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Re: Invented Spells
Posted: Wed Sep 23, 2009 2:43 pm
by taalismn
More Bibliomancy spells:
*Laminate
Level: 4
Type: SPELL
Range: Touch or 5 ft away
Effects: This spell coats the pages of a book in a stiff plastic- or amber-like transparent substance(actually a form of solidified ectoplasm) that effectively waterproofs the book and protects it from the ravages of humidity and insects. The laminant makes the pages stiff and effectively doubles the weight of the book, but provides protection from most abuse.
Duration: Permanent
Saving Throw: None
PPE Cost: 10 per 50 pages
*Book Bludgeon
Level: 4
Type: SPELL
Range: Touch
Effects: This turns a book or magazine into a weapon of destruction; for every 10 pages of paper in the book/magazine, the item does 1d4 SDC(round down)(+2d4 for hardcovers) when used as a striking weapon(yes, this means that really big books could conceivably do megadamage!). For parrying purposes, the enchanted item has 1 SDC per page(+20 and A.R. 14 if a hardcover).
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 8
*Loan Return
Level: 6
Type: SPELL
Range: Touch, item can be recalled from as far away as 10 miles per level of experience.
Effects: This spell is a variant on the spell Teleport: Lesser, but instead of SENDING an item a short hop through subspace, it allows the mage to tag an item, then instantly call it to his hand remotely, as long as it falls within range and within the time duration of the spell. If the mage does NOT recover the item before the spell lapses, the item remains where it is, and the magic disipates. If the mage wishes, he may ‘renew’ the spell, even if it is not immediately nearby, before it lapses, by expending 20 PPE to remotely recharge the spell. The item so tagged cannot weigh more that 10 lbs.
Duration: 1 week per level of experience
Saving Throw: None
PPE Cost: 15
*Restoration
Level: 8
Type: SPELL
Range: Touch
Effects: This spell, applied to old, weathered, decaying books, restores them to pristine condition, cleans them up, de-fades and deyellows the printing, magically rebinds them, and makes them good as new(though any gold leaf that may have been scrapped off will NOT be restored)
Duration: Permanent
Saving Throw: None
PPE Cost: 24 per book
*Megadamage Reinforcement
Level: 9
Type: SPELL
Range: Touch
Effects: This spell turns books(and paper) into megadamage items; 1 MD per page/2(remember, there’s typically printing on both sides of the page, so a 180-page book actually has 90 physical pages---for 90 MDC)
Duration: 10 minutes per level of experience
Saving Throw: None
PPE Cost: 40
*True Texting
Level: 12
Type: RITUAL
Range: Touch for the initiation. Communications range is 200 miles per level of experience
Effects: This spell allows the mage to enchant two books to act as a permanent communications conduit...Anything spoken aloud to one open book, or written/drawn in one(can be done with an erasable medium such as pencil) will magically appear as text or an illustration on a page in the other, even though it may be thousands of miles away.
Duration: Permament
Saving Throw: None
PPE Cost: 180
Re: Invented Spells
Posted: Wed Sep 23, 2009 6:55 pm
by taalismn
gmapprentice wrote:i guess you have a point about the IQ thing in that Teen Magic spell, but as for the PPE thing you're a bit wrong. Younger individuals actually have a higher PPE base that burns off with age... as normal people, anyway.
Relatively speaking...it's back to the contest between teenage nerds and meatheads...like a teen brainiac and a rockhead competing for the same girl using this spell..IQ 24 versus IQ 7, as applied to MA or PB...
An older mage competing in such a contest against the brainiac? No PPE needed...Just have the guy arrested for Soliciting a Minor...
Re: Invented Spells
Posted: Thu Sep 24, 2009 9:45 am
by taalismn
With some teens, it's a losing proposition basing any sort of performance boost on their I.Q......
Re: Invented Spells
Posted: Thu Sep 24, 2009 7:28 pm
by taalismn
Teen Angst Spell:
Chatter Block
Level:5
Type: SPELL
Range: Self
Duration: 5 minutes per level of experience
Effects: By holding a cell phone(not necessarily functional) to their ear and taking a call(or feigning one), the teen is effectively shielded from all forms of mind control, including psionics, hypnotic suggestion, subliminal messages, and super power-backed verbal Commands....On the minus side, they are also unable to hear verbal warnings("LOOK OUT FOR THAT GARGOYLE!!!"), alerts, and important commands("...and YOU, Mister Simmons, will be in position to set off the charge when we herd those bandits over the ramp...It all rests on you!").
Saving THrow: None
PPE Cost: 7
Re: Invented Spells
Posted: Fri Sep 25, 2009 12:15 am
by drewkitty ~..~
Teachers' spells
Cell Block
Level 7
Range: he mobile phone cell the mage is in, @ L10 the cell and the ones surrounding it.
Duration: 1 hour per level.
Saving throw: none
PPE: 70
This spell blocks all cell phone calls with in the range of the nearest cell tower, by blocking the network from connecting to the cell phone in it's area. this blocks texting and IMs and web connections if they run through the cell phone towers.
Re: Invented Spells
Posted: Fri Sep 25, 2009 9:34 am
by taalismn
drewkitty ~..~ wrote:Teachers' spells
Cell Block
Level 7
Range: he mobile phone cell the mage is in, @ L10 the cell and the ones surrounding it.
Duration: 1 hour per level.
