Invented Spells

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The Oh So Amazing Nate
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

The PF version requires a further narrowing down of "spot it was written in".

"Helvetica the diabolist, while en route through Ophid's Grasslands to Lo Pan, casts/incorporates WotR into a magic tome she is compiling as a gift for an old friend. When she reaches her destination both parties find out that the tome is unreadable by any magical means and the ppe/time invested in its creation is now forever wasted."
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Re: Invented Spells

Unread post by Stone Gargoyle »

If writing when traveling, that might be problematic, with each resulting page only readable in the area it was written, rather than the whole book. It would be exceedingly difficult to use on a manuscript of a diary where one writes less frequently and might only write in the book once every few days, each time from a different location.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

gggeeeeee you guys are coming up with irrelevant nitpicking.


"spot it was written in" is plenty good enough for this.
If you want to record things down to the millimeter that is for you to do. How closely defined the "spot it was written in" is defined is not for me to decide.
-----------------------------
Though a smart mage could work out a system to make a travel guide that only uses one piece of parchment with this spell. :P
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The Oh So Amazing Nate
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

I don't understand how our questions are nitpicky. 50 miles outside of Miami is a heck of a lot different than 50 miles outside of Miami-Dade County, FL or, 50 miles outside of the state of Florida, and vastly different than 50 miles outside of the United States.

Knowing the limitations of the spell lets one use it correctly/effectively.

If I were to create a spell that allowed the user to lift/carry 500x his PS (and left it at that) I'd expect everyone to be asking what scale of measure I was basing the spell on. American Standard Weights (http://en.wikipedia.org/wiki/Avoirdupoi ... ary_system) or Metric. And then to put a finer point on it I'd expect them to ask me to narrow down WHICH specific unit I meant (grain, pound, ton vs gram, kilogram, metric ton).

Without knowing what you mean by 'spot' or 'location it was written in', the spell is so nebulous that it can be abused to no end, "50 miles of the western territory or 50 miles of the tavern you're sitting in". We're not nit picky at all.
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 taalismn »

The way I read it is that it's not the LAND, but an area determined by a radius drawn from the location of the original writing. National borders, geographical barriers, and arbitrary human/political/ethnic definitions of what constitutes 'the realm' shouldn't figure into it at all.

A patch that the document has to be written in a stationary location, and the writer CANNOT be moving while writing the ensorceled document would fix the problem.
This fixes the location from which the region of readability can be 'rolled out' from, and eliminates the problems that might arise from somebody interpreting 'spot' to mean something like 'the third left seat of Bonanza Bus Captain Hook as it was passing through Charlottesville, North Carolina, on the expressway', or 'Coach class on the Concorde heading east over the Atlantic'.

Fixing the document encryption to a particular MOVING object/vehicle would be another spell entirely('Document can only be read if returned to the vehicle it was written in'). :bandit:

Nitpicking? I think not; a badly worded spell can seriously #### up your day if you're a mage, whether it's the delivery of critical information or the summoning of a monster. Even if it doesn't kill you, a spell with too much leeway, especially if it's meant to be used by others, can muck up your reputation for delivering results.
'Close enough only counts in horseshoes and hand grenades'. :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,
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Re: Invented Spells

Unread post by drewkitty ~..~ »

The distance is measured from the spot it was written (as the text says), not from "the land it was written" (which is not in the text).
Thus if the text was written (assuming just the base 50 mile limit) in a particular house/building in miami florida. The distance would be measured from that house. Not from the city center, and not from the closest city limit.

Nitpicking cause, for the setting it was written for, someone writing is not moving about while writing.

taalismn wrote:snip...

Fixing the document encryption to a particular MOVING object/vehicle would be another spell entirely('Document can only be read if returned to the vehicle it was written in'). :bandit:
...snip...
'Close enough only counts in horseshoes and hand grenades'. :D

Taal is right that a simmiler spell fixed to a object is a different spell.

And Tactical nukes. :wink:
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:
taalismn wrote:'Close enough only counts in horseshoes and hand grenades'. :D


And Tactical nukes. :wink:


My hand grenades ARE tactical nukes. :nuke:
-------------
"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 »

drewkitty ~..~ wrote:gggeeeeee you guys are coming up with irrelevant nitpicking.


"spot it was written in" is plenty good enough for this.
If you want to record things down to the millimeter that is for you to do. How closely defined the "spot it was written in" is defined is not for me to decide.
-----------------------------
Though a smart mage could work out a system to make a travel guide that only uses one piece of parchment with this spell. :P
It is not irrelevant in the case of a travel journal a wizard might be using to record his travels. You could reasonably limit the spell by saying "the spot it was written in" applies to the completion or start of the work. Making the spell apply to each time the book is written in makes it overly complicated. There are ways to simplify the spell's description that are easily enough done. If this was written for a specific setting, that makes the spell less generic and effective for those who wish to use it outside of that setting.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:
drewkitty ~..~ wrote:gggeeeeee you guys are coming up with irrelevant nitpicking.


"spot it was written in" is plenty good enough for this.
If you want to record things down to the millimeter that is for you to do. How closely defined the "spot it was written in" is defined is not for me to decide.
-----------------------------
Though a smart mage could work out a system to make a travel guide that only uses one piece of parchment with this spell. :P
It is not irrelevant in the case of a travel journal a wizard might be using to record his travels. You could reasonably limit the spell by saying "the spot it was written in" applies to the completion or start of the work. Making the spell apply to each time the book is written in makes it overly complicated. There are ways to simplify the spell's description that are easily enough done. If this was written for a specific setting, that makes the spell less generic and effective for those who wish to use it outside of that setting.

if the mage is traveling then the mage would not be using this spell.
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arouetta
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Re: Invented Spells

Unread post by arouetta »

The "spot" seems pretty apparent. The boundaries of the book/scroll/parchment. Not even the boundary of the table the writing is being done on, the "spot" is the book itself.

drewkitty ~..~ wrote:and can reduce the range of readability of the words by half (50%) of the default range for each level above level 1.



This part is confusing to me. Does that mean 25 miles, then 12.5 miles, etc., or does that mean half of the paragraphs are visible and half are not, or does that mean the ink gets lighter and lighter?
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Re: Invented Spells

Unread post by drewkitty ~..~ »

arouetta wrote:The "spot" seems pretty apparent. The boundaries of the book/scroll/parchment. Not even the boundary of the table the writing is being done on, the "spot" is the book itself.

drewkitty ~..~ wrote:and can reduce the range of readability of the words by half (50%) of the default range for each level above level 1.



This part is confusing to me. Does that mean 25 miles, then 12.5 miles, etc., or does that mean half of the paragraphs are visible and half are not, or does that mean the ink gets lighter and lighter?

Yes.
50, 25, 12.5, 6.25, 3.125....
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Some spells of the season.

Snowing
Level: 7
Range: 10' diameter per level
Duration: 10 min per level
Saving throw: N/A
PPE: 16

The winter mage Chris C. in his youth lived in the southern reaches of the islands, never knowing snow. This was one of the first spells he developed for himself when was able to settle down after his journeyman days of a traveling mage.

This magic takes the water out of the air and makes snowflakes out of it. The effect takes place from 7' to 50' of elevation, and falls down normally from there. The snow will melt normally once formed.
For Water Warlocks spell is Level 4 and is cast this spell for half the cost.

