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Re: Invented Spells

Posted: Sun Apr 13, 2014 11:06 pm
by eliakon
drewkitty ~..~ wrote: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.

how (and why) would changing a persons True Name do something like change your OCC, let alone something dramatic like remove psionics? True Names (at least in Palladium) don't control reality, nor does any of the canon ways to change your name do anything other than...change your name. The only effect of Names in Palladium has to do with targeting magic, and saves.

A Power of Plot like spell that can rewrite reality might be interesting, but it shouldn't be a level 9 spell Archmagic or not. That's pretty much the definition of Spell of Legend after all....

Re: Invented Spells

Posted: Mon Apr 14, 2014 4:18 pm
by drewkitty ~..~
True Names impact the core of the person's being. Which is why you need a True Name of a being to summon that particular being.

Then there is the text in PF MOM1 that talks about true name and them changing due to changes in the person.

It does not rewrite reality, only a Name. And the str. of the change's side effects is left up to the GM mostly.

Re: Invented Spells

Posted: Tue Apr 15, 2014 7:19 pm
by eliakon
drewkitty ~..~ wrote:True Names impact the core of the person's being. Which is why you need a True Name of a being to summon that particular being.

Then there is the text in PF MOM1 that talks about true name and them changing due to changes in the person.

It does not rewrite reality, only a Name. And the str. of the change's side effects is left up to the GM mostly.

that's my point, its just a unique identifier. It has nothing to do with changing from psi to a mage. It has nothing to do with switching OCC. It has two functions in game. It allows for something to uniquely identify a subject, and it allows for certain forms of mystical defenses (saves) to by bypassed. At least in canon. I don't want to speculate on peoples house rules for Names.

Re: Invented Spells

Posted: Tue Apr 15, 2014 7:48 pm
by drewkitty ~..~
What they are not is just a unique identifier.

The Name is linked to the person, the person is linked to the Name as to be one in the same.
-----
As to the side effects, I was giving a idea of the range of the possible side effects. *poke poke poke* not that that what the spell does every time or even most of the time.

Re: Invented Spells

Posted: Tue Apr 15, 2014 8:30 pm
by taalismn
Drewkitty, the problem I have with the Names spells is that it presupposes a set of rules and conditions, with regards to names, or rather Names, that I don't see in Palladium. If I'm missing it, I'd greatly appreciate what books such a system appears in. And what character or racial classes(like Demons) it is most likely to affect.
Because otherwise it seems like a spell in search of a target, or a purpose. Like a spell that makes the sound of one hand clapping.

Moving right along...

Re: Invented Spells

Posted: Tue Apr 15, 2014 10:45 pm
by drewkitty ~..~
*shrugs* It was just a companion spell to my Sever Name spell.

What to do....what to say....what sort of spell to make today..*to a le meserables tune*

Re: Invented Spells

Posted: Wed Apr 16, 2014 10:11 am
by taalismn
drewkitty ~..~ wrote:*shrugs* It was just a companion spell to my Sever Name spell.

What to do....what to say....what sort of spell to make *to a le meserables tune*


There's always fun with innocuous substances...Water to Wine's just the beginning of nifty matter manipulation magic.

Re: Invented Spells

Posted: Wed Apr 16, 2014 5:24 pm
by drewkitty ~..~
Bottomless Mug/Tankard/Cup
Level: 6
Range: touch
Duration: 2 hours per level, perm
Saving Throw: none. magical stuff standard
PPE: 60, 347 for Permanent: enchantment.

The traveling wizard Eimilk Naureal got sick of getting cheated by tavern owners using shallow mugs. Eimilk developed this spell to extend the volume of the tankard he is using to hold the right amount. However, he ended up with something he like even better.

This extends the volume of the container by 15% per level of the caster.However this spell is limited to just effecting small spaces like a drinking vessel.

Re: Invented Spells

Posted: Thu Apr 17, 2014 12:48 am
by The Oh So Amazing Nate
drewkitty ~..~ wrote:Bottomless Mug/Tankard/Cup

This extends the volume of the container by 15% per level of the caster.However this spell is limited to just effecting small spaces like a drinking vessel.


That's not exactly "bottomless" now is it? :lol:

Re: Invented Spells

Posted: Thu Apr 17, 2014 2:42 pm
by taalismn
The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:Bottomless Mug/Tankard/Cup

This extends the volume of the container by 15% per level of the caster.However this spell is limited to just effecting small spaces like a drinking vessel.


That's not exactly "bottomless" now is it? :lol:


It's all in the advertising.

