, and the level 7 invocation is something I would consider for my games (perhaps with an increased P.P.E. cost, but that would involve a discussion at that time).

Done. Yes, that was intention for the spells.
Done. Feed-back is always welcome. And since there is no spell I could benchmark off of for these spells, the PPE costs was a mere guess.

What about the "Movie Night" spell? comments?
Last edited by drewkitty ~..~ on Tue May 14, 2013 6:38 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by Stone Gargoyle »

Drew, I am confused as to why there are two Cat-person transformation spells. Why would Metamorphosis only change appearance? Would it not be better to use some low level disguise spell for this instead, then? All other Metamorphosis spells in the books change a character's species or physical structure as part of the spell, so I am not sure how yours is actually a Metamorphosis spell.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:Drew, I am confused as to why there are two Cat-person transformation spells. Why would Metamorphosis only change appearance? Would it not be better to use some low level disguise spell for this instead, then? All other Metamorphosis spells in the books change a character's species or physical structure as part of the spell, so I am not sure how yours is actually a Metamorphosis spell.


Metamorphosis Cat Girl/Boy: Is like every other Metamorphosis spell, it only changes the subject for a time. Yes it can be a long time, but it will only be for a time. And like the other Metamorphosis spells everything reverts to what they were once the duration.

Cat-Person Transformation: This changes everything about the person. Even down to the fundementals. (i.e.: the changes do breed true.) And there is no magic keeping the person as they are.

Note, the Metamorphosis spell is more a "costume" spell.
Note the cat-girl fad in anime right now.

Added some more Flavor Text to the spell's descriptive text block.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Movie Night
Level: 13 (7 for any entertainer specialty mage)
Duration: As long as the movie is long.
Range: near caster
Saving Throw: n/a, standard
PPE: 50
This spell creates the image of a movie pulled from the ether/collective unconscious/dream-stream/AIM field/where-ever, and runs through the movie at the intended speed. If the movie was made with sound or in color it will have sound and be in color.
If the mage does not pick out what movie she/he wants to see, the spell will try to present a movie everyone likes by accessing the preferences of the audience. Then presenting a movie that everyone will like based on the minds of the people who failed their save vs magic.



Sounds like an art-critic's dream...or nightmare. :D
Imagine getting a bunch of sophisticates together for a wine, cheese, and movie showing party, and their collective consciousness calls up a psuedo-action flick that would make 'Rambo' look like 'Young Shakespeare in Love', instead of the subtle emo-piece they were expecting to arise from their refined tastes.
-------------
"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 13eowulf »

taalismn wrote:
drewkitty ~..~ wrote:Movie Night
Level: 13 (7 for any entertainer specialty mage)
Duration: As long as the movie is long.
Range: near caster
Saving Throw: n/a, standard
PPE: 50
This spell creates the image of a movie pulled from the ether/collective unconscious/dream-stream/AIM field/where-ever, and runs through the movie at the intended speed. If the movie was made with sound or in color it will have sound and be in color.
If the mage does not pick out what movie she/he wants to see, the spell will try to present a movie everyone likes by accessing the preferences of the audience. Then presenting a movie that everyone will like based on the minds of the people who failed their save vs magic.



Sounds like an art-critic's dream...or nightmare. :D
Imagine getting a bunch of sophisticates together for a wine, cheese, and movie showing party, and their collective consciousness calls up a psuedo-action flick that would make 'Rambo' look like 'Young Shakespeare in Love', instead of the subtle emo-piece they were expecting to arise from their refined tastes.


Maybe two versions of the spell, one that benevolent, and one that is a curse....?

That said, is this best served as a spell, or since it goes into people's minds would a Super Psi not be better?
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Preserve Body
Level: 11
Range: 20 feet
Duration: 1 day per level of caster
Saving Throw: verses 19
PPE: 65
This spell preserves the body of a flesh and bone being from decay, putting into stasis what cellular activity left once the life has left the body. This spell must be cast on the body with in 1 hour of death.