Snowing Greater
Level 9
Range: 100' diameter per level
Duration: 10 min per level
Saving throw: N/A
PPE: 38

The winter mage Chris C. in his youth lived in the southern reaches of the islands, never knowing snow. This was one of a series of spells he developed for himself when was able to settle down after his journeyman days of a traveling mage.

This magic takes the water out of the air and makes snowflakes out of it. The effect takes place from 7' to 50' of elevation, and falls to the ground normally. The snow will melt half as fast as normal once formed.
For Water Warlocks spell is Level 6 and is cast this spell for half the cost.

Snowing Greatest
Level 12
Range: 100' diameter per level
Duration: 30 min per level
Saving throw: N/A
PPE: 58

The winter mage Chris C. in his youth lived in the southern reaches of the islands, never knowing snow. This is the greatest of a series of spells he developed for himself when was able to settle down after his journeyman days of a traveling mage.

This magic takes the water out of the air and makes snowflakes out of it. The effect takes place from 7' to 50' of elevation, and falls from where it's formed normally. The snow stays intact till the end of the spell's duration. After which the snow melts normally.
For Water Warlocks this spell is Level 7 and cast this spell for half the cost and the snow last double the standard duration.
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Re: Invented Spells

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Make Icicles
level: 6
Range: 20' radius
Duration: instant
Saving throw: n/a
PPE: 10

Pulling the water out of the air to create icicles on all the dripping edges of the things with in the target area. The length of the icicle depend on the amount of water in the air. Multiple castings will grow the icicles present. Once created they melt normally.

Super Dry air : 1/4[sup]th[/sup] inch (deserts like the sahara or central antarctica)
Dry air: 1/2[sup]th[/sup] inch deserts (most deserts)
Sort of Dry air: 3/4[sup]th[/sup] inch.
Sort of Moist air (where humans fin it not dry and not humid): 1 inch
Moist air: 2 inches
Humid air: 3 inches
Uncomfortably Humid air: 4 inches
Breathing Soup Humid air: 6 inches

Definition: Drip Edge: a point or edge at the bottom of a gathering area which water flows to and drips off of.
Last edited by drewkitty ~..~ on Mon Dec 16, 2013 2:38 pm, edited 2 times in total.
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Re: Invented Spells

Unread post by taalismn »

Clear Snow(Invocation)
“You know what I hate about having my mage hermitage way up in the middle of nowehere? I got a LONG walkpath to clear in the winter.”
Level: 2
Type: Invocation
Range: 5 ft per level of experience
Duration: Instant
Saving Throw: None
PPE Cost: 3
Effects:
This spell works specifically on snow and ice, clearing a 20 cubic feet of snow per level of experience of ice and snow(the material is thrown to the sides, or up and over in confined spaces). This spell will work on clearing magically-deposited snow, but is inefffective against more unnatural manifestations such as Wall of Ice. An extremely useful spell for northern climes, the knowledge of this spell is often withheld by mentor mages from apprentices until a healthy work discipline is instilled.



This was a TOTAL coincidence with regards to the previous Snow spells. Really.
-------------
"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 ~..~ »

Snow Tunnel
Level 4
Range: 8 feet per level
Duration: Instant, perm.
Saving throw: N/A
PPE: 7

Working on snow and ice (non-glacial), this spell creates a stable tunnel that is wide and tall enough for the caster to walk in with out stooping or squeezing through. the actions of this spell take place over several seconds and the mage can turn the tunnel left and right around objects buried in the snow once they are seen at the active end of the tunnel. The displaced snow and ice form the walls of the tunnel. Objects in the path of the tunnel are not effected by this spell, nor is magical or living snow and ice are not effected by this spell ether.

If the snow is not deep enough for a full tunnel then it will create a cleared path. Or if the mage wants it, the mage can make the tunnel shorter then normal the mage may do that.

The snow tunnel stays as it is till the natural forces of the world degrade it till it fails.
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Re: Invented Spells

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Coat least
Level: 4
Range Self or other by touch
Duration: 2 min. per level
Saving throw: N/A, standard if unwanted
PPE: 4
This creates a aura/field around the caster (or other) that keeps in the target's body heat and deflects the forms of water from the target, keeps out the affect of the winds.

Coat lesser
Level: 6
Range Self or other by touch
Duration: 10 min. per level
Saving throw: N/A, standard if unwanted
PPE: 9
This creates a aura/field around the caster (or other) that keeps in the target's body heat and deflects the forms of water from the target, keeps out the affect of the winds.

Coat greater
Level: 8
Range Self & other by touch or two others by touch
Duration: 30 min. per level
Saving throw: N/A, standard if unwanted
PPE: 23
This creates a aura/field around the caster (or other) that keeps the target warm to their comfort and keeps the forms of water away from the target, keeps out the affect of the winds.

Coat greatest
Level: 10
Range 10' radius, up to 10'/level away
Duration: 1 hour per level
Saving throw: N/A, standard if unwanted
PPE: 56
This creates a aura/field around all the beings with in the area of effect that keeps the being warm & dry to their comfort, and keeping out the negative effects of the winds



With all these Coat spells, the target of them is able to do his or her normal bodily functions and needs without hinderance. (i.e.: eating, drinking, passing water....)
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Re: Invented Spells

Unread post by 13eowulf »

Some new/revised spells, mainly for necromancy, cause I like both the ideas of increasingly powerful versions of spells being available at higher levels, and hordes and hordes of the walking dead.

Animate and Control Dead: Simple (lvl 7 invocation, lvl 3 necromancer)
As per the Book of Magic. This is where I started. With the following added note
Note: The Fragile Bones to M.D.C. Bones spell can be used to make the animated corpse/skeleton a Mega-Damage construct with their S.D.C. (as above) becoming M.D.C. Further, all of the different Animate and Control Dead spells can be active for one mage in a simultaneous period (provided there are enough corpses/skeletons to animate, and the mage has enough P.P.E. and time to cast the spells), with each pool of animated dead being considered separate from the others.

Animate and Control Dead: Moderate (level 13 “Standard” Invocation, level 6 Necromancy Spell)
Range: 600 ft; line of vision
Duration: 15 Minutes per level
Saving Throw: None
PPE: 40 (20 for Necromancers)
This Incantation is a more powerful version of the Animate and Control Dead spell, and allows a practitioner of magic to animate more for longer, and control them at a greater range. The animated corpses themselves are a little more ‘lively’, being able to act outside the sorcerer’s line of sight, but otherwise essentially the same. The remains are not alive and do not have any intelligence whatsoever. It is the sorcerer who controls their actions.
Restrictions:
1. The mage can animate and control three corpses/skeletons, plus two per level of experience.
2. The animated dead must remain in his line of vision to be directed or controlled/commanded. The mage can also send his dead puppets on simple missions such as "destroy" or "kill." These minions can be sent them wandering out of his sight, swinging and smashing everything that gets in their way (they don't chase those who flee). The animated dead will try to follow the command until they are destroyed or the duration time of the magic elapses.
3. The animated dead can be a corpse or skeleton. Attacks per melee: 2 each, Speed 7, damage 1D6 S.D.C. from punch, bite, claw, or blunt weapon. Modern weapons, such as guns of any kind, can NOT be used by animated dead.
4. Only total destruction will stop an animated dead, or knocking out the controlling mage. S.D.C. of a small corpse/skeleton, about 3 or 4 ft tall, is 50 S.D.C.; medium, 5 or 6 ft, is 80 S.D.C., large 7 to 12 ft, is 140 S.D.C.
Vulnerabilities: Bullets do half damage, blunt and smashing attacks do full damage, fire does double normal damage. Animated dead cannot be stunned or affected by death blow or critical hit, nor frightened. They are S.D.C. structures and inflict S.D.C. damage unless they wield an M.D.C. weapon like a Vibro-Blade.
Note: The Fragile Bones to M.D.C. Bones spell can be used to make the animated corpse/skeleton a Mega-Damage construct with their S.D.C. (as above) becoming M.D.C. Further, all of the different Animate and Control Dead spells can be active for one mage in a simultaneous period (provided there are enough corpses/skeletons to animate, and the mage has enough P.P.E. and time to cast the spells), with each pool of animated dead being considered separate from the others.