In counter:


Mobius's Flagon(Invocation)
Level: 6
Type: Invocation
Range: Touch
Duration: 1 hours per level, or permanent
Saving Throw: None
PPE: 30, 250 for Permanent Enchantment.
Effect:
This enchants a carafe or other liquids serving vessel to appear to be pouring out its contents when in fact it is creating a miniature mystic portal 1-2 ft in front of the serving vessel's downspout/outlet into which the liquid pours/drains, routing the liquid back into the bottom of the vessel, thus giving the illusion of a great volume being poured out, when in fact very little is actually lost. The rate of draining from the 'halfway' point(the glass or vessel receiving the liquid) can be set from a slow dribble to slowly drain back, or can be more or less instant. This magic scam works best when the receiving vessel is opaque to hide the shrinking fluid level, or the audience isn't paying attention to how quickly the 'filled' glass or container seems to empty(while the pour-source fills back up).
The spell can also be made permanent on a selected specific serving vessel.

Re: Invented Spells

Posted: Thu Apr 17, 2014 9:25 pm
by drewkitty ~..~
taalismn wrote:
The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:Bottomless Mug/Tankard/Cup

This extends the volume of the container by 15% per level of the caster.However this spell is limited to just effecting small spaces like a drinking vessel.


That's not exactly "bottomless" now is it? :lol:


It's all in the advertising.

In counter:


Mobius's Flagon(Invocation)
Level: 6
Type: Invocation
Range: Touch
Duration: 1 hours per level, or permanent
Saving Throw: None
PPE: 30, 250 for Permanent Enchantment.
Effect:
This enchants a carafe or other liquids serving vessel to appear to be pouring out its contents when in fact it is creating a miniature mystic portal 1-2 ft in front of the serving vessel's downspout/outlet into which the liquid pours/drains, routing the liquid back into the bottom of the vessel, thus giving the illusion of a great volume being poured out, when in fact very little is actually lost. The rate of draining from the 'halfway' point(the glass or vessel receiving the liquid) can be set from a slow dribble to slowly drain back, or can be more or less instant. This magic scam works best when the receiving vessel is opaque to hide the shrinking fluid level, or the audience isn't paying attention to how quickly the 'filled' glass or container seems to empty(while the pour-source fills back up).
The spell can also be made permanent on a selected specific serving vessel.

*claps hands* I love it Taal. :D

OSAN: 'Not Necessarily Bottomless Mug/Tankard/Cup' would of been a too long of a name. :D :wink:

Re: Invented Spells

Posted: Fri Apr 18, 2014 1:03 am
by taalismn
Water to Fuel (Invocation)
Level: 4th
Type: Invocation
Range: Touch
Duration: 2 hours per level of experience
Saving Throw: None
PPE Cost: 15
Effects:
The mage can turn four gallons of water(other fluids simply won't work) per level of experience into the equivalent of light oil suitable for use in lamps and heating purposes. The oil is lighter than water, so will rise to the top of any large water container, where it can be skimmed or burnt off. The light fuel is mildly toxic if imbibed; save versus non-lethal poison(16 of better) or be wracked with nausea and gastrointestinal discomfort(-1 to initiative, -1 to strike) for 1d4 hours.

Water to High-Grade Fuel (Invocation)
Level: 5th
Type: Invocation
Range: Touch
Duration: 1 hour per level of experience
Saving Throw: None
PPE Cost: 15
Effects:
The mage can turn one gallon of water(again, other liquids won't work for the spell) per level of experience into high octane liquid fuel suitable for use in liquid-fueled engines, including automobile and aircraft engines. The fuel is much more toxic if imbibed; save versus lethal poison(14 of better) or take 1d4 Hit Point damage and be wracked with stomach pains(-2 to initiative, -2 to strike. -1 APM) for 1d4 hours. If splashed on skin, the transformed fuel will cause a painful rash, just like regular gasoline.

Re: Invented Spells

Posted: Sun Apr 20, 2014 7:56 pm
by taalismn
Liquid Sunshine (Invocation)
Level: 7
Type: Invocation
Range: Touch
Duration: 2 hours per level of experience
Saving Throw: None
PPE Cost: 20
Effects:
By placing a suitably large clear (glass or plastic) container in direct sunlight, the mage can distill a champagne-colored liquid from sunlight. The mage can create 1 gallon of liquid sunlight per level of experience. Imbibing the liquid incurs no problems for the imbiber; the liquid feels warm and tingly. If used as fuel in a lamp or lantern, the resulting is very bright and acts just like a Globe of Daylight spell with regards to effects in creatures susceptible to sunlight. If splashed on vampires, the liquid sunlight has the same effects as holy water.