Saving throw: none
PPE: 70
This spell blocks all cell phone calls with in the range of the nearest cell tower, by blocking the network from connecting to the cell phone in it's area. this blocks texting and IMs and web connections if they run through the cell phone towers.
I want it...
More precisely, I want it wired to a TW button on my car.....Be yakkin' on your cellphone while you're supposed to be focusing on driving and sacring the snot out of me, will you?
Re: Invented Spells
Posted: Sat Sep 26, 2009 3:17 pm
by drewkitty ~..~
Teacher spells
Detention (greater)
Level 9
range: touch/10'
duration: instant
saving throw: standard, -3 if touched
PPE: 78
Teleports the target to the detention room. The Detention Room must be designated with some sort of wizard's mark before this spell can be used. The use of this spell must be with in 1000' of the detention room.
Detention (lesser)
Level 5
Range: touch
Duration: 5 min per level.
saving throw: standard -2
This is a variance of the Domination spell that makes the target walk to the Detention Room. The Detention Room must be designated with some sort of wizard's mark before this spell can be used. The use of this spell must be with in 1000' of the detention room. The target will avoid friend and dangers along the way. If he Target does not know the way to the marked room, then they will be drawn to the room. This does not make them figure out how to get around obstacles. If stopped by obstacles, or others, till the durations ends, then they stet free from the compulsion.
Re: Invented Spells
Posted: Sat Sep 26, 2009 5:55 pm
by taalismn
*Extend Deadline
Level: 6
Type: SPELL
Range: 10 ft per level of experience
Effects: This spell allows the mage to extend the deadline/cutoff limit/time on an automated apparatus like a computer, electronic clock, or detonation device, delaying it striking, setting off, or shutting off, thus buying the caster precious time to continue working on a paper, get a print order processed, submit an e-mail, or continue working on defusing a bomb...The time can be extended, but the PPE cost DOUBLES for each extension.
Duration: 5 minutes
Saving Throw: None
PPE Cost: 10 for the first activation, 20 for the second, 40 for the third extension, and so on
Re: Invented Spells
Posted: Fri Oct 02, 2009 7:36 pm
by taalismn
Solidify Liquids
Level: 3
Type: SPELL
Range: Touch or 10 ft per level of experience
Effects: This spell causes a liquid(water, milk, gasoline, etc...) at room temperature to form a stable solid for the duration of the spell. THis allows for easier transport, convenience of consumption, stopping of spills, or other neat effects. The resulting solid will look, taste, and smell like the original substance(water will have a clear, gelid look and texture, milk a white, cheese-like look, oil a jet-black or dark amber appearance and slightly greasy texture, etc...)Flammable substances, like gasoline or oil, if set on fire, will burn like candles(or even explosively) depending on their flammability. A gallon of liquid can be solidified per level of experience.
Duration: 2 hours per level of experience
Saving Throw: None
PPE Cost: 10
Re: Invented Spells
Posted: Sat Oct 03, 2009 9:11 am
by taalismn
Another pound of milk then, for you, before you start the day?
Re: Invented Spells
Posted: Sat Oct 03, 2009 11:40 am
by drewkitty ~..~
taalismn wrote:Solidify Liquids
Level: 3
Type: SPELL
Range: Touch or 10 ft per level of experience
Effects: This spell causes a liquid(water, milk, gasoline, etc...) at room temperature to form a stable solid for the duration of the spell. THis allows for easier transport, convenience of consumption, stopping of spills, or other neat effects. The resulting solid will look, taste, and smell like the original substance(water will have a clear, gelid look and texture, milk a white, cheese-like look, oil a jet-black or dark amber appearance and slightly greasy texture, etc...)Flammable substances, like gasoline or oil, if set on fire, will burn like candles(or even explosively) depending on their flammability. A gallon of liquid can be solidified per level of experience.
Duration: 2 hours per level of experience
Saving Throw: None
PPE Cost: 10
"Jhon, why are you filling that flame-thrower with just gas, don't you need to put in jello also"
*jhon tops off the tank and pressurizes it, saying a spell* "nope, just made it workable."
Re: Invented Spells
Posted: Sat Oct 03, 2009 2:18 pm
by taalismn
drewkitty ~..~ wrote:[
"Jhon, why are you filling that flame-thrower with just gas, don't you need to put in jello also"
*jhon tops off the tank and pressurizes it, saying a spell* "nope, just made it workable."
Yeah...Hunk'o Naplam crossed my mind
But also..."I have no pail for water, but I must get water for my family!"
"Ah!" sez the helpful shaman " You live but an hour's walk from here! I have just the solution!"
Re: Invented Spells
Posted: Sat Oct 03, 2009 2:19 pm
by taalismn
gmapprentice wrote:(casts spell) hey, i can walk on water!!
Small pool...or you spent a LOT of PPE multi-casting the spell for this trick..
Hmmm...Maybe Solidify Liquids(Greater)? Deals with a 25 gallon minimum? (but expect to pay through the nose PPE-wise)
Re: Invented Spells
Posted: Sat Oct 03, 2009 3:29 pm
by drewkitty ~..~
taalismn wrote:gmapprentice wrote:(casts spell) hey, i can walk on water!!
Small pool...or you spent a LOT of PPE multi-casting the spell for this trick..