Animate and Control Dead: Greater (lvl 9 Necromancy spell)
As per the Book of Magic (there it is called 'Greater Animate Dead'), with the following note.
Note: The Fragile Bones to M.D.C. Bones spell can be used to make the animated corpse/skeleton a Mega-Damage construct with their S.D.C. (as above) becoming M.D.C. Further, all of the different Animate and Control Dead spells can be active for one mage in a simultaneous period (provided there are enough corpses/skeletons to animate, and the mage has enough P.P.E. and time to cast the spells), with each pool of animated dead being considered separate from the others.

Animate and Control Dead: Superior (level 12 Necromancy Spell)
Range: 1000 ft
Duration: 1 hour per level
Saving Throw: None
PPE: 40
This Incantation is a superior version of the Animate and Control Dead spell, and allows a practitioner of magic to animate even more dead for much longer, and control them at a greater range, and without line of site. The animated corpses themselves have an almost living spring in their step, and are able to be controlled outside the sorcerer’s line of site, and continue to act outside the sorcerer’s control range, but otherwise are essentially the same. The remains are not alive and do not have any intelligence whatsoever. It is the sorcerer who controls their actions.
Restrictions:
1. The mage can animate and control four corpses/skeletons, plus three per level of experience.
2. The animated dead need not remain in his line of vision to be directed or controlled/commanded, but can be commanded/controlled so long as they remain within range. The mage can also send his dead puppets on simple missions such as "destroy" or "kill." These minions can be sent them wandering out of his control range, swinging and smashing everything that gets in their way (they don't chase those who flee). The animated dead will try to follow the command until they are destroyed or the duration time of the magic elapses.
3. The animated dead can be a corpse or skeleton. Attacks per melee: 2 each, Speed 7, damage 1D6 S.D.C. from punch, bite, claw, or blunt weapon. Light modern weapons can be used by these animated dead (hand guns, SMGs, light infantry rifles, etc. but not heavy weapons like LAWs or Plasma Ejectors, to name a few), but there is a -8 to strike, and cannot make aimed or called shots.
4. Only total destruction will stop an animated dead, or knocking out the controlling mage. S.D.C. of a small corpse/skeleton, about 3 or 4 ft tall, is 50 S.D.C.; medium, 5 or 6 ft, is 80 S.D.C., large 7 to 12 ft, is 140 S.D.C.
Vulnerabilities: Bullets do half damage, blunt and smashing attacks do full damage, fire does double normal damage. Animated dead cannot be stunned or affected by death blow or critical hit, nor frightened. They are S.D.C. structures and inflict S.D.C. damage unless they wield an M.D.C. weapon like a Vibro-Blade.
Note: The Fragile Bones to M.D.C. Bones spell can be used to make the animated corpse/skeleton a Mega-Damage construct with their S.D.C. (as above) becoming M.D.C. Further, all of the different Animate and Control Dead spells can be active for one mage in a simultaneous period (provided there are enough corpses/skeletons to animate, and the mage has enough P.P.E. and time to cast the spells), with each pool of animated dead being considered separate from the others.

Animate and Control Dead: Greatest (lvl 15 Necromancy Spell)
Range: 1200 ft; line of vision
Duration: 15 Minutes per level
Saving Throw: None
PPE: 100
With This Incantation the Practitioner of Magic can animate the remains of dead bodies – human, animal or monster – and mentally control them like a puppet master would a marionette. The remains are not alive and do not have any intelligence whatsoever. It is the sorcerer who controls their actions.
Restrictions:
1. The mage can animate and control only six corpses/skeletons, plus four per level of experience.
2. The animated dead must remain in his line of vision. If it cannot be seen, it cannot be animated.
3. The animated dead can be a corpse or skeleton. Attacks per melee: 6 each, Speed 21, PS 30, damage 3D6+10 S.D.C. from punch, bite, claw, or blunt weapon. Modern weapons, such as guns of any kind, can NOT be used by animated dead.
4. Only total destruction will stop an animated dead, or knocking out the controlling mage. S.D.C. of a small corpse/skeleton, about 3 or 4 ft tall, is 200 S.D.C.; medium, 5 or 6 ft, is 160 S.D.C., large 7 to 12 ft, is 280 S.D.C.
Vulnerabilities: Bullets do half damage, blunt and smashing attacks do full damage, fire does double normal damage. Animated dead cannot be stunned or affected by death blow or critical hit, nor frightened. They are S.D.C. structures and inflict S.D.C. damage unless they wield an M.D.C. weapon like a Vibro-Blade.
Note: The Fragile Bones to M.D.C. Bones spell can be used to make the animated corpse/skeleton a Mega-Damage construct with their S.D.C. (as above) becoming M.D.C. Further, all of the different Animate and Control Dead spells can be active for one mage in a simultaneous period (provided there are enough corpses/skeletons to animate, and the mage has enough P.P.E. and time to cast the spells), with each pool of animated dead being considered separate from the others.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

Telltale Soul (Invocation)
Level: 5
Type: Invocation
Range: 5 ft per level of experience, search area of 1,000 ft per level of experience
Duration: Instant
Saving Throw: Special(see below)
PPE Cost: 15
Effects:
This is a spell cast on a person known to be under the possession or influence of mind-controlling magic or psionics, including soul-stealing magic. Casting this spell on the affected person sets up a sort of magical resonance that causes the other end of the influence effect to 'light up' in the spellcaster's senses like a radar reflector. Effective range of being able to sense the influencing agent(or artifact) is a 1,000 ft radius per level of experience. If the mind control/soul-possession is an active link direct from the possessing agency, they will detect the attempt to backtrack them and can save versus the magic(in which case the attempt fails, though the caster will be aware of the deliberate attempt to block them). If the possessing agency is an artifact, the artifact does NOT get a saving throw against being detected and can be spotted by the spellcaster. If the possessing agency lies outside the area of search effect, all the spellcaster gets is a general direction heading and a sense of it being 'far away'.
-------------
"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 ~..~ »

Read Book lesser
Level 6 archmage spell
Duration: 1 hour per level, or one book.
Range: Touch
Saving Throw: NA for mundane, Standard for magical/Empowered.
PPE: 37

This lets a archmage read a book/pamphlet/scroll/newspaper/etc... with out opening it up. The archmage reads the text of the printed or written word at double her normal reading speed while this spell is active. This does not work on electronic media.
While reading the text the archmage is distracted from the world around them as if she was reading the text normally. Suffering a -10 to perception rolls and a -5 to initiative at the start of a combat.

When trying to read a magical/empowered book/scroll/etc... the item gets a saving throw vs magic. If it fails the save then the archmage will be able to 'read' the text of the 'book' without physically opening the item. If the 'book' saves vs magic then the archmage has to read the 'book' normally with her eyes (our fingers if a braille 'book'.)