Re: Invented Spells

Posted: Sun Apr 20, 2014 11:35 pm
by The Oh So Amazing Nate
taalismn wrote:Liquid Sunshine (Invocation)
Level: 7
Type: Invocation
Range: Touch
Duration: 2 hours per level of experience
Saving Throw: None
PPE Cost: 20
Effects:
By placing a suitably large clear (glass or plastic) container in direct sunlight, the mage can distill a champagne-colored liquid from sunlight. The mage can create 1 gallon of liquid sunlight per level of experience. Imbibing the liquid incurs no problems for the imbiber; the liquid feels warm and tingly. If used as fuel in a lamp or lantern, the resulting is very bright and acts just like a Globe of Daylight spell with regards to effects in creatures susceptible to sunlight. If splashed on vampires, the liquid sunlight has the same effects as holy water.



Soo.. No effect for drinking it other than warm and tingly?

Re: Invented Spells

Posted: Sun Apr 20, 2014 11:59 pm
by 13eowulf
The Oh So Amazing Nate wrote:
taalismn wrote:Liquid Sunshine (Invocation)
Level: 7
Type: Invocation
Range: Touch
Duration: 2 hours per level of experience
Saving Throw: None
PPE Cost: 20
Effects:
By placing a suitably large clear (glass or plastic) container in direct sunlight, the mage can distill a champagne-colored liquid from sunlight. The mage can create 1 gallon of liquid sunlight per level of experience. Imbibing the liquid incurs no problems for the imbiber; the liquid feels warm and tingly. If used as fuel in a lamp or lantern, the resulting is very bright and acts just like a Globe of Daylight spell with regards to effects in creatures susceptible to sunlight. If splashed on vampires, the liquid sunlight has the same effects as holy water.



Soo.. No effect for drinking it other than warm and tingly?


What if a Vampire accidentally drinks it? Say you put it in a steel flask, so they dont know?

Re: Invented Spells

Posted: Mon Apr 21, 2014 10:32 am
by taalismn
13eowulf wrote:
The Oh So Amazing Nate wrote:
taalismn wrote:Liquid Sunshine (Invocation)
Level: 7
Type: Invocation
Range: Touch
Duration: 2 hours per level of experience
Saving Throw: None
PPE Cost: 20
Effects:
By placing a suitably large clear (glass or plastic) container in direct sunlight, the mage can distill a champagne-colored liquid from sunlight. The mage can create 1 gallon of liquid sunlight per level of experience. Imbibing the liquid incurs no problems for the imbiber; the liquid feels warm and tingly. If used as fuel in a lamp or lantern, the resulting is very bright and acts just like a Globe of Daylight spell with regards to effects in creatures susceptible to sunlight. If splashed on vampires, the liquid sunlight has the same effects as holy water.



Soo.. No effect for drinking it other than warm and tingly?


What if a Vampire accidentally drinks it? Say you put it in a steel flask, so they dont know?


Like drinking holy water, which is to say, it's like drinking acid for them.

Re: Invented Spells

Posted: Mon Apr 21, 2014 10:39 am
by taalismn
The Oh So Amazing Nate wrote:[

Soo.. No effect for drinking it other than warm and tingly?


It mixes well with orange juice, and can substitute for it in a screwdriver.

Re: Invented Spells

Posted: Mon Apr 21, 2014 10:32 pm
by The Oh So Amazing Nate
taalismn wrote:
The Oh So Amazing Nate wrote:[

Soo.. No effect for drinking it other than warm and tingly?


It mixes well with orange juice, and can substitute for it in a screwdriver.


so you're telling me it is magic vodka?

Re: Invented Spells

Posted: Tue Apr 22, 2014 6:11 pm
by taalismn
The Oh So Amazing Nate wrote:[
so you're telling me it is magic vodka?



"In Russia, good vodka kill vampires.
Bad vodka just make them wish they were dead."

Re: Invented Spells

Posted: Tue Apr 22, 2014 6:54 pm
by eliakon
taalismn wrote:
The Oh So Amazing Nate wrote:[
so you're telling me it is magic vodka?



"In Russia, good vodka kill vampires.
Bad vodka just make them wish they were dead."

:lol:
its a spell though
In Mystic Russia......

Re: Invented Spells

Posted: Tue Apr 22, 2014 8:43 pm
by taalismn
eliakon wrote:
taalismn wrote:
The Oh So Amazing Nate wrote:[
so you're telling me it is magic vodka?