Hmmm...Maybe Solidify Liquids(Greater)? Deals with a 25 gallon minimum? (but expect to pay through the nose PPE-wise)
That is why I seam to make lesser and greater spell, "a good idea" and "good idea made better or semi-munchkin sized"
(the lesser inspired by 10-3-2009 "wait wait don't tell me")
Ludicrous (Space) magic
Space Clown (lesser)
Level 8 (9)
Range: Self or other 10' per level
duration: 1/2 hour per level
MDC: +10 per level
saving throw: none unless resisted.
PPE: 55
This spell spell transforms the cloths of the person into a normal suit that looks like a a clown suit along with make up and red nose, and will protecting the person from the normal hostile environment of space, and provides breathable air for the duration. The spell can be maintained by injecting another 55 PPE for another duration, all duration extensions are cumulative. All damage is taken off the Magic MDC first.
Ludicrous (Space) magic
Space Clown (greatest)
Level 12 (14)
Range: self or other by touch
duration: 1/4 hour per level
MDC: 100 per level
saving throw: none unless resisted.
PPE: 155
This spell forms a magic bot that looks like a giant clown around the person. The mobile suit is can be between 9' and 30' tall (the spell will limit the size if used in confined spaces, like on-board a spaceship.) and gives the person a clownafied melee weapon, 4d6 damage. If a mage was the target of the spell, the mage can chose a ranged weapon [range; line of sight], costing 1 PPE per 1d6 damage per blast.
The spell will protecting the person from the all hazards of space, and provides breathable air for the duration. The spell can be maintained by injecting another 155 PPE for another duration, all duration extensions are cumulative.
normal suit: a normal space suit
normal hostile environment of space: does not protect from the extremes, like solar flares and gamma-ray bursts, and ion storms.
Re: Invented Spells
Posted: Sat Oct 03, 2009 4:29 pm
by taalismn
drewkitty ~..~ wrote:(the lesser inspired by 10-3-2009 "wait wait don't tell me").
Oh, I MISSED that episode!
What was on it?
As for Space Clowns...Oh, just sick...
One tip, though, I'd replace 'mobile suit' with 'heavy spacesuit' or 'exoskeleton'...Mobile Suit sounds like a Gundam reference...
Re: Invented Spells
Posted: Sat Oct 03, 2009 5:30 pm
by drewkitty ~..~
taalismn wrote:drewkitty ~..~ wrote:(the lesser inspired by 10-3-2009 "wait wait don't tell me").
Oh, I MISSED that episode!
What was on it?
As for Space Clowns...Oh, just sick...
One tip, though, I'd replace 'mobile suit' with 'heavy spacesuit' or 'exoskeleton'...Mobile Suit sounds like a Gundam reference...
It is a gundam reference.
It was the space rhyme question that inspired me.
Re: Invented Spells
Posted: Sun Oct 04, 2009 10:39 am
by taalismn
*Cremate Book
Level: 4
Type: SPELL
Range: Touch
Effects: Though Bibliomancers abhor having to destroy a book, sometimes it becomes necessary and unavoidable; this spell allows the mage to instantly destroy a book or manuscript via ‘cold fire’, that doesn’t damage anything else in the vicinity. The book is instantly turned to a puff of nearly invisible vapor or a pinch of dust. This spell is typically used to dispose of books too damaged/undervalued to be repaired or restored, or to prevent them from falling into the wrong hands. If the mage has the time, the casting of this spell is often accompanied by a brief prayer or eulogy along the lines of “Your story is done, your last page turned, your cover closed. May you open anew for other eyes in some other place and in some other time”, with one hand over heart imitating the turning of a page.
Duration: Instant
Saving Throw: None for normal books(though some magic texts get a save against being destroyed by this magic---GM’s discretion)
PPE Cost: 8 to destroy a regular book or manuscript, 30 to destroy a magic text
Re: Invented Spells
Posted: Fri Oct 09, 2009 4:52 pm
by drewkitty ~..~
Malt Grains
L1
Range: 10'
Duration: 1 day
saving throw: none
PPE: 10
This spell brings the grain it is applied to point where it can be used in making beer. This spell works on one bushel of grain per level of caster. Does not work on seeds of sentient plants.
If only half the PPE is used then this spell can cause seeds to sprout out of season.
Mash
L4
Range: 10"
Druation: varies 1-2 hours
Saving through: N/a
PPE: 30
After adding the malt to waters, this spell activates the enzimes of the grains to start the breakdown of starches. Maintaing the water temp. between 120-130ºF.
Lautering
L4
Range: 10"
Duration: 10 min per level
Saving throw: N/a
PPE: 32
This seperates the Wort from the grain residue, by holding back the grain residue in the tank when the wort is drained off. A mage of L5 or greater can also sterilize any liquid using this spell.
Kettle Boil
L5
Range: touch
Duration: 2 hours
Saving throw: N/a
PPE 37
This spells keeps the heat put into a boil kettle from leaving the kettle,thus reducing the amount of fuel needed for the boil. Max size: 1 yd per level cubed.
Cool Boil
L4
Range: touch
Duration: Instant
saving throw: N/a
PPE: 30
Prossess the wort as if it was boiled. 1 gallon per level.