If the body is of a sentient being, and is repaired then it can become a shell for the original soul or another soul if the original can not be recovered. If a new soul is embedded into the repaired body it will have a troubled existence, being able to remember two sets of memories. Their own from their own life and half remembered memories from the life of the body's last inhabitant.
The use of this spell will increase the acceptable maximum duration for soul recovery spells by one day or one attempt per 5 levels of the caster of this spell (rounding down). This is because it preserves a tiny remittent of the life that was in the body. Thus maintaining what little connection the original soul has with the body.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

13eowulf wrote:Maybe two versions of the spell, one that benevolent, and one that is a curse....?

That said, is this best served as a spell, or since it goes into people's minds would a Super Psi not be better?

Two versions....hummmm...*updates the former*
*gets out my EEEVVVVIIILLL Hat to create a latter*

Movie Night (curse)
Level: 14 archmage (8 for any entertainer specialty archmage)
Duration: Special
Range: Special
Saving Throw: Special
PPE: 60
This spell makes the target(s); one for every 2 levels of the caster; see a movie or TV show (or other performance) pulled from the ether/collective unconscious/dream-stream/AIM field/where-ever, that the watcher most dislikes and runs through the movie at the intended speed. If the movie was made with sound or in color it will have sound and be in color. The spell will try to present a movie everyone dislikes the most by accessing the preferences of the audience. The presented movie will be based on the minds of the people who failed their save vs magic.
This curse feeds off the watcher's distress and will continue until all the watcher no longer dislike the movie (ether has gone numb or nuts) or the watcher has made a save vs magic to stop the movie from being repeated. The watchers can not block out the visuals nor the sounds, because the magic projects the images inside the eyeballs and the sounds to the ear drums of the watchers.
The casting mage can pause or cancel the magic at any time while it is active. Can only pause the magic for 5 minutes per level at one time.

If TV shows end up being the focus of the magic then the duration between saving throws is 2 hours. (i.e.: 4 1/2 hour shows or 2 hour shows.)
If theater shows end up as the focus, then the watcher will see what he would of seen if presence during the performance that the watcher has seen or what they imagined it to be after reading the script.
Last edited by drewkitty ~..~ on Tue May 21, 2013 1:57 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:[
Movie Night (curse).



"Funny...that loud little kid getting toilet-trained for the longer portion of the movie looks kinda like you, Fitz!"
"AAARRRRGGGHHHHHHH!!!!"
-------------
"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"

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Re: Invented Spells

Unread post by wyrmraker »

After reviewing threads on techno-wizardry, especially seeing how TW armors in books often ignore the maximum enhancement rule, I created a new TW Utility. This is meant for true masters of Techno-Wizardy.

Level 15
Upgrade Capability
Range: Touch
Duration: Permanent
PPE: 450
Tool Needed: USB Port (Cannot be substituted)
Annoyed at the maximum upgrade number for techno-wizard enhancements, the Nerf Warrior designed this spell to get around that restriction.
The tool required is a USB port carved out of a single, natural star sapphire that weighs 40 carats. This cannot be the result of the Gelatinize Crystal spell. From there the additional TW enhancement can be cast and plugged into the spell matrix.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Phantom Robot/PA
Level: 13
Range: Self or other 10'
Duration: 10 minutes per level
Saving throw: N/A
PPE: 242
Creating a fully environmental robot vehicle that takes it shape from the caster's mind, adding up to 2 feet per level to the target's height (with a minimum of +1 foot.) The target of the spell controls the phantom vehicle as if a power armor or through thought.
Features of the Phantom Robot/PA:
~The character will have breathable air as long as the duration lasts.
~The temperature of the interior is comfortable, and is protected from heat, cold and radiation of all harmful sorts.
~Has 100 xDC per level of caster.
~Raises the pilot's PS to Robotic PS (or +10 points if the pilot has SNPS) & any weapon limbs (if any) add +2d6 SD/MD to RPS damages.
~Does not block the pilot from casting spells or from using her psionic powers. Can be combined with many other spells to augment the phantom Robot/PA.
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Re: Invented Spells

Unread post by wyrmraker »

Here is one specifically designed around techno-wizards. Any input would be appreciated.