"In Russia, good vodka kill vampires.
Bad vodka just make them wish they were dead."

:lol:
its a spell though
In Mystic Russia......



"Improve Vodka"?
or
"Bless Vodka"?

Re: Invented Spells

Posted: Tue Apr 22, 2014 10:33 pm
by eliakon
taalismn wrote:
eliakon wrote:
taalismn wrote:
The Oh So Amazing Nate wrote:[
so you're telling me it is magic vodka?



"In Russia, good vodka kill vampires.
Bad vodka just make them wish they were dead."

:lol:
its a spell though
In Mystic Russia......



"Improve Vodka"?
or
"Bless Vodka"?

Increase Proof
Lv 1 spell
PPE 10+
Affects 1 liter of Vodka per level, per casting.
For each additional PPE point, this spell can either increase the Proof of Vodka by one, or age the liquid by one day.....

Re: Invented Spells

Posted: Wed Apr 23, 2014 12:41 am
by drewkitty ~..~
eliakon wrote:Increase Proof
Lv 1 spell
PPE 10+
Affects 1 liter of Vodka per level, per casting.
For each additional PPE point, this spell can either increase the Proof of Vodka by one, or age the liquid by one day.....


So does this just magically converting some of the water into alcohol or is this distilling (take water out of) the drink?

Cause for the magically converting the water in the drink into alcohol to make it stronger the base spell is the water to wine spell which is Level 8.

If it is taking water out of the drink to make it stronger then would be an inverted L6 Create water spell for the base spell.


I already have made distilling spell earlier as a part of the brewing/wine making specialty magics. even gave the change in volume for how much water is removed.
drewkitty ~..~ wrote:Distill Spirits
L4
Range: Touch
Duration: Instant perm
Effected Volume: 1 gallon per level.
Saving Throw: special
PPE: 30
This spell takes out the water in a Alcohol bearing drinks to concentrate the flavors and alcohol. The end product ends up as 180 proof, reducing the volume of the finished product by the amount of water volume removed.
To make one gallon of spirit , it takes 45 gallons of 4 proof beer, or 12 gallons of 15 proof wine.


Aging the drink....the base spell for that would be "Time Warp: age". it being a L9 temporal spell.

Even if you made the aging part of the spell as a specialty magic it would only reduce the result to Level 4. And it still does not make the effects permanent. Even then I would say that the spell would need to be cast on a whole Barrel of 'product' if the normal agin process needs to be age in barrels to come out right. i.e.. Whisky needs to be aged in barrels cause that is where they pick up their color and flavors.

Re: Invented Spells

Posted: Wed Apr 23, 2014 1:31 am
by The Oh So Amazing Nate
DrewKitty, If you'll notice, his spell ONLY effects the proof of Vodka. It doesn't do anything (that you mentioned) to any other liquid. Only Vodka.

Re: Invented Spells

Posted: Wed Apr 23, 2014 1:56 am
by drewkitty ~..~
The Oh So Amazing Nate wrote:DrewKitty, If you'll notice, his spell ONLY effects the proof of Vodka. It doesn't do anything (that you mentioned) to any other liquid. Only Vodka.

That would reduce the spell level by just a bit, yep. But not to L1,
And definitely not for both abilities of the spell as posted.

And while I did respond to the aging power of the spell for what base spell that would of come from.
If vodka making had bee looked up you would seen that vodkas are not aged, and do not age like wines. (yep, just looked this up myself.)
[Aging them like whiskies in barrels turns them into whiskies.]

So the aging part of the spell can be just thrown out. That leaves the question of how the spell achieves it's change in proof. Which is to say how it changes the % of alcohol in the drink? That will determine which base spell to modify to figure out the Level and PPE cost of the spell. See the spell creation & modification rules in NB:TtGD for the relevant text.

Re: Invented Spells

Posted: Wed Apr 23, 2014 1:29 pm
by abe
carbonite liquid-level 3? (not sure of the level please advise)
this spell carbnizes drinkable liquids
short but sweet huh?

Re: Invented Spells

Posted: Wed Apr 23, 2014 3:30 pm
by drewkitty ~..~
abe wrote:carbonite liquid-level 3? (not sure of the level please advise)
this spell carbonizes drinkable liquids
short but sweet huh?

The Basics: Change the name to Carbonate Liquid. As it is now it is saying it turns the drink into something for Han Solo while he was visiting Jabba da Hut. And put it in the standard spell formate.

Decide on things like range, and PPE cost.
If it will effect magic potions, and if it does...does it ruin the potions if it carbonated.
Is the carbonation continual over a duration or is it an instant effect that will act like normally carbonated liquids.