Re: Invented Spells
Posted: Fri Oct 09, 2009 6:02 pm
by taalismn
Light Clothing(Inspired by the Laser Mage by Dennis Glover in Rifter #38)
Level: 4
Type: SPELL
Range: Self or others by touch
Effect: This spell allows the mage to create, by passing his hands through a sunbeam or artificial light, apparel that can be worn. The clothing appears as softly glowing(in the color of the original light), slightly fuzzy/blurry, faintly translucent, and of lightweight(NONweight) silk or lacy material. After it reaches the end of its duration, it will begin fading out, lasting HALF the original duration, and quickly becoming increasingly translucent until finally fading away. Light Clothing made from sunlight acts much as a Globe of Daylight will against creatures susceptible to sunlight, but HALF effective the radius. Light Clothing is also quite warm, and will protect against temperatures down to freezing( 32 degrees F, 0 degress C).
Duration: 30 minutes per level of experience(DOUBLE for Laser Mages)
PPE Cost: 8 for a pair of shorts or bikini, 10 for shirt and pants or blouse, 15 for a suit or evening dress, 18 for a full cloak(HALF cost for Laser Mages)...
Re: Invented Spells
Posted: Fri Oct 09, 2009 6:05 pm
by taalismn
drewkitty ~..~ wrote:Malt Grains.
Building a Beer Mage?
Re: Invented Spells
Posted: Fri Oct 09, 2009 9:03 pm
by drewkitty ~..~
taalismn wrote:drewkitty ~..~ wrote:Malt Grains.
Building a Beer Mage?
something like that.
Also I was thinking that there had been too few additions lately.
Re: Invented Spells
Posted: Sat Oct 10, 2009 2:10 pm
by taalismn
drewkitty ~..~ wrote:taalismn wrote:drewkitty ~..~ wrote:Malt Grains.
Building a Beer Mage?
something like that.
Also I was thinking that there had been too few additions lately.
Agreed....but consider the Beer Mage anyway...
Re: Invented Spells
Posted: Sat Oct 10, 2009 4:22 pm
by drewkitty ~..~
Note: range: touch means touching the container the liquids are in or the actual liquid.
Cool Liquid
L4
Range: 10'
Duration: 15 min.-1 min per level
saving throw: n/a
PPE: 34
Cools the liquid for any temperature up to 500ºF to 50ºF with in the duration. moving the heat from inside the liquid out side of it and it's container. This is dangerous for those outside the containing the liquid's container while the spell is working. Effects 1 yard per level cubed. ( i.e.: 1 cubic yard, 8 cubic yards, 27 cubic yards,.... )
Start Fermentation
L3
Range: touch
Duration: instant and ongoing
saving throw: N/a
PPE: 13
This spell jump starts the fermentation process in the wort with a selective yeast culture. The mage must know what sort of beer he wants to make, otherwise it will be a rotgut brew. Using this spell the fermentation time it cut by one quarter.
Stop Fermentation
L4
Range: touch
Duration: Instant
Saving throw: standard -4
PPE: 38
This spell stops the fermentation process in anything, putting the yeast into a dormant state.
Check fermentation
L1
Range: touch
Duration: Instant
saving throw: n/a
PPE: 5
Tells the mage how far along the brew in in fermentation process.
Mash to beer
L6
Range: Touch
Duration: Instant, perm.
Saving throw: n/a
PPE: 29
This spell lets the mage skip the wort stage of the beer. The mage must know what sort of beer he wants to make or this spell does not work. The resulting mass still needs to be Lautered (filtered).
(Bottles and kegs still need to be provided for distribution)
Re: Invented Spells
Posted: Sun Oct 11, 2009 2:23 pm
by taalismn
Munchkin Slappin GM wrote:Why do you have a saving throw on stop fermentation
Path of Yeast Resistance?
Re: Invented Spells
Posted: Sun Oct 11, 2009 6:51 pm
by drewkitty ~..~
Munchkin Slappin GM wrote:Why do you have a saving throw on stop fermentation
taalismn wrote:Path of Yeast Resistance?
Think about what gets a saving throw, and what yeast is.
Re: Invented Spells
Posted: Tue Oct 13, 2009 10:41 am
by taalismn
Admittedly, though, the idea of magic-resistant brewer's yeast gives me pause....
Re: Invented Spells
Posted: Tue Oct 13, 2009 6:03 pm
by taalismn
I think there are several Water-to-Wine spells, some of them canon, already out there, which would be worth learning, but if you want to take a slower approach....
A Vinter-Mage may already be possible with the right skill selections...I could see Mystics, Mystic Herbologists, and Alchemists taking up brewing and wine-making as skills and apply their own magic to the practice, either to make better, high quality, wines, or to imbue wine with magic(indeed, I wonder how many potions start with an alcohol base)...
Re: Invented Spells
Posted: Tue Oct 13, 2009 7:21 pm
by drewkitty ~..~
TrumbachD wrote:Would Mystic Winemaking be a separate school of Magic or could these spells be used as is?
Because they'd share a lot of the same spells, same school with different focus.
While the water to wine spell is fine for low yield production for adventures, the Brewers'/Vintners' spells are for large scale production. Note, most of the spells are low in level so even relatively inexperienced helpers can use them.
These are the types of everyday spell you'd find in a race where everyone is a mage of some sort, so they can use "everyday magic" for their chores and work.
*tags the rest of you* Your Turn To Make Up Some New Spells
Re: Invented Spells
Posted: Tue Oct 13, 2009 8:30 pm
by Stone Gargoyle
drewkitty ~..~ wrote:*tags the rest of you* Your Turn To Make Up Some New Spells
I'll put that on the list.