Read Book
Level 7 archmage spell
Duration: 1 hour per level, or one book.
Range: 5'
Saving Throw: NA for mundane, Standard for magical/Empowered.
PPE: 42

This lets a archmage read a book/pamphlet/scroll/newspaper/etc... with out opening it up and near their person. The archmage will reads the text of the printed or written word at double her normal reading speed while this spell is active. This does not work on electronic media.
While reading the text the archmage is distracted from the world around them as if she was reading the text normally. Suffering a -10 to perception rolls and a -5 to initiative at the start of a combat.

When trying to read a magical/empowered book/scroll/etc... the item gets a saving throw vs magic. If it fails the save then the archmage will be able to 'read' the text of the 'book' without physically opening the item. If the 'book' saves vs magic then the archmage has to read the 'book' normally with her eyes (our fingers if a braille 'book'.)

Read Book greater
Level 9 archmage spell
Duration: 1 hour per level, or one book.
Range: 10'
Saving Throw: NA for mundane, Standard for magical/Empowered.
PPE: 53

This lets a archmage read a book/pamphlet/scroll/newspaper/etc... with out opening it up and near their person. The archmage reads the text of the printed or written word at triple her normal reading speed while this spell is active. This does not work on electronic media.
While reading the text the archmage is distracted from the world around them as if she was reading the text normally. Suffering a -10 to perception rolls and a -5 to initiative at the start of a combat.

When trying to read a magical/empowered book/scroll/etc... the item gets a saving throw vs magic. If it fails the save then the archmage will be able to 'read' the text of the 'book' without physically opening the item. If the 'book' saves vs magic then the archmage has to read the 'book' normally with her eyes (our fingers if a braille 'book'.)

Read Book Greatest
Level 12 archmage spell
Duration: 1 hour per level
Range: 10' per level
Saving Throw: NA for mundane, Standard for magical/Empowered.
PPE: 82

This lets a archmage read a book/pamphlet/scroll/newspaper/etc... with in her range with out opening it up. The archmage just knows the text of the printed or written word of the text of the book/scroll/etc... she is concentrating on. This takes about a minute to fully know what a large volume has in it. If scanning a library for a certain bit information the archmage will 1st know which book, then after narrowing it down to one book it will take about one minute.
This spell does not work on electronic media.
While reading or scanning the text the archmage is distracted from the world around them as if she was normally reading the text. Suffering a -10 to perception rolls and a -5 to initiative at the start of a combat.

When trying to read a magical/empowered book/scroll/etc... the item gets a a couple saving throws vs magic. If it fails the 1st save then the archmage will be able to 'read' the text of the 'book' without physically opening the item. And if the 2nd save is failed then the archmage can just know the text of the book. If the 'book' saves vs magic to both saves then the archmage has to read the 'book' normally with her eyes (our fingers if a braille 'book'.)

Note: if the archmage has the ability to split their attention via superpowers, chi powers, or etc... then they will not suffer the distraction penalties.
Last edited by drewkitty ~..~ on Tue Sep 08, 2015 7:25 pm, edited 2 times in total.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Read Book lesser.


Ah, reading by osmosis. I'd consider these spells mandatory for my Bibliomage(if not half-cost). :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 13eowulf »

Do-Over
Level 15 Temporal Magic Spell
Range: Self only
Duration: Instant and Special
PPE: 400/2000
Save: N/A
This spell lets the caster jump backwards in time 1 minute per level of the caster with full memories of the events that transpired and have a do-over. One hour after the spell ends the memories fade (despite other powers, like total recall) and cannot be recovered, attempts to record the spell artificially will see the recordings fade as well, and attempts to share or impart the memoires in some way will fail, and only the new memories of events that transpired over the same time period will be shared.
Only events immediately and directly relating to the actions of the spell caster can be affected. All other events remain unchanged (there is no Butterfly Effect).
If the caster does not wait 7 days between each casting of this spell there is a cumulative 15% chance of something going terribly or horrifically wrong with the Do-Over (this effect is left solely up to the discretion of the GM). For example if the caster only waits 6 days before casting the spell there is a 15% chance of something going wrong, and if after that casting again only waits 6 days the possibility is now 30%, forever increasing until a full 7 days (168 hours) between castings. The penalty does not differentiate between invocation or ritual castings of this spell (meaning if you cast an invocation one day, and a ritual the next it is still considered not waiting 7 days between castings and the penalties apply).
If this spell is cast as a ritual, which increases the PPE cost to 2000 the caster can go back one hour per level of experience.


Do-Over, Greater
Temporal Magic Spell of Legend
Range: Self only
Duration: Instant and Special
PPE: 5000
Save: N/A
This spell has the same effects as the regular version, but allows the caster to travel back one day per level of experience.
The caster must wait two weeks between castings (14 days, 336 hours) or suffer a cumulative 30% chance of something going wrong (same as above).
Oderint Dum Metuant.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

13eowulf wrote:Do-Over
Level 15 Temporal Magic Spell
Range: Self only
Duration: Instant and Special
PPE: 400/2000
Save: N/A
This spell lets the caster jump backwards in time 1 minute per level of the caster with full memories of the events that transpired and have a do-over. One hour after the spell ends the memories fade (despite other powers, like total recall) and cannot be recovered, attempts to record the spell artificially will see the recordings fade as well, and attempts to share or impart the memoires in some way will fail, and only the new memories of events that transpired over the same time period will be shared.
Only events immediately and directly relating to the actions of the spell caster can be affected. All other events remain unchanged (there is no Butterfly Effect).
If the caster does not wait 7 days between each casting of this spell there is a cumulative 15% chance of something going terribly or horrifically wrong with the Do-Over (this effect is left solely up to the discretion of the GM). For example if the caster only waits 6 days before casting the spell there is a 15% chance of something going wrong, and if after that casting again only waits 6 days the possibility is now 30%, forever increasing until a full 7 days (168 hours) between castings. The penalty does not differentiate between invocation or ritual castings of this spell (meaning if you cast an invocation one day, and a ritual the next it is still considered not waiting 7 days between castings and the penalties apply).
If this spell is cast as a ritual, which increases the PPE cost to 2000 the caster can go back one hour per level of experience.


Do-Over, Greater
Temporal Magic Spell of Legend
Range: Self only
Duration: Instant and Special
PPE: 5000
Save: N/A
This spell has the same effects as the regular version, but allows the caster to travel back one day per level of experience.
The caster must wait two weeks between castings (14 days, 336 hours) or suffer a cumulative 30% chance of something going wrong (same as above).

For both spells: cumulative chance per what? Day, Week, Hour?
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 eliakon »

drewkitty ~..~ wrote:
13eowulf wrote:Do-Over
Level 15 Temporal Magic Spell
Range: Self only
Duration: Instant and Special
PPE: 400/2000
Save: N/A
This spell lets the caster jump backwards in time 1 minute per level of the caster with full memories of the events that transpired and have a do-over. One hour after the spell ends the memories fade (despite other powers, like total recall) and cannot be recovered, attempts to record the spell artificially will see the recordings fade as well, and attempts to share or impart the memoires in some way will fail, and only the new memories of events that transpired over the same time period will be shared.
Only events immediately and directly relating to the actions of the spell caster can be affected. All other events remain unchanged (there is no Butterfly Effect).
If the caster does not wait 7 days between each casting of this spell there is a cumulative 15% chance of something going terribly or horrifically wrong with the Do-Over (this effect is left solely up to the discretion of the GM). For example if the caster only waits 6 days before casting the spell there is a 15% chance of something going wrong, and if after that casting again only waits 6 days the possibility is now 30%, forever increasing until a full 7 days (168 hours) between castings. The penalty does not differentiate between invocation or ritual castings of this spell (meaning if you cast an invocation one day, and a ritual the next it is still considered not waiting 7 days between castings and the penalties apply).
If this spell is cast as a ritual, which increases the PPE cost to 2000 the caster can go back one hour per level of experience.