Re: Invented Spells

Posted: Wed Apr 23, 2014 3:39 pm
by eliakon
drewkitty ~..~ wrote:
The Oh So Amazing Nate wrote:DrewKitty, If you'll notice, his spell ONLY effects the proof of Vodka. It doesn't do anything (that you mentioned) to any other liquid. Only Vodka.

That would reduce the spell level by just a bit, yep. But not to L1,
And definitely not for both abilities of the spell as posted.

And while I did respond to the aging power of the spell for what base spell that would of come from.
If vodka making had bee looked up you would seen that vodkas are not aged, and do not age like wines. (yep, just looked this up myself.)
[Aging them like whiskies in barrels turns them into whiskies.]

So the aging part of the spell can be just thrown out. That leaves the question of how the spell achieves it's change in proof. Which is to say how it changes the % of alcohol in the drink? That will determine which base spell to modify to figure out the Level and PPE cost of the spell. See the spell creation & modification rules in NB:TtGD for the relevant text.

I *COULD* go look up a whole ton of optional rules, then try to figure out what the 'base spell' should be, and how many steps it is.....
or I could just break out the Rule of Thumb, and its companion the Rule of Cool. the process goes like this
Hrm, I want a cool, thematically Russian spell.
OOH I know, make vodka stronger
great, now lets look at this. Does it have any combat aplications? Nope, Does it have much potential for Economic use? Nope. Does it do something kewl, that is fun for background and little else? Yes. Okay that's a level 1 spell.
PPE? Start low, and have a bit of a gradient to the cost////10+1ppe/proof
amount? How about liters since that's what vodka comes in?
effect, well gee I just want it to make you even drunker, faster....

Presto, level 1 spell that has a humor value.....

Re: Invented Spells

Posted: Wed Apr 23, 2014 4:10 pm
by taalismn
Define 'drinkable'...If my character can drink liquid ammonia, and finds ordinary tap water poisonous, that nixes that part of the description, unless you better define 'drinkable'.
If my character is a filter-feeder who can drink tainted water or mud, that also tosses it.
Some people find absinthe 'undrinkable', does that mean it can't be carbonated?

Re: Invented Spells

Posted: Wed Apr 23, 2014 4:23 pm
by taalismn
drewkitty ~..~ wrote:
abe wrote:carbonite liquid-level 3? (not sure of the level please advise)
this spell carbonizes drinkable liquids
short but sweet huh?

The Basics: Change the name to Carbonize Liquid. As it is now it is saying it turns the drink into something for Han Solo while he was visiting Jabba da Hut. And put it in the standard spell formate.

Decide on things like range, and PPE cost.
If it will effect magic potions, and if it does...does it ruin the potions if it carbonized.
Is the carbonization continual over a duration or is it an instant effect that will act like normally carbonized liquids.


It's Carbonate. Carbonated liquids. You can carbonate liquids.
Carbonatization is a geochemical term with regards to rocks.
Carbonite is a computer backup service. Carbonize means to convert to carbon or a carbon-rich substance, like ash, Carbonizing steak is generally not a good idea, unless you like it extra well done/cremated. Men in Black featured a weapon called the Carbonizer. Guess what it does?

Grammar Nazi has spoken.

Re: Invented Spells

Posted: Wed Apr 23, 2014 10:28 pm
by The Oh So Amazing Nate
taalismn wrote:Define 'drinkable'...If my character can drink liquid ammonia, and finds ordinary tap water poisonous, that nixes that part of the description, unless you better define 'drinkable'.
If my character is a filter-feeder who can drink tainted water or mud, that also tosses it.
Some people find absinthe 'undrinkable', does that mean it can't be carbonated?


i want to carbonate the "water" in an outhouse/porta-john. As soon as it is disturbed...fizzz whoosh! Disaster.

Re: Invented Spells

Posted: Wed Apr 23, 2014 11:34 pm
by taalismn
The Oh So Amazing Nate wrote:
taalismn wrote:Define 'drinkable'...If my character can drink liquid ammonia, and finds ordinary tap water poisonous, that nixes that part of the description, unless you better define 'drinkable'.
If my character is a filter-feeder who can drink tainted water or mud, that also tosses it.
Some people find absinthe 'undrinkable', does that mean it can't be carbonated?


i want to carbonate the "water" in an outhouse/porta-john. As soon as it is disturbed...fizzz whoosh! Disaster.


http://palladiumbooks.com/forums/viewtopic.php?f=8&t=93286&start=1550
By the bottom of the page, you'll find the Fort-a-Potty, with methane-powered escape rocket option. :D