Re: Invented Spells
Posted: Wed Oct 14, 2009 6:34 pm
by taalismn
Spurt
Level: 1
Type: SPELL
Range: 50 ft +10 ft per level of experience
Effects: This is a simple kinetic spell that simply causes any container of fluid to spray its contents like they were under pressure. Range of the spray is about 2d4 feet(DOUBLE for carbonated or pressurized liquids), and the liquid flow rate is about a gallon per melee/15 seconds. Great for soaking the unwary or for turning a simple bottle or canteen into a squirt gun.
Duration: 1 melee(15 seconds) per level of experience
Saving Throw: None
PPE Cost: 2...For 8 PPE, the spurt effect can be delayed on a closed container until somebody opens it. The trap can be set for 1 hour per level of experience, after which, if untriggered, it harmlessly disipates.
Re: Invented Spells
Posted: Sat Oct 17, 2009 12:07 am
by Stone Gargoyle
Level 5 Cooking and Baker Magic
Rain of Pepper
Range: Affects a 15 foot radius per level of experience of the caster; can be cast up to 90 feet away per experience level. The caster can make the area affected smaller than the maximum area if he so chooses.
Duration: 2 melee rounds per caster level
Saving Throw: Special
P.P.E. Cost: 25
A rain of pepper, garlic, flour, paprika and other spices, covers the area of effect. Everyone in that area, whether they save or not, chokes, coughs, and is -2 to initiative and -2 to strike, parry and dodge, and -20% to skill performance. While in the area of effect, unless they are impervious to gases, invulnerable, or do not need to breathe, there is a 01-30% chance of vomiting, causing them to lose initiative and 2 melee attacks, and suffer an additional -4 to parry and dodge while throwing up. The chance of vomiting must be checked every melee round (roll a saving throw,12 or higher saves); even those who have vomited earlier will be subject to dry heaves. The smell will make eyes water,adding an additional -1 penalty to strike and -5% to skill performance.
Re: Invented Spells
Posted: Sat Oct 17, 2009 10:20 am
by taalismn
Stone Gargoyle wrote:Level 5 Cooking and Baker Magic
Rain of Pepper
Range: Affects a 15 foot radius per level of experience of the caster; can be cast up to 90 feet away per experience level. The caster can make the area affected smaller than the maximum area if he so chooses.
Duration: 2 melee rounds per caster level
Saving Throw: Special
P.P.E. Cost: 25
A rain of pepper, garlic, flour, paprika and other spices, covers the area of effect. Everyone in that area, whether they save or not, chokes, coughs, and is -2 to initiative and -2 to strike, parry and dodge, and -20% to skill performance. While in the area of effect, unless they are impervious to gases, invulnerable, or do not need to breathe, there is a 01-30% chance of vomiting, causing them to lose initiative and 2 melee attacks, and suffer an additional -4 to parry and dodge while throwing up. The chance of vomiting must be checked every melee round (roll a saving throw,12 or higher saves); even those who have vomited earlier will be subject to dry heaves. The smell will make eyes water,adding an additional -1 penalty to strike and -5% to skill performance.
Of course, for some people, this is still 'not enough seasoning'...
Re: Invented Spells
Posted: Sat Oct 17, 2009 4:17 pm
by drewkitty ~..~
taalismn wrote:Stone Gargoyle wrote:Level 5 Cooking and Baker Magic
Rain of Pepper
Range: Affects a 15 foot radius per level of experience of the caster; can be cast up to 90 feet away per experience level. The caster can make the area affected smaller than the maximum area if he so chooses.
Duration: 2 melee rounds per caster level
Saving Throw: Special
P.P.E. Cost: 25
A rain of pepper, garlic, flour, paprika and other spices, covers the area of effect. Everyone in that area, whether they save or not, chokes, coughs, and is -2 to initiative and -2 to strike, parry and dodge, and -20% to skill performance. While in the area of effect, unless they are impervious to gases, invulnerable, or do not need to breathe, there is a 01-30% chance of vomiting, causing them to lose initiative and 2 melee attacks, and suffer an additional -4 to parry and dodge while throwing up. The chance of vomiting must be checked every melee round (roll a saving throw,12 or higher saves); even those who have vomited earlier will be subject to dry heaves. The smell will make eyes water,adding an additional -1 penalty to strike and -5% to skill performance.
Of course, for some people, this is still 'not enough seasoning'...
cajuns would be those 'some people' I would think.
Re: Invented Spells
Posted: Sat Oct 17, 2009 5:24 pm
by drewkitty ~..~
Sort Grapes
L7
Duration: 1 min.
Range: 10 feet per level
Volume: 1 cubic yard per level
Saving Throw: none
PPE: 70
This spell uses the teleport lesser as its grounding in the common spells, teleporting the good grapes off the steams into different piles/bins according to their sugar content, color, or tannin content. The piles/bins need to be with in the stated range of the unsorted grapes. Can sort the volume four time per min. If the mage has more then PPE then 70, this spell can be maintained for 30 PPE per minute.
Raisins
L4
Duration: instant permanent
Range: 10'
volume: 2 cubic feet per level
Saving Throw: none, standard if magical grapes
PPE: 33
This spell dehydrates grapes to a point that the grapes turn into raisins.
cleanse grapes
L2
Duration: instant
range: 10'
volume: 4 cubic yards per level
Saving Throw: none
PPE: 3
Cleans the grapes. Only works on grapes, grape bunches, and raisins.
Juice Grapes
L4
Duration: instant perm
range: 20'
Volume: 1 cubic yards per level
Saving Throw: none, standard if magical grapes
PPE: 45
This spell removes the juices from the inside of the grape to the outside. this juice still need to drain away.