Do-Over, Greater
Temporal Magic Spell of Legend
Range: Self only
Duration: Instant and Special
PPE: 5000
Save: N/A
This spell has the same effects as the regular version, but allows the caster to travel back one day per level of experience.
The caster must wait two weeks between castings (14 days, 336 hours) or suffer a cumulative 30% chance of something going wrong (same as above).

For both spells: cumulative chance per what? Day, Week, Hour?

Casting.
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.

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Re: Invented Spells

Unread post by 13eowulf »

eliakon wrote:
drewkitty ~..~ wrote:
13eowulf wrote:Do-Over
Level 15 Temporal Magic Spell
Range: Self only
Duration: Instant and Special
PPE: 400/2000
Save: N/A
This spell lets the caster jump backwards in time 1 minute per level of the caster with full memories of the events that transpired and have a do-over. One hour after the spell ends the memories fade (despite other powers, like total recall) and cannot be recovered, attempts to record the spell artificially will see the recordings fade as well, and attempts to share or impart the memoires in some way will fail, and only the new memories of events that transpired over the same time period will be shared.
Only events immediately and directly relating to the actions of the spell caster can be affected. All other events remain unchanged (there is no Butterfly Effect).
If the caster does not wait 7 days between each casting of this spell there is a cumulative 15% chance of something going terribly or horrifically wrong with the Do-Over (this effect is left solely up to the discretion of the GM). For example if the caster only waits 6 days before casting the spell there is a 15% chance of something going wrong, and if after that casting again only waits 6 days the possibility is now 30%, forever increasing until a full 7 days (168 hours) between castings. The penalty does not differentiate between invocation or ritual castings of this spell (meaning if you cast an invocation one day, and a ritual the next it is still considered not waiting 7 days between castings and the penalties apply).
If this spell is cast as a ritual, which increases the PPE cost to 2000 the caster can go back one hour per level of experience.


Do-Over, Greater
Temporal Magic Spell of Legend
Range: Self only
Duration: Instant and Special
PPE: 5000
Save: N/A
This spell has the same effects as the regular version, but allows the caster to travel back one day per level of experience.
The caster must wait two weeks between castings (14 days, 336 hours) or suffer a cumulative 30% chance of something going wrong (same as above).

For both spells: cumulative chance per what? Day, Week, Hour?

Casting.


Exactly
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

13eowulf wrote:
eliakon wrote:
drewkitty ~..~ wrote:
13eowulf wrote:Do-Over
Level 15 Temporal Magic Spell
Range: Self only
Duration: Instant and Special
PPE: 400/2000
Save: N/A
This spell lets the caster jump backwards in time 1 minute per level of the caster with full memories of the events that transpired and have a do-over. One hour after the spell ends the memories fade (despite other powers, like total recall) and cannot be recovered, attempts to record the spell artificially will see the recordings fade as well, and attempts to share or impart the memories in some way will fail, and only the new memories of events that transpired over the same time period will be shared.
Only events immediately and directly relating to the actions of the spell caster can be affected. All other events remain unchanged (there is no Butterfly Effect).
If the caster does not wait 7 days between each casting of this spell there is a cumulative 15% chance of something going terribly or horrifically wrong with the Do-Over (this effect is left solely up to the discretion of the GM). For example if the caster only waits 6 days before casting the spell there is a 15% chance of something going wrong, and if after that casting again only waits 6 days the possibility is now 30%, forever increasing until a full 7 days (168 hours) between castings. The penalty does not differentiate between invocation or ritual castings of this spell (meaning if you cast an invocation one day, and a ritual the next it is still considered not waiting 7 days between castings and the penalties apply).
If this spell is cast as a ritual, which increases the PPE cost to 2000 the caster can go back one hour per level of experience.


Do-Over, Greater
Temporal Magic Spell of Legend
Range: Self only
Duration: Instant and Special
PPE: 5000
Save: N/A
This spell has the same effects as the regular version, but allows the caster to travel back one day per level of experience.
The caster must wait two weeks between castings (14 days, 336 hours) or suffer a cumulative 30% chance of something going wrong (same as above).

For both spells: cumulative chance per what? Day, Week, Hour?

Casting.


Exactly

That needs to be specifically put in the text of the spell.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Another set of spells that came to me while waking but still dreaming.

Wheelie
Level: 5
Range: touch
Duration: 15 seconds per 2 levels of the caster.
Saving Throw: N/A, standard if magical or sentient AI.
PPE: 48
This causes and maintains a wheelie of a ground vehicle (cars, trucks and cycles) for the duration of the spell.


Hover Car, Bike
Level: 7
Range: touch
Duration: 5 min per level of caster
Saving Throw: N/A, standard if magical or sentient AI.
PPE: 68

This causes the vehicle to hover just above the road or ground, high enough to miss all the bumps and ditches and holes. The vehicle drives as if it was on a clean, clear road for maters of acceleration and steering. However, for some reason the spell will only move the vehicle up to the surface of the Snow or Liquid Water when driving over those types of Dai-Hydrogen Oxide.

Pizza (This is the name that came with it in the dream-state *shrugs*)
Level: 7
Range: touch
Duration: 5 min per level of caster
Saving Throw: N/A, standard if magical or sentient AI.
PPE: 56

This creates many images or shadows (8 to 12) that split off of the vehicle of the recipient vehicle. These move about and split ways from the target vehicle. Each shadow vehicle is illusionary and all attacks pass through them. This is meant to create confusion and draw off perusers.

I didn't notice till typing these up that they are auto-motive in nature :D :wink:
Last edited by drewkitty ~..~ on Thu Mar 06, 2014 10:51 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Another set of spells that came to me while waking but still dreaming.

Wheelie
Level: 5
Range: touch
Duration: 15 seconds per 2 levels of the caster.
Saving Throw: N/A, standard if magical or sentient AI.
PPE: 48
This causes and maintains a wheelie of a ground vehicle for the duration of the spell. k:


What if your vehicle has an overhanging hull/body that prevents a wheelie without ripping off the rear of the car? Like a DUKW with its projecting boat hull?
And if you cast it on a tractor trailer rig, does only the cab rear up, or the whole rig(rolling along on the rear trailer wheels)?
How about TRAINS? :twisted:
-------------
"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:
drewkitty ~..~ wrote:Another set of spells that came to me while waking but still dreaming.

Wheelie
Level: 5
Range: touch
Duration: 15 seconds per 2 levels of the caster.
Saving Throw: N/A, standard if magical or sentient AI.
PPE: 48
This causes and maintains a wheelie of a ground vehicle for the duration of the spell. k:


What if your vehicle has an overhanging hull/body that prevents a wheelie without ripping off the rear of the car? Like a DUKW with its projecting boat hull?
And if you cast it on a tractor trailer rig, does only the cab rear up, or the whole rig(rolling along on the rear trailer wheels)?
How about TRAINS? :twisted:

Good questions....in order....the GM will have to decide :wink: ....only the Tractor part of a tractor-trailer would do the wheelie since it is the vehicle not the trailer.....okay the description sort of breaks down there but basically cars, trucks and cycles.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:[....okay the description sort of breaks down there but basically cars, trucks and cycles.