Re: Invented Spells

Posted: Thu Apr 24, 2014 12:49 am
by drewkitty ~..~
Lying Trap
Level 6 illusion spell
Range: touch. 20'
Duration: 1 month per level of caster.
Saving Throw: perception vs 19.
PPE: 48

Laying dormant till an intruder enters within 20' of the trap this has been cast on this conceals the real trap and projects the appearance of a dummy trap where the casting mage wills it at the time of casting.It takes a careful eye to detect that the dummy trap is an illusion. Even a detect traps spell will be fooled. While sensing both the real and dummy trap as real traps, only the dummy trap's location will be revealed.
After activation the Lying Trap will end at the next dawn, unless the Lying Trap spell was cast on a Leyline.
If cast on a LeyLine the Lying Trap spell will just revert to dormancy till activated again or dispelled.

Re: Invented Spells

Posted: Thu Apr 24, 2014 1:54 am
by The Oh So Amazing Nate
taalismn wrote:http://palladiumbooks.com/forums/viewtopic.php?f=8&t=93286&start=1550
By the bottom of the page, you'll find the Fort-a-Potty, with methane-powered escape rocket option. :D


That is the most fantastic thing I've read since Uncle Remus' Emporium of the Arcane. I'm gonna have to read the whole darn thread now.

Re: Invented Spells

Posted: Thu Apr 24, 2014 11:46 am
by abe
for the drinkable liquid think breathable atmosphere spell but liquid for details

Re: Invented Spells

Posted: Thu Apr 24, 2014 1:30 pm
by taalismn
The Oh So Amazing Nate wrote:
taalismn wrote:http://palladiumbooks.com/forums/viewtopic.php?f=8&t=93286&start=1550
By the bottom of the page, you'll find the Fort-a-Potty, with methane-powered escape rocket option. :D


That is the most fantastic thing I've read since Uncle Remus' Emporium of the Arcane. I'm gonna have to read the whole darn thread now.


Pack a lunch. Pack several lunches. Quality varies from tofu-flavor to smokin' barbeque. :bandit:

Re: Invented Spells

Posted: Thu Apr 24, 2014 1:37 pm
by taalismn
abe wrote:for the drinkable liquid think breathable atmosphere spell but liquid for details


For future reference, when making such distinctions, please include the relevant details IN the body of the text, rather than refer offhand to a spell that people aren't familiar with; in Rifts alone, there are at least four spells that allow you to breath; Breath Without Air in the general spells, there's at least one Space spell that does the same, an Air Warlock spell, and an Ocean magic spell. And if you DO refer to another spell in your text, MAKE SURE YOU HAVE THE NAME OF THE SPELL RIGHT. Include book and page numbers if possible.
The idea is to make your posting as self-contained as possible, so people don't spend hours scratching their heads trying to which what/which you mean, and possibly just throwing up their hands and deciding it isn't worth all the effort to try to understand, let alone use(and going off and using some other spell or material that's easier to understand and immediately use).

Re: Invented Spells

Posted: Thu Apr 24, 2014 1:47 pm
by taalismn
drewkitty ~..~ wrote:Lying Trap
Level 6 illusion spell
Range: touch. 20'
Duration: 1 month per level of caster.
Saving Throw: perception vs 19.
PPE: 48

Laying dormant till an intruder enters within 20' of the trap this has been cast on this conceals the real trap and projects the appearance of a dummy trap where the casting mage wills it at the time of casting.It takes a careful eye to detect that the dummy trap is an illusion. Even a detect traps spell will be fooled. While sensing both the real and dummy trap as real traps, only the dummy trap's location will be revealed.
After activation the Lying Trap will end at the next dawn, unless the Lying Trap spell was cast on a Leyline.
If cast on a LeyLine the Lying Trap spell will just revert to dormancy till activated again or dispelled.


Set this up next to an area of effect trap, within the area of effect. Any sixth sense warnings will correspond with the appearance of the dummy trap, hopefully confusing the victim(s) as to the true direction the threat is coming from...until it's too late. :twisted:
Come to think of it, how would such an arrangement affect a Sixth/Danger Sense warning's bonuses to dodge?