Marionette
Level: Eleven
Range: Self and Construct; 600 Feet
Duration: Permanent
PPE: Fifty-Five
Tool Needed: Special
This spell is a combination of Create Golem and Familiar Link. Intended as a complete replacement for Familiar Link for a Techno-Wizard (because what Techno-Wizard wants an owl as a familiar?).
First is the construct. It should be a mechanical creation of some sort, preferably ambulatory. A small robot is typical. The power supply can be conventional or TW (super-solar or TW Electric, for preference). Any number of technological additions can be added to the robot, provided the Techno-Wizard can afford it. Use the Robotics rules as a general guideline, not including a Robot Brain. However, if constructed completely out of S.D.C. materials, reduce the overall cost by 50%. This will provide the body for the constructed Familiar. The body's stats will be as per Robotics, with the following limitations:
The construct itself cannot be taller than seven feet, nor weigh more than two hundred pounds. Ideally, the construct should be made from normal materials, but some cases have shown that light mega-damage constructs can be manufactured. An upper limit has been discovered of no more than twenty-five M.D.C. The effective IQ of the construct will be 10, with the equivalent of the Hand to Hand skill of it's creator at the time of casting. This cannot be changed.
The total spell procedure itself requires the following gems to simulate spells: Four carats of Blue Jade (Familiar Link), two carats of Red Zircon (Energy Bolt), three carats of Fire Agate (Instill Knowledge), and eight carats of Chrysophase (Summon Greater Familiar). Note that these spells are not actually cast, but rather simulate enough of each to get the job done. If the spells are actually cast, that is another thing altogether.
The base procedure should produce a robot that will obey it's creator in a method nearly identical to the spell Familiar Link. From there, addition enchantments can be laid onto the construct. No more than two Techno-Wizard additions can be made. Also, while repairs can be made to the construct, no additional technological items can be added to it after the spell has been completed.
The standard benefits and penalties for the caster from Familiar Link apply (hit point gain, telepathic communication up to 600 feet), as to the damage and destruction penalties.
If the aforementioned spells are actually cast on the construct during the creation process, then a great many more things can be done with it. Each of these things will require a permanent expenditure of P.P.E. or I.S.P. from the caster, similar to the rules from Mysteries of Magic. Any number of abilities can be instilled, but few mages would instill more than 2-4, due to the permanent sacrifice of mystical energy.
Note that the basis for these purchased abilities come from Mysteries of Magic, Book One.
Special Instilled Familiar Augmented Abilities:
Enhanced Combat Abilities (8 P.P.E.): +1 Initiative, +1 Perception, and either +4 to Dodge or +1 Attack per melee.
Impervious to Cold (6 P.P.E.): Immune to all Cold damage.
Impervious to Fire (8 P.P.E.): Immune to all Fire and Heat damage.
Nightvision (6 P.P.E.): Provides the ability to see in complete darkness up to 300 feet.
See the Invisible (12 P.P.E): The Construct can see invisiblie creatures, objects, spirits, etc., just as the first level spell of the same name.
Share Sight (15 P.P.E.): The mage may choose to see through his Construct's eyes for up to three minutes per level during a twenty-four hour period. No other action can be taken during this activity, including parrying, dodging, or even moving. The Construct may, similarly, choose to see through it's master's eyes.
Speech (10 P.P.E.): The Construct can speak it's master's preferred tongue, clearly and intelligently, and comprehend all of the tongues. Can only speak the one preset language. Conversation is limited to intelligence and perspective.
Instill Skill (15 P.P.E. per): The caster may instill a skill in it's Construct at one level below that mage's own level in that skill, as per Instill Skill.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

The Arena
Level: 10 dimensional/temporal magic
Range: 100 feet x10 per two levels of the caster.
Duration: 10 minutes per level.
Saving Throw: Special.
PPE: 242
The Arena offsets the combatants of a battle from the normal world to a area that is devoid of innocent bystanders. When the spell takes effect the combatants, along with the spell caster, are with in the area as it was but devoid of non-combatants and under a slightly tented dome of shadow. While with in the effects of the spell the combatants can fight all they want, destroy what ever buildings, or super brawling to their heart's content. So long as the casting mage is not killed, at the end of the duration everyone effected will be back, and there will be no damage to the real world buildings and people. If the casting mage is killed during the fight, then Immediately the spell ends and all the damage done will effect the real world.
During the spell only powerful being can sense and enter the Arena once it is up and running. To enter the Arena unknowingly the being would need to make a saving throw verses magic 18, but can enter the Arena if intentionally seeking it out.
To exit the Arena, a combatant just needs to step outside the boarders of the arena. However, having done that they can not re-enter the Arena unless they sense dimensional anomalies.
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Re: Invented Spells