Crush & Seed grapes
L6
Duration: instant perm
Range: touch
Volume: 1 cubic yard per level.
Saving Throw: none, standard if magical grapes
PPE: 48
Effects one container, can be used multiple times on large containers. This spell crushes the grapes and teleports the seeds outside the container. At level 6, the mage can be directed the seeds into a pile/bin. Otherwise the seeds appear in random places with in 2 feet of the outside of the container.
Remove Sediment
L5
Duration: 15 hours -1 hour per level
Range: touch
Volume: one vat (up to 10 cubic yards per 2 levels)
Saving Throw: none
PPE: 42
This spell removes the Tartrate (generally potassium bitartrate) from the wine down to a max of 1 part per 3 million (also called "wine crystals" & "white diamonds"), and removes the unstable proteins which can precipitate out during aging.
Prevent oxidation
L8
Duration: till bottled or 5 months
Range: Touch
Volume: one vat (up to 10 cubic yards per 2 levels)
Saving Throw: none
PPE: 90
Cork stoppers
L5
duration: instant, perm
range: touch
Volume: 1 cubic foot per level
Saving Throw: none
PPE: 27
Takes a volume of cork and turns them into bottle stoppers.
Re: Invented Spells
Posted: Sat Oct 17, 2009 6:45 pm
by taalismn
Elemental Touch of Life (Ritual)
“I beseech you, you who underlay the Universe; Bring Life Back to this Unfortunate One. “
This is a powerful(and correspondingly PPE expensive) resurrection RITUAL to instill life in the recently deceased. It can be also thought of as a bonding, as in order to rekindle the lifeforce of the deceased, and rebuild the damaged body, the caster of this spell must invite an Elemental entity to imbue the corpse with part of its energy.
Elemental Life Touch can thus be thought of as a sort of involuntary pact made on the deceased’s behalf, effectively making the resurrected an avatar of sorts.
To cast the spell, the caster places the corpse(must be relatively intact) inside a summoning circle, with a source of flame(such as a candle), a source of water( a glass of water will surfice), a handful of soil or dirt, and a volume of air(an open topped container, or airtank, will do). The caster then steps to the outer portion of the circle and meditates, chanting to draw the attention of any Elemental Intelligences, and inviting them to return life to the corpse.
If the Elemental powers chose to intervene; one may manifest to resurrect the body. If an Earth Elemental choses to respond, an earthen mound rises up to engulf the body. A Fire Elemental will cause the body to burst into flame. Water will engulf the body in a growing pool of liquid. Air will bring a localized whirlwind of screaming air and obscuring fog. This manifestation will last 10-20 minutes, and may be accompanied by the actual appearance of an Elemental Intelligence, who may question the spell-caster as to their reasons for the summoning, and ask specifics of the nature of the deceased.
At the end of the period of manifestation, the now-living resurrectee is revealed, naked but otherwise healed of their wounds, and altered by the experience. The Elemental-Touched is forever marked by their patron-Elemental force, both in appearance and potential.
The motivation of the Elemental Intelligence is an unknown; the intelligence may simply be unconcerned with donating a portion of its power, or it may be using the resurrectee as a ‘window’ onto a strange and unusual alien realm--the material plane---or the Elemental Intelligence may at some later date speak directly to the resurrectee and order them to perform some task on its behalf(GMs: have fun with this potential adventure hook).
*Earth-Touched will manifest dark or tan skin, dark green, grey, or brown eyes, and dark brown or black hair. Skin becomes leathery and tough(+3d6 SDC/MDC), and thick calluses may form at the joints.
Earth-Touched will find that being buried alive in earth or rock isn’t a danger for them; they will not suffer from crushing weight or asphyxiation under such conditions, and claustrophobia from being underground just doesn’t bother them. And as long as they are on solid ground, they will feel stronger and more confident; +1d6 M.E.
*Fire-Touched will show reddish or tan skin, red or yellow eyes, and red, yellow, or orange hair. Fire-Touched will also feel hot or feverish to the touch, and may complain about feeling cold most of the time.
On the plus side, Fire-Touched need never fear fire again; normal (SDC) heat and flame does NO damage to them.
*Water-Touched tend to have pale, or blue-tinged, skin, blue or green eyes, and blue or green-tinted hair. Clammy skin is also a complaint of the Water-Touched, and they tend to feel uncomfortable in dry conditions or away from water.
Water-Touched are immune to damage from hot or cold water(steam, on the other hand, does damage as normal), so swimming in frigid or scalding water is no danger to them. They need not also ever fear drowning, and even tidal waves or water blasts do NO damage to them.
*Air-Touched may manifest pale skin, and eyes of black or dark blue. Blue or white/silver hair color is also common. Air-Touched tend to have whispery voices, and may note a sense of fullness in their lungs(imagine having just had a powerful breath mint---ALL of the time), and will never suffer from congestion.
Air-Touched benefit from never having to worry about airborne toxins, pollutants, or the danger of suffocation ever again.
Furthermore, the Touched will bear an Elemental Rune tattoo corresponding to the force that raised them, planted somewhere on their body(usually the forehead or chest)
*Available to Elemental Warlocks(at HALF normal cost), Summoners, and Leyline Walkers. Elemental Fusionists may also take this spell, but it costs two of their ‘other’ powers(is only available to them at later levels of advancement), and the Elemental summoned must be one of the two forces the Fusionist possesses.