Re: Invented Spells

Posted: Thu Apr 24, 2014 2:28 pm
by drewkitty ~..~
taalismn wrote:
drewkitty ~..~ wrote:Lying Trap
Level 6 illusion spell
Range: touch. 20'
Duration: 1 month per level of caster.
Saving Throw: perception vs 19.
PPE: 48

Laying dormant till an intruder enters within 20' of the trap this has been cast on this conceals the real trap and projects the appearance of a dummy trap where the casting mage wills it at the time of casting.It takes a careful eye to detect that the dummy trap is an illusion. Even a detect traps spell will be fooled. While sensing both the real and dummy trap as real traps, only the dummy trap's location will be revealed.
After activation the Lying Trap will end at the next dawn, unless the Lying Trap spell was cast on a Leyline.
If cast on a LeyLine the Lying Trap spell will just revert to dormancy till activated again or dispelled.


Set this up next to an area of effect trap, within the area of effect. Any sixth sense warnings will correspond with the appearance of the dummy trap, hopefully confusing the victim(s) as to the true direction the threat is coming from...until it's too late. :twisted:
Come to think of it, how would such an arrangement affect a Sixth/Danger Sense warning's bonuses to dodge?

6th sense would go off if any in the group would activate the real trap.
However, since now the psychic now 'knows' there is a trap there the 6th sense would not be triggered again, until maybe a significant time later.
Thus, if the dummy trap is apparently disabled the 6th sense would not re-trigger if someone will be triggering the real trap.

Nether 6th sense (psi) nor Danger sense (Hero power) give a directionality to what danger set it off.

It is entirely possible that a group of adventures could walk through a trapped area w/o setting off the trap, and then encounter the trap on the way out if exiting by back tracking the entering route.

Re: Invented Spells

Posted: Fri Apr 25, 2014 7:36 pm
by taalismn
Denature Alcohol(Invocation)
Level: 3
Type: Invocation
Range: Touch or 15 ft +5 ft per level of experience
Duration: Permanent
Saving Throw: None for regular beverages, standard for mystic beverages
PPE Cost: 6
Effects:
A buzzkill spell, Denature Alcohol effectively neuters alcoholic beverages, reducing them to sour water, old grape juice, overage milk, or other bland base substances. Up to a gallon of alcoholic beverage per level of experience can be denatured in this manner. The bane of bartenders and wine collectors, and a favorite of militant temperance advocates. It can also be used to destroy alcohol-based solvents and fuels.

Re: Invented Spells

Posted: Fri Apr 25, 2014 8:03 pm
by 13eowulf
taalismn wrote:Denature Alcohol(Invocation)
Level: 3
Type: Invocation
Range: Touch or 15 ft +5 ft per level of experience
Duration: Permanent
Saving Throw: None for regular beverages, standard for mystic beverages
PPE Cost: 6
Effects:
A buzzkill spell, Denature Alcohol effectively neuters alcoholic beverages, reducing them to sour water, old grape juice, overage milk, or other bland base substances. Up to a gallon of alcoholic beverage per level of experience can be denatured in this manner. The bane of bartenders and wine collectors, and a favorite of militant temperance advocates. It can also be used to destroy alcohol-based solvents and fuels.


Why would you even conceive of this? This spell will haunt my nightmares!

Re: Invented Spells

Posted: Fri Apr 25, 2014 8:59 pm
by taalismn
13eowulf wrote:
taalismn wrote:Denature Alcohol(Invocation)
.


Why would you even conceive of this? This spell will haunt my nightmares!


Because it's great for practical jokes, sabotage, and helping people kick the alcohol habit, whether they want to or not!
"This used to be a million-credit bottle of pre-Rifts scotch! Now it's worthless flavored water! That bastard! THAT BASTARD!!! It would have been more honest if he'd smashed the bottle or poured it down the toilet, not this.... SACRILEGE!!!!"

and to add further buzzkill:

Remove Fizz(Invocation)
Level: 1
Type: Invocation
Range: Touch
Duration: Instant and permanent
Saving Throw: None
PPE Cost: 2
Effects: Causes carbonated liquids, such as sodas, seltzers, and sparkling wines, to instantly go flat, even in sealed cans and bottles. Can render a gallon of carbonated liquid(provided it’s in the same container) per level of experience instantly flat. Rumored to have been developed by a Lazlo professor at their Academy of Magic who objected to students bringing in soft drinks from a vending machine installed right outside his lecture hall, and spread by his apprentices as a practical joke.