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"Somebody Else's Problem" Greater
Level: 10 Drifter magic
Duration: 20 min per level
Range: Line of Sight or 100 yards per level whichever be shorter
Save vs magic: standard -4
PPE: 40
This spell causes the caster and others to be disregarded by people as if the char is somebody else's problem to deal with. This effects all people with in line of sight so long as none of the people effected by this spell do not do anything to make themselves that person's problem. Even when he does, the spell's effects is only negated for that person.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

wyrmraker wrote:Convert Element
Level: 9
Range: Tool
Duration: Perm
PPE: 45
Tool Needed: Smelting Pot or Vacuum Bell
This spell will transmute 99.5% pure elements into 99.5% pure different elements. Only pure elements can be converted, and only one element per casting. 1 oz/lvl can be converted in this manner.
The actual conversion is not directly ounce for ounce. This is a molecular re-arrangement on the atomic level. The weights will be different due to the different masses between the two elements. For example, one ounce of lead will become .58oz of gold. This can be looked up.
This spell will only create stable elements (i.e., not radioactive elements). However, it can create stable elements from radioactive ones, if a pure radioactive element can be found or manufactured. Also, this cannot be used to convert a solid element into a gaseous one and vice-versa.
A roll on Analytical Chemistry is required.

There is no "molecular" in atomic manipulations.
Unless some of the mass is converted to energy then the mass of the effected elements will not change.
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Re: Invented Spells

Unread post by wyrmraker »

drewkitty ~..~ wrote:
wyrmraker wrote:Convert Element
Level: 9
Range: Tool
Duration: Perm
PPE: 45
Tool Needed: Smelting Pot or Vacuum Bell
This spell will transmute 99.5% pure elements into 99.5% pure different elements. Only pure elements can be converted, and only one element per casting. 1 oz/lvl can be converted in this manner.
The actual conversion is not directly ounce for ounce. This is a molecular re-arrangement on the atomic level. The weights will be different due to the different masses between the two elements. For example, one ounce of lead will become .58oz of gold. This can be looked up.
This spell will only create stable elements (i.e., not radioactive elements). However, it can create stable elements from radioactive ones, if a pure radioactive element can be found or manufactured. Also, this cannot be used to convert a solid element into a gaseous one and vice-versa.
A roll on Analytical Chemistry is required.

There is no "molecular" in atomic manipulations.
Unless some of the mass is converted to energy then the mass of the effected elements will not change.

Fixed it. Thanks.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Loosen-D-Bolts
level: 3
Range: touch
Duration: instant (2 minutes.)
Saving Throw: none (standard for magical)
PPE: 1 (3)
Unsticks any screw based fasteners. They must still be unscrewed as normal. MAgical fasteners will remain un-stuck for 2 minutes if they fail their saving throw. After the Duration is elapsed the magical fasters regain their holding power.

Loosen-D-Bolts Greater
level: 5 Archmage spell
Range: 10' per level
Duration: 3 seconds
Saving Throw: none (standard for magical)
PPE: 20 (30)
Will unscrew 20 screw based fasteners per level of caster, even if they are stuck or without heads. Magical fasteners get a saving throw verses this spell.
This spell can be maintained 10 PPE per additional duration.

Stuck Bolts
level: 1
Range: touch, +1' per level greater then level 4.
Duration: Permanent till dispelled.
Saving Throw: none
PPE: 1
Makes it impossible to remove any screw based fasteners. They must be disenchanted (negate magic) or neutralized for a time (Loosen-D-Bolts spells) to be removed.