Spell Level: 14
Type: RITUAL
Duration:Ritual takes about 30 minutes to prepare for, and another twenty minutes of meditation before evoking the Elemental Spirits
The dead cannot be deceased more than 24 hours+1 hour per level of experience for this ritual to work.
Effect: Resurrection by an Elemental Essence:
Random Roll:
01-25 Earth
26-50 Air
51-75 Fire
76-00 Water
(50/50 for Elemental Fusionists)
Saving Throw: The corpse doesn’t get a saving throw
PPE Cost: 700
Note: This spell can only be performed ONCE per individual; if they die/get killed again, this ritual CANNOT be used to resurrect them a second time.
Re: Invented Spells
Posted: Mon Oct 19, 2009 2:52 am
by drewkitty ~..~
taalismn wrote:Elemental Touch of Life (Ritual)
“I beseech you, you who underlay the Universe; Bring Life Back to this Unfortunate One. “
... snip
My first thought was "Maybe this is how the "Star Children" (rifts england) came about."
Nice touch, though I can see M's both wanting the side effects and not sure if they what their char to go through with it in game.
M: yah he got these powers when he died and was brought back to life with <this> spell.
GM: *inwardly groaning and shaking head*" Sorry, but you have to get that in the game.
M: "but...but... I won't be able to pick the powers, my char might..."die"."
etc'...
etc....
etc....
Re: Invented Spells
Posted: Tue Oct 20, 2009 5:33 pm
by taalismn
Yeah....but are the side-effects REALLY worth dying for?
"I can't garauntee yah your body will be in very good shape after going through the jaws of that there Sea Maw...."
Re: Invented Spells
Posted: Tue Oct 20, 2009 11:17 pm
by drewkitty ~..~
Joke Do-do
L3 LM, L4 CM
duration: 10 min/L & 1 hour if stepped in
Effect: makes one mound of do-do aprox. 6" in diamiter
Saving Throw: vs Perception 15
PPE: 7 LM, 12 CM
Makes a pile of real looking, feeling, and smelling do-do. do-do of caster's choice.
Re: Invented Spells
Posted: Tue Oct 20, 2009 11:26 pm
by drewkitty ~..~
Make Wooden Wall
L7
Duration: instant perm
range: appears with in 20' of the mage
PPE: 40
This spell, based on the create wood spell, makes a one 7'x7'x4" panels of wood every three levels, by replicating the natural hardwood fibers found in the area, or from a sample the mage has. Like with the elemental wall spells this spell can not be made midair to fall of some one. But can be made standing up to form walls and along the top of two walls to form a ceiling. after Level 8 the mage can form complex structures as long as they stay with in max size of the wall areas.
Re: Invented Spells
Posted: Wed Oct 21, 2009 8:03 pm
by taalismn
drewkitty ~..~ wrote:Make Wooden Wall
L7
Duration: instant perm
range: appears with in 20' of the mage
PPE: 40
This spell, based on the create wood spell, makes a one 7'x7'x4" panels of wood by replicating the natural hardwood fibers found in the area, or from a sample the mage has. Like with the elemental wall spells this spell can not be made midair to fall of some one. But can be made standing up to form walls and along the top of two walls to form a ceiling. after Level 8 the mage can form complex structures as long as they stay with in max size of the wall areas.
mmmm...instant patch....
Carpentry magic?
You could then have spells like Seamless Join, Drive Nail(Magic Hammer), Slice Lumber, Mystic Sandpaper, Wooden Hinge, etc....
Re: Invented Spells
Posted: Thu Oct 22, 2009 4:50 pm
by drewkitty ~..~
Cut Wood
L4
duration instant perm
range: touch, 10'
Saving throw: none for mundane, standard for magical
PPE: 36
This spell breaks the molecular bond of the wood along the lines imaged by the mage. 10 linear feet per level, 35+5%/L Drawing the cuts out will rase this by 55%.
If used on magical wood, the wood gets a standard saving throw to resist the cutting magic
If used on plant beings it does 3d6+1d6 damage to the plant.
Fuse wood
L5
Duration instant perm
range: touch
Saving throw: none, standard if magical
PPE: 32
The spell fuses two pieces of wood together as if they were one.
Bend wood
duration: 10 min. perm
Saving throw: none, standard if magical
PPE 28
This spell loosens the bonds between the fibers in the wood to allow the wood to be bent with out breaking the wood. minimum turn radius 10"-1"/L measured from the inside.
Smooth wood
L2
duration: 2 min per level
range: touch
Saving throw: none, standard if magical
PPE: 6
This spell the surface of the wood as if it was rubbed with fine grained sandpaper, but with out the dust. The mage must rub his hands over the wood for the effect to take place.
Shellac
L4
Duration: instant perm
Range: 1'
saving throw: none
PPE: 33
This spell summons and coats one piece of woodwork with one coat of shellac, needing the normal time to cure/dry.
Lacker
L5
Duration: instant perm
Range: 1'
saving throw: none
PPE: 38
This spell summons and coats one piece of woodwork with one coat of lacker of the color the mage desires, needing the normal time to cure/dry.
Wood Carving
L5
Range: touch
Duration: 1 min per level
area: Flat carving: 3 square feet per level; 3D carving: 1 cubic foot per level
saving throw: none, standard if magical
PPE: 41
This spell lets the mage ether carve out objects from a solid chunk of wood or to carve the surface of some wood. The mage must be able to image the object or carving in their minds for the spell to work. 25% +5% per level. add +10% if the mage has ether art or woodcarving to the skill roll.