OK....so much for my BOLO doing a wheely, then.... :-(
-------------
"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 The Oh So Amazing Nate »

Taal, what a silly question. It's MAGIC, of course a train can do a wheelie. I can't wait to pull one off in a Belaz 75710. Whoooo doggies that'd be sweet!

What about a unicycle? Will the spell allow me to do a wheelie on a unicycle or would that create an event similar to dividing by zero
Look upon me and tremble ye masses. For I am The Necroposter!
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Re: Invented Spells

Unread post by drewkitty ~..~ »

It would have no effect on a unicycle, since it has no front wheel(s).
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Re: Invented Spells

Unread post by taalismn »

Either nothing happens or the wheel flips up into the air, and drags the rider along the ground for the duration of the spell.
Why? Because if you're stupid enough to try pulling a wheely with a UNICYCLE, the magic decides you deserve to be taught a lesson and possibly Darwin'ed entirely out of the equation! :evil:
-------------
"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 The Oh So Amazing Nate »

maybe a funky type of thing where the fork of the unicycle pivots backwards (imagine someone riding a unicycle but rather than perpendicular to the ground the shaft leans back at about 45 degrees) at the proper angle for a wheelie (as if it were a two wheeled bike) and the rider is magically held in place for the duration of the spell
rough diagram below

/
O
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 taalismn »

The Oh So Amazing Nate wrote:maybe a funky type of thing where the fork of the unicycle pivots backwards (imagine someone riding a unicycle but rather than perpendicular to the ground the shaft leans back at about 45 degrees) at the proper angle for a wheelie (as if it were a two wheeled bike) and the rider is magically held in place for the duration of the spell
rough diagram below

/
O


Nah...that's a 'Low Rider' spell cast on a unicycle. :P
-------------
"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 »

Starry Gaze (Invocation)
Level: 5
Type: Invocation
Range: Self or other by touch
Effects:
Acts like super sunglasses as in reducing the glare of the sun(or full moon) , allowing the spellcaster to see the sky and stars as if it were a clear night. Also works through thin overcast. As a side effect, the person’s eyes turn night-black, speckled with stars. Good for making astrological readings or star sightings even in the middle of the day.
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 8
-------------
"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 »

taalismn wrote:Starry Gaze (Invocation)
Level: 5
Type: Invocation
Range: Self or other by touch
Effects:
Acts like super sunglasses as in reducing the glare of the sun(or full moon) , allowing the spellcaster to see the sky and stars as if it were a clear night. Also works through thin overcast. As a side effect, the person’s eyes turn night-black, speckled with stars. Good for making astrological readings or star sightings even in the middle of the day.
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 8

a variant could be starry glaze, like starry gaze but for gaze but for baked goods, what do you think?
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Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:Starry Gaze (Invocation)
Level: 5
Type: Invocation
Range: Self or other by touch
Effects:
Acts like super sunglasses as in reducing the glare of the sun(or full moon) , allowing the spellcaster to see the sky and stars as if it were a clear night. Also works through thin overcast. As a side effect, the person’s eyes turn night-black, speckled with stars. Good for making astrological readings or star sightings even in the middle of the day.
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 8

I could see Zodiac Mages loving this spell.

And the player argue that since the spell blots out the sun for them, they can cast their spells @ full strength.
Last edited by drewkitty ~..~ on Wed Mar 12, 2014 8:06 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by taalismn »

Polymerize Water(Invocation)
Level: 5
Type: Invocation
Range: Touch
Duration: 10 minutes per level of experience
Saving Throw: Not applicable
PPE Cost: 12
Effects: This spell allows the mage to turn ordinary water into a solid. A gallon of water or other similar fluid(milk, light oil, beer, soda, etc.) can be turned into a putty-like gel that can be picked up and handled without the handler getting wet. The polymer can be molded, folded, even carefully pinched and divided into smaller portions without breaking, but doing 1 SDC of damage or more (as with a punch, kick, stab, or hard throw) and the polymer reverts to its original liquid form. Blood(and other liquids) inside a body CANNOT be polymerized.
-------------
"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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The Oh So Amazing Nate
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

taalismn wrote:Polymerize Water(Invocation)
Level: 5
Type: Invocation
Range: Touch
Duration: 10 minutes per level of experience
Saving Throw: Not applicable
PPE Cost: 12
Effects: This spell allows the mage to turn ordinary water into a solid. A gallon of water or other similar fluid(milk, light oil, beer, soda, etc.) can be turned into a putty-like gel that can be picked up and handled without the handler getting wet. The polymer can be molded, folded, even carefully pinched and divided into smaller portions without breaking, but doing 1 SDC of damage or more (as with a punch, kick, stab, or hard throw) and the polymer reverts to its original liquid form. Blood(and other liquids) inside a body CANNOT be polymerized.



that's a nifty little trick. with what i'm sure could be hilarious and disastrous results. "polymerize acid, leave it packed in somewhere you need to get later. wait patiently for it to dissolve whatever was hindering you"
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Re: Invented Spells

Unread post by taalismn »

The Oh So Amazing Nate wrote:[
that's a nifty little trick. with what i'm sure could be hilarious and disastrous results. "polymerize acid, leave it packed in somewhere you need to get later. wait patiently for it to dissolve whatever was hindering you"


Or make water balloons easy enough...I got the idea from this: http://en.wikipedia.org/wiki/Xploderz
-------------
"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 ~..~ »

Starry Day
Level: 12 Zodiac Magic
Duration: Till one sunset has passed per level
Range: 1 mile radius per level of caster.
Saving Throw: Special
PPE: 251 (192 if cast as a ritual)

This is a special spell for Zodiac Mages, it is the only one that they can cast during daylight hours with out any penalties. When this is cast the daytime sky is turned clear and the stars can be seen even though the sun is in the sky. While this in effect Zodiac Mages can case their other spells as if it was night. Because the properties of the space is changed for the duration the universe itself gets a saving throw vs 18. Once the change is made the sky reviles in change and still remembers the change for a number of sunsets. If the save is made the spell has no effect.
If this is learned as a ritual, the magic circle drawn for the ritual draws in some of the ambient magic of the area into the spell.

The ritual form of this spell is the only form that can be learned by non-zodiac mages at this same spell level. Even so their PPE cost will be 322 PPE and the duration will only last for 30 minuets per level or until sunset, which ever is shorter.
For each mage, the ritual's magic circle consists of all the zodiac signs around the circumference with their personal sign in the center of the circle. These are lost rune symbols that many a diabloist have search many a millennia for.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Weapons of Draining

Each weapon with this feature will drain ether an area or target  of their PPE reserves much like the magic circle "power leach" but a lesser extent.  the weapons must have their min PPE charge or they will not work. thus if a mage has a "sword of draining" all magical energies directed at them will be absorbed by the sword and anyone with-in 10feet of the sword will loose 1/2 their level's spell strength(i.e. a 6th level mage would cast at 3rd level proficiency, rounding fractions up) OR if a dragon or Demon or some other CoM or SNat  is struck by a arrow of draining they loose 1/2 their SDC (or mdc becomes sdc ing rifts) till the hole arrow is removed.{bladed weapons do double damage to SN & CoM}

Blades of Draining: 
These blades, using magic similar to the power leach-power circle, will have to effects of protecting the holder from magic cast at him by absorbing the power from the spell and it reduces the spell strength of spells cast into a 10 foot area around the blade by 1/2. (e.g. a 6th level mage would cast at 3rd level proficiency, rounding fractions up) Each blade dose double damage to supernatural creatures and triple damage to Creatures of Magic. This Blades can easily be mistaken for rune blades by people unfamiliar with rune weapons, because they are covered with runes of several types.  The way to tell a blade of draining from rune weapons is that most of the runes on the blade are decorative, and there is a miniature power leach circle, some have the inflict ward with in it, inlaid at the base of the blade with bone from a cockatrice or kukule skull. (any creature of magic skull can be substituted but this reduces the effectiveness by a 1/2) From each spell absorbed by the blade, half the ppe is stored in the PPE reservoir. A side effect of the blade is that it drains the holder of their P.P.E. at a rate of 1 point per minute.  When a new blade is made, or is found in a treasure trove, it starts out with 0 P.P.E. and is inert till it has been used to kill something or someone to pump in the necessary P.P.E. into it.
Weight: as per the type of blade. 