Stuck Bolts Greater
level: 4 archmage spell
Range: 10' per level
Duration: Permanent till dispelled.
Saving Throw: none
PPE: 10
Makes it impossible to remove any screw based fasteners. They must be disenchanted (negate magic) or neutralized for a time (Loosen-D-Bolts spells & A.M.Cloud) to be removed. Will enchant all effective fasteners in one device/mechanism.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Cosplay Clothes
Level 7 (transformation)
Range: Self or Others by Touch
Duration: Permanent or 1 hour per level
Saving Throw: standard for magical clothes only
PPE: 65
This spell changes the cloths of the target into the cosplay outfit of the casting mage's intent. The quality of the clothes is determined by the quality of the clothes they were transformed from.

If they were made from rags, or flimsy or badly sewn clothes the results will be fragile and rips easily.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Red Tails incantation
Level: 8 archmage
Range: LoS
Duration: 1 hour
Saving Throw: standard if unwanted
PPE: 50
Endows the target with an instinctive ability for arial combat. Functioning at the elite level for the duration of the spell. Able to push what ever they are flying to the limits. Base flying skill is 90%+1% per level of mage and pilot combined.
Physical requirement: A tail feather and a wing feather from each wing of a single Raptor. (Hawk, Eagle, etc..)

Red Tails (ritual)
Level: 7 archmage
Range: With in the ritual circle.
Duration: 1 day per level of the central participating mage.
Saving Throw: standard if unwanted
PPE: 341
Endows the one target per raptor used with an instinctive ability for arial combat. Functioning at the elite level for the duration of the spell. Able to push what ever they are flying to the limits. Base flying skill is 90%+1% per level of mage and pilot combined.
Physical requirement: A sacrificial Raptor for each to be endowed. (Hawk, Eagle, etc..)
Last edited by drewkitty ~..~ on Sat Jun 15, 2013 5:30 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by Stone Gargoyle »

Shouldn't the ritual version of the spell be a higher level for Red Tails? With the PPE cost so much greater, you would think it would be a more advanced spell level.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Maintain Warmth
Level:4
Range: 10' per level
Duration: 30 min per level
Saving Throw: none
PPE: 23
Maintains the temperature of a one item per level. Keeping the hot and warm items hot and warm, and cool and cold items cool and cold.

Edict Memory
Level: 14 Libra magic
Range: other by ritual
Duration: permanent
Saving Throw: vs 16
PPE: 475
Makes the recipient able to remember anything that they read. Is not Retro-Active, the recipient will only remember things they have read after the enchantment has taken effect.
Spells that negate magic will only be partly effective verses this enchantment. They will only force the magic into quiescence. This is because the enchantment is written in the recipient's soul. Negate magic will the dormancy will last 1 hour per level of the mage who cast it, and Anti-magic could will block the enchantment for as long as it is active +5 minutes.

Railgun
Level: 5 Electro-master magic, archmage magic
Range: Special
Duration: instant
Saving Throw: Dodge vs strike roll
PPE: 5 or 10
This spell takes a metal object and shoots it out from the caster at high speed using electro-magnetism. There are two levels to this spell, with the lower level limited to only able to fire off metal chunks of less then Half a pound of metal (coins are good for this) and the greater able to fire off up to Two pounds of metal.
The lower level of the spell causes 4d4x10 SD while costing only 5 PPE. And the greater level does 7d4x100 SD ( 7d4 MD) costing 10 PPE. For both the effective range vs a human sized target is 100 yards +10 yards per level.
This spell is only available to mages that specialize in magic that produce electric effects 2/3rds of their spells are electricity related or mages that have reached Archmage status. Modern Day and high tech Air Warlocks have the concepts in their background to be able to know this spell.


Fire Golem (temp magic golem made of fire)
Level: 5 fire magic (fire warlock and fire magic specialists); level 10 as common magic incantation
Range: special
Duration: special
Saving Throw: Dodge
PPE: 100
Requiting an open flame as a physical requirement, this spell takes the flame and creates a creature to do the mage's bidding. The creature is limited in what it can do because it's 3000 degree body will heat or burn whatever it touches. Will do 3d6 damage (SD or MD) to flesh and blood beings, setting alight flammable materials, or heating metals and ceramics to match it's own temperature. Such heated metal and ceramics will burn the wearer if the heated materials are not taken off with in 30 seconds, doing 1d6 per melee & the char will have to save vs pain 19 to withstand the pain caused by the burns during the next few days.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:Shouldn't the ritual version of the spell be a higher level for Red Tails? With the PPE cost so much greater, you would think it would be a more advanced spell level.
With it being an archmage spell, not really. *shrugs*
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Re: Invented Spells