Re: Invented Spells

Posted: Sat Apr 26, 2014 2:37 am
by The Oh So Amazing Nate
De-Carbonize :p

Re: Invented Spells

Posted: Sat Apr 26, 2014 10:02 am
by taalismn
Curse: Mood-Killer(Invocation)
Level: 4
Type:Invocation
Range: Touch or 50 ft per level of experience
Duration: 24 hours per level of experience
Saving Throw: Standard
PPE Cost: 6
Effect:
The magic de-Viagra, Mood-Killer removes all the joy from copulation. Working on both sexes(or any species with multiple sexes), this spell negates any positive feedback associated with sex. Cold clinical matings is all the victim(s) are capable of, and even that is going to seem tedious and uninteresting, regardless of whatever stimulants, aphrodisiacs, or kink(even of the magic variety) is involved. And while not as focused as an Impotency/Sterility/Frigidity spell, Mood-Killer reduces the chances of successful conception by 30%. Coalition States soldiers involved in the War on Tolkeen often complained about this spell being used on them, as an explanation for them being unable to 'get it up/on' in after-combat barracks fraternization.

Re: Invented Spells

Posted: Sat Apr 26, 2014 10:04 am
by taalismn
The Oh So Amazing Nate wrote:De-Carbonize :p



Re-named. :P

Re: Invented Spells

Posted: Sun Apr 27, 2014 4:18 am
by The Oh So Amazing Nate
taalismn wrote:
The Oh So Amazing Nate wrote:De-Carbonize :p



Re-named. :P


I've had a long tiring day. You made me smile. Thank you Taal.

Re: Invented Spells

Posted: Sun Apr 27, 2014 8:04 pm
by taalismn
Curse: Punch in the Teeth(Invocation)
Level: 10
Type: Invocation
Range: Touch or 10 ft per level of experience
Damage: 3d6 SDC or 1d6 MD per punch-activation
Duration: 30 minutes per level of experience
Saving Throw: Standard
PPE Cost: 45 for SDC beings, 60 for MDC beings
Effects: A Ludicrous Magic curse, this spell is cast on a target and set to trigger whenever the victim utters a specific word or phrase(usually something they say a lot; like “###You!”, ‘..You know?”, “You ####!”, “What do you think?”, “I PROTEST!”, etc....) at which point they will receive the equivalent of a Haymaker Punch in the mouth. This condition lasts for the duration of the spell, making it entirely possible for the victim, unless they catch on fast, to effectively beat themselves unconscious(“DAMN!(*UFF!*)...damn!(*UFF!*)..Oh damn-(*UFF!*)”). The punch cannot be dodged or armored against, except by magic or psionic means(an Armor of Ithan spell will shield against it, for example), and the trigger-phrase must be SPOKEN(thoughts or subvocalizations are not enough to set off the spell). Other variations on this spell include Boot to Da Head, Shot to the Gut and Kick in the Groin; all are essentially identical in range, PPE cost, duration, trigger and damage.

Re: Invented Spells

Posted: Sun Apr 27, 2014 10:58 pm
by The Oh So Amazing Nate
taalismn wrote:Curse: Punch in the Teeth(Invocation)
Level: 10
Type: Invocation
Range: Touch or 10 ft per level of experience
Damage: 3d6 SDC or 1d6 MD per punch-activation
Duration: 30 minutes per level of experience
Saving Throw: Standard
PPE Cost: 45 for SDC beings, 60 for MDC beings
Effects: A Ludicrous Magic curse, this spell is cast on a target and set to trigger whenever the victim utters a specific word or phrase(usually something they say a lot; like “###You!”, ‘..You know?”, “You ####!”, “What do you think?”, “I PROTEST!”, etc....) at which point they will receive the equivalent of a Haymaker Punch in the mouth. This condition lasts for the duration of the spell, making it entirely possible for the victim, unless they catch on fast, to effectively beat themselves unconscious(“DAMN!(*UFF!*)...damn!(*UFF!*)..Oh damn-(*UFF!*)”). The punch cannot be dodged or armored against, except by magic or psionic means(an Armor of Ithan spell will shield against it, for example), and the trigger-phrase must be SPOKEN(thoughts or subvocalizations are not enough to set off the spell). Other variations on this spell include Boot to Da Head, Shot to the Gut and Kick in the Groin; all are essentially identical in range, PPE cost, duration, trigger and damage.



Must... Stifle... Myself... :frazz: :frazz: :frazz:

Re: Invented Spells

Posted: Mon Apr 28, 2014 9:42 am
by taalismn
The Oh So Amazing Nate wrote:[


Must... Stifle... Myself... :frazz: :frazz: :frazz:


"Bite my shiny metal @-"*WUNCH*

Re: Invented Spells

Posted: Mon Apr 28, 2014 11:02 am
by The Oh So Amazing Nate
I still think the Banish (forum/internet) Troll ritual is a worthy spell.

Duration: Varies
PPE Cost: Varies
Skill% IQ+ME +1d12/level

What do you guys think?