Damage: as per blade rating,  x2 vs supernatural & creatures of magic (supernatural and creatures of magic that are M.D.C. in rifts take M.D. from the blades).Those that are resistant to damage only take rated damage, and those that are immune to damage only take the 1st 30 SD of any single attack. 
 
S.D.C.:150,M.D.C.: 100, only takes damage if targeted 

Spell & P.P.E & components required to create: inscribe magic circle(50), Magic circle power leach spell variant(300), a cockatrice or kukule skull, vat of leaches(to quench the blade in), and at least 20,000 in diamonds(to be embedded in the hilt or blade) 
Payload: 10 PPE per 4000 in diamonds (depending on the type of diamonds used the payload can increase, white/clear diamonds are rated at 10 per 4000, pink diamonds are rated at 5 per 4000, blue diamonds are rated at 20 per 4000, black diamonds are rated at 10 per 400) 
duration/cost: 10 PPE per min. can be activated/canceled at any time (to activate to block an incoming spell takes a Parry Roll) 

Note: About 40% of draining blades can auto activate to block incoming spells. These are ones with the inflict ward within the miniature power leach circle. 
 

Arrow of Draining: These Arrows, or any other thrown missile weapons, when used against the supernatural and Creatures of magic are deadly.  The effects that the Arrows of Draining inflict against the SuperNatural and Creatures of Magic reduce their ability to take damage and the effectiveness of their natural powers.  When hit by Arrows of draining they loose 1/2 their HP &  SDC (If in a MDC setting the creature turns from being MDC into a HP/SDC being instead.) and all their natural powers are reduced by 1/2; range, damage, %. These effects lasts till the Arrow is wholly removed from the SN/CoM. Each Arrow's head is made from a cockatrice or kukule skull. (any creature of magic skull can be substituted but this reduces the effectiveness by a 1/2) 

Weight: as per the type of missile weapon. 

Damage: as per missile weapon type damage rating, the effectiveness of the of the creature Natural AR is reduces by -8 points for these weapons. (In MDC settings these weapons, even though they only do SD, will will be able to do harm to MDC SN & CoM creatures.)
Spell & P.P.E & components required to enchant one javelin/spear or a dozen arrows/crossbow bolts: inscribe magic circle(50), Magic circle power leach spell variant(300), a cockatrice or kukule skull, blood of leaches. 
Payload: each javelin/spear or a dozen arrows/crossbow bolt have about 400 P.P.E. invested in them. 
Note: Can only be used on ancient weapon types, modern weapons (firearms and directed energy weapons) can not receive this set of enchantments.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

The Mystic Study….Classified

This makes the Mystic Study Power cat. from the HU2 main-book into a Class for use in the settings that use classes as their character templates. Most of the text will be unchanged so I am only listing what changes I made to make the Power cat into a class.

Wizardry, the Art of Spell Magic.
(the flavor text is unchanged)

Power of Magic
(The text is unchanged)

Selecting Spells
Shortcut to Gaining New Spells (unchanged)
#1 (unchanged)

#2 & #3 Changed. The amount of time needed to learn/be taught a new spell is 2 days per level of the spell from learning a new spell from Their master, or another mage, or as a boon from a supernatural being.

#4 (changed) Clarification: The text of this section is talking about writings that are not empowered with magic or with spell scrolls that have to be read aloud to activate. Optionally, the Spell Creation Rules in NB:Through the Glass Darkly for can be used for research based spell learning option.

#5 (Added) Magic Spell Scroll conversion. The mage can attempt to convert a spell scroll into a functioning invocation spell. This does by preparing the mind to try to see the pattern of the spell scroll makes when the magic is set free from the scroll.
The conversion rate of spell scrolls by this process is 12%+3% per level of the mage.

An unsuccessful Spell Scroll conversion has it's consequences and results in one of the following. No Saving Throw is possible for these effects.
01-10 Lighting Strike: a lighting bolt strikes the Mage doing 4d6 SD and stuns the mage for 1d4x30 minuets.
11-18 Odd skin color (roll on odd skin color table page 159 HU2 MB) for 6d8 weeks.
19-26 The mage is metamorphed into a large wild animal (predator), for 3d4 days.
27-31 The Mage is surrounded by a colored glow till he can get the effect dispelled or negated. (roll on odd hair color table page 160 HU2 MB) This will make it impossible to sneak around at night or in the dark..
32-39 Summons a lesser supernatural creature. (1-30 demon, 31-60 creature of light, 61-80 lesser elemental, 81-00 random other Supernatural Creature)
40-43 The mage is stunned for 1d4 hours and has a hangover symptoms for 1d4 days.
44-60 The magic causes an fireball explosion doing 1d6 SD per level of spell attempted to everyone and everything within radius of 4' per level of the spell attempted.
61-68 The mage's mass and heigh are reduced by One Half; for 12d30 days.
69-78 The Mage is Blinded for 1d8 days. With their eyes turning pure black for he duration.
79-85 The Mage is turned into a Moose for 2d4 days.
86-89 A greater supernatural being is summoned. (1-30 demon, 31-60 creature of light, 61-80 lesser elemental, 81-00 random other Supernatural Creature)
90-93 Creates a mini-storm cloud that soaks everything within 10' of the mage. The cloud stays over the mage for 3d20 minuets.
94-00 The mage's weight increased by 1d6x50 pounds, re-roll each day, for 7d6 days

Other Magic abilities and skills of a Mystic study.
(Mostly unchanged)
Add the Principles of Magic skill: 74%+2% per level.
Optional: the Familiar Link ability can be replaces with the Familiar augmentation text in NB:TtGD pages 45 &46.

OCC skills
Nat. Language--98
Language: two of choice +20
Math: Basic +15
Lore: Magic
Lore: two of choice
Technical skills: two of choice
Hand to Hand skill must be selected as an 'Other skill'. basic h2h costing 1 other skill, h2h Expert costing 2 other skills, and h2h MA & Assassin costing 3 other skills.

OCC Related: this class receives 9 related skills. One of the skills must be a Science skill. Additional Related Skills: +2 skills at level 3 and +1 skill at levels 7, 9, 11, 13, & 15. Each new skill starts out at level one proficiency.
Communications: any
Domestic: any (+5)
Electronics: any except for Robot Electronics
Espionage: any except Intelligence and interrogation
Mechanical: Basic and Automotive Mechanics only
Medical: any (+5)
Military: only Parachuting and Camouflage.
Physical: any except Boxing and Gymnastics (+10 where applicable)
Pilot: any
Pilot, Advanced: None
Pilot Related: any except Navigation: Space
Rogue: Cardsharp and Ventriloquism only
Science: any (+10)
Technical: any (+5)
Weapon Proficiencies: any except Heavy & Energy Weapons
Wilderness: any (+4)

Secondary Skills: 5 skills to start, and one addition skill at each even level starting with level 2. Each new skill starts out at level one proficiency.
(Use the HU2 secondary skills list for the available secondary skills.)