Unread post by 13eowulf »

drewkitty ~..~ wrote:Railgun
Level: 5 Electro-master magic, archmage magic
Range: Special
Duration: instant
Saving Throw: Dodge vs strike roll
PPE: 5 or 10
This spell takes a metal object and shoots it out from the caster at high speed using electro-magnetism. There are two levels to this spell, with the lower level limited to only able to fire off metal chunks of less then Half a pound of metal (coins are good for this) and the greater able to fire off up to Two pounds of metal.
The lower level of the spell causes 4d4x10 SD while costing only 5 PPE. And the greater level does 7d4x100 SD ( 7d4 MD) costing 10 PPE. For both the effective range vs a human sized target is 100 yards +10 yards per level.
This spell is only available to mages that specialize in magic that produce electric effects 2/3rds of their spells are electricity related or mages that have reached Archmage status. Modern Day and high tech Air Warlocks have the concepts in their background to be able to know this spell.


Not to be a downer, but isnt this already a Combat Magic spell?
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Re: Invented Spells

Unread post by drewkitty ~..~ »

13eowulf wrote:
drewkitty ~..~ wrote:Railgun
Level: 5 Electro-master magic, archmage magic
Range: Special
Duration: instant
Saving Throw: Dodge vs strike roll
PPE: 5 or 10
This spell takes a metal object and shoots it out from the caster at high speed using electro-magnetism. There are two levels to this spell, with the lower level limited to only able to fire off metal chunks of less then Half a pound of metal (coins are good for this) and the greater able to fire off up to Two pounds of metal.
The lower level of the spell causes 4d4x10 SD while costing only 5 PPE. And the greater level does 7d4x100 SD ( 7d4 MD) costing 10 PPE. For both the effective range vs a human sized target is 100 yards +10 yards per level.
This spell is only available to mages that specialize in magic that produce electric effects 2/3rds of their spells are electricity related or mages that have reached Archmage status. Modern Day and high tech Air Warlocks have the concepts in their background to be able to know this spell.


Not to be a downer, but isn't this already a Combat Magic spell?

The CM "Electromagnetic Attack" spell has two aspects where this one has but one.
Then again you could of brought up the TK acceleration attack too.
Last edited by drewkitty ~..~ on Sat Jun 15, 2013 5:48 pm, edited 2 times in total.
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Re: Invented Spells

Unread post by 13eowulf »

drewkitty ~..~ wrote:
13eowulf wrote:
drewkitty ~..~ wrote:Railgun
Level: 5 Electro-master magic, archmage magic
Range: Special
Duration: instant
Saving Throw: Dodge vs strike roll
PPE: 5 or 10
This spell takes a metal object and shoots it out from the caster at high speed using electro-magnetism. There are two levels to this spell, with the lower level limited to only able to fire off metal chunks of less then Half a pound of metal (coins are good for this) and the greater able to fire off up to Two pounds of metal.
The lower level of the spell causes 4d4x10 SD while costing only 5 PPE. And the greater level does 7d4x100 SD ( 7d4 MD) costing 10 PPE. For both the effective range vs a human sized target is 100 yards +10 yards per level.
This spell is only available to mages that specialize in magic that produce electric effects 2/3rds of their spells are electricity related or mages that have reached Archmage status. Modern Day and high tech Air Warlocks have the concepts in their background to be able to know this spell.


Not to be a downer, but isn't this already a Combat Magic spell?

The CM "Electromagnetic Attack" spell has two aspects where this one has but one.
Then again you could of brought up the TK acceleration attack too.

TK acceleration attack is a psi power, not a spell. I dont associate the two (some do, I dont, *shrug*) :)
I am just wondering what the reasoning/need for this spell is, especially as an Arch Mage spell since the Combat Magic one exists, and does more damage at greater range.

Edit: just questions, no insult or malicious intent meant.
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