If the mage has no set image in their mind but has an idea, then the mage can carve a little bit at a time till they get something.
Color Wood lesser
L2
Range: touch
duration: 10 min per level
Area: 1 square feet per level
Saving throw: none
PPE: 10
The mage needs to have an idea of what color he wants or the coloring will end up random or phycidilice.
This spell is usually the mage's 1st step in coloring the wood. The colors can be adjusted by the mage during the 1st half of the duration.
Color wood
L5
Range: touch
duration: 60 min per level
Area: 1 square yard per level
Saving throw: none
PPE: 25
The mage needs to have an idea of what color he wants or the coloring will end up random or phycidilice. The colors can be adjusted by the mage during the 1st half of the duration.
Color Wood greater
L11
Range: touch
duration: special
Area: 10 square feet per level
Saving throw: none
PPE: 100
The mage needs to have an idea of what color he wants or the coloring will end up random or phycidilice. The casting mage can ether make a set coloring that is permanent, or a mutable coloring that the mage can change at whim, but the magic only lasts as long as the mage lives. Can be negated by dispel magic used normally.
TW Wood Screen
This device using the Color Wood greater spell in conjunction with a disc player, lets a mage watch his disc movies on a wooden wall. This is a built in device that rendered useless if ether the 'wall screen' is burnt up, or the tech box is destroyed.
Re: Invented Spells
Posted: Fri Oct 23, 2009 5:15 pm
by taalismn
Wood magic...for the Compleat Mystic Workshoppe...
Re: Invented Spells
Posted: Wed Oct 28, 2009 8:32 pm
by drewkitty ~..~
L15 Fariey Transformation
Range: touch
Duration instant perm.
saving throw: vs 10 (vs 19 if Deific)
PPE: 600
Tuns the target into one of the winged faries types (common, silverbell, water sprite, etc...) Retaining the memories of who they were and the mental & mystical attributes of their old self.
Re: Invented Spells
Posted: Fri Oct 30, 2009 5:30 pm
by taalismn
drewkitty ~..~ wrote:L15 Fariey Transformation
Range: touch
Duration instant perm.
saving throw: vs 10 (vs 19 if Deific)
PPE: 600
Tuns the target into one of the winged faries types (common, silverbell, water sprite, etc...) Retaining the memories of who they were and the mental & mystical attributes of their old self.
I'd make this a spell of legend and a ritual....
Maybe even needs as physical components a willing faerie to mediate the magic(survives the ritual), or several unwilling ones(unlikely to survive the ritual)...a quick and dirty form of the ritual like this spell would have some 'other costs', like a strong chance of wiping the transformee's memory(essentially reborn)....
Re: Invented Spells
Posted: Fri Oct 30, 2009 5:41 pm
by Stone Gargoyle
taalismn wrote:drewkitty ~..~ wrote:L15 Fariey Transformation
Range: touch
Duration instant perm.
saving throw: vs 10 (vs 19 if Deific)
PPE: 600
Tuns the target into one of the winged faries types (common, silverbell, water sprite, etc...) Retaining the memories of who they were and the mental & mystical attributes of their old self.
I'd make this a spell of legend and a ritual....
Maybe even needs as physical components a willing faerie to mediate the magic(survives the ritual), or several unwilling ones(unlikely to survive the ritual)...a quick and dirty form of the ritual like this spell would have some 'other costs', like a strong chance of wiping the transformee's memory(essentially reborn)....
I agree. It should be a Spell of Legend.
Re: Invented Spells
Posted: Fri Oct 30, 2009 7:12 pm
by taalismn
Of course, you could have a spell that TEMPORARILY transforms somebody into a Fae...even have Fairie Food (magic mushroom, drink, or other foodstuff) that does the trick...maybe even artifacts(the Splugorth would LOVE to get ahold of anything that would allow them to infiltrate Fae society, the better to round up the little bggers for market
).
Re: Invented Spells
Posted: Sat Oct 31, 2009 1:23 am
by drewkitty ~..~
Faerie Transformation
L15 ritual [or Spell of Legend as an incantation]
Range: 100' of ritual circle [touch]
Duration: instant perm.
saving throw: [vs 10 incantation] vs 15 ritual (vs 19 if deific)
PPE: 600 [700]
Tuns the target into one of the winged Faerie types (common, silverbell, water sprite, etc...) Retaining the memories of who they were and the mental & mystical attributes of their old self.
Deities can cast this through their followers. Faeries can cast this spell as an incantation using all their personal PPE, recovered at a rate of 1 per hour.
As a ritual, there needs to be a Faerie with in the group or bound within the ritual circle.
If the Faerie is a willing participant and the target saves vs magic then
1-25: The Faerie is turned into a mortal for a year's time (one orbit of the planet they cast the spell on)
26-50: The target is changed into a human sized facsimile of a Faerie
51: the Faerie turns into a Faerie dragon (...err.. huuumm see my next post)
52-00: nothing happens
If the Faerie be an unwilling spell component then see the below table. If the target saves vs magic, then nothing happens.
1-15: The Faerie and target switch bodies.
16-22: The target is turned into a Faerie but without any spells nor PPE
23-72: Turns out he way the lead participant want it to.
73-87: Turns the target