Starting Funds: roll 2d6x1000 to find the starting funds that you the player will buy your character's starting equipment. Most mages will own an older source of transportation and have somewhere to live.
Last edited by drewkitty ~..~ on Sun Apr 06, 2014 4:02 pm, edited 4 times in total.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Name/Rename
Level: 9 Archmage Spell
Duration: Instant, Special
Range: LoS, Special
Saving Throw: Special
PPE: Special

Created by the Archmage Galatia and is used to give those who have no 'Name' a 'True Name' to those who have lost their Names or to give a name to an object of note.

For those that have some how lost their Names, this might return their Names to them. If not much time has passed since the loss there is a 98% chance of this spell retrieving the lost name. However, with each month of time from loosing their name the chance of retrieving goes down by -1% (-1% per year for objects). If the archmage casting the spell knows the target's True Name, then add 50% to the chance of recovering the name of the target. If the roll is more then 50% under the total 'target roll' then only 10 PPE is consumed, otherwise this aspect costs 90 PPE.

However, to forcibly rename a person or object is much more difficult then just finding a Name that is just lost. For this to happen the magic need to interwind with the target's nature and changing that nature of the target.
~The nature of objects can not be changed very much before there is a change in the real world. When renaming weapon a weapon's Name must be used. The most likely event if the name chosen is too different from the nature of the object is that the magic will fail to take effect. Other then the magic failing the object can be broken by the magic…or even a reshaping the object to fit it's new Name. To forcibly Rename an object takes 438 PPE.
~The nature of People is more flexible then an object's nature, but they turn their will to resisting being changed. If changed they will take on the aspects of their new Name. Because of this the archmage needs to take care in choosing the new name for the person. To forcibly Rename an person takes 328 PPE, and will always resist being changed and archmage and the target have a battle of wills. The battle is done three times if the target fails two times out of the three then the new Name creates another personality over the old one with the new one in control and the old one 'asleep', if the target fails three times then the nature of the person is changed permanently, and it the target wins two out of the three then they keep their Name and the magic fails.
~Enchantments are a strange lot in that while they do not resist having their names changed much. However, magics have complex names and the change if not does exactly right can ether make the magic self aware creating Living Magic or cause the magic to come apart. This costs 50 PPE to attempt, but if the magic takes a life of it's own it might take the rest of the archmage's PPE, or a portion of the archmage's permanent PPE base.
Last edited by drewkitty ~..~ on Sat Apr 12, 2014 8:00 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by Greyaxe »

Level: Spell of Legend
Type: Invocation
Range: 10 mile radius per level. Double on a nexus point.
Duration: 5 years per level of experience. Double on a nexus point.
Saving Throw: Not applicable
PPE Cost: 2000
Effects: The Dominion is a useful spell for Wizards who like to know what goes in in their neck of the woods. When the spell is cast stone spires rise out of the ground at the edge of the area of effect. These spires mark the edges of the wizards influence. Anything crossing the spires immediately alerts the wizard to the presence of the intruders. The wizard can concentrate to get a visual of the intruders or anything else within the radius of influence. There is no saving throw however Practitioners of magic above third level experience, dragons, most creatures of magic and greater supernatural beings may sense the presence of enchantment and realize that they are being observed by the Wizard (38% +2% per level of experience; roll once for every five minutes of observation). When this happens, the character will turn, as if looking directly into the camera it is impossible for the subject being observed to sense or see who is watching him, or to sense where his spy is located.

Another ability of the Wizard in his dominion is to teleport with utter safety to any point within the spires. Only the mage can teleport and does so without PPE expenditure. Standard weight limitations apply.
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Re: Invented Spells

Unread post by 13eowulf »

Greyaxe wrote:Level: Spell of Legend
Type: Invocation
Range: 10 mile radius per level. Double on a nexus point.
Duration: 5 years per level of experience. Double on a nexus point.
Saving Throw: Not applicable
PPE Cost: 2000
Effects: The Dominion is a useful spell for Wizards who like to know what goes in in their neck of the woods. When the spell is cast stone spires rise out of the ground at the edge of the area of effect. These spires mark the edges of the wizards influence. Anything crossing the spires immediately alerts the wizard to the presence of the intruders. The wizard can concentrate to get a visual of the intruders or anything else within the radius of influence. There is no saving throw however Practitioners of magic above third level experience, dragons, most creatures of magic and greater supernatural beings may sense the presence of enchantment and realize that they are being observed by the Wizard (38% +2% per level of experience; roll once for every five minutes of observation). When this happens, the character will turn, as if looking directly into the camera it is impossible for the subject being observed to sense or see who is watching him, or to sense where his spy is located.

Another ability of the Wizard in his dominion is to teleport with utter safety to any point within the spires. Only the mage can teleport and does so without PPE expenditure. Standard weight limitations apply.

I presume then that the name of this spell is 'Dominion' :ok:
Might I suggest somethings special at the center of the dominion, maybe another spire, that, while the mage is there, allows him to cast spells that effect anywhere within the domain he wishes?
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Re: Invented Spells

Unread post by drewkitty ~..~ »

I think he meant the spell to be titled "The Dominion".
-------
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

You cast rename on my PC.
I fail the save.
My name is now Harold instead of Joe.
I'll have to go about reintroducing myself to everyone I've ever met before and get my ID's and other legal type information changed, (a bit like gasp legally changing your name or getting married[if you're a female]).
Granted, it is inconvenient but not a game changer
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Re: Invented Spells

Unread post by taalismn »

The Oh So Amazing Nate wrote:You cast rename on my PC.
I fail the save.
My name is now Harold instead of Joe.
I'll have to go about reintroducing myself to everyone I've ever met before and get my ID's and other legal type information changed, (a bit like gasp legally changing your name or getting married[if you're a female]).
Granted, it is inconvenient but not a game changer


Admittedly Palladium doesn't do much with the idea of a person's 'True Name' giving others power over them, but that would be one angle this power could work on, though under the circumstances it might actually be a BENEFIT if others were close to learning the target's True Name(and this spell would, I presume, effectively change the person's True Name, as it seems to be a reality warping spell). However, I agree with you that it would be a more effective(if minor) inconvenience to people living in an information age setting.
-------------
"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 ~..~ »

True Names are much more concerned with the soul and nature of a person then with what the world around the person think who they are. Some people might not be affected except for the new name, while others might have their lives turned upside down.

It is for the target of the spell to decide what, if any, of a tech info structure to be changed if they can.
---
Speaking from a POV from outside the game. This might be a way to just avoid a True Name targeted spell or to totally remake the char. Depending what is decided upon by the GM and player. However, the greater the change the greater the overwriting the char experiences. So it is possible to force a class change if that is what is decided on, even to the point of turning a Psion into a mage (this would take time for the char to make the change, with the psionic powers ether fading or just gone) or even a personality rewrite.
I would recommend that any drastic change to a PC not happen w/o the player's consent.
In NPC's the amount of change Can Be linked to how badly the saving throw is failed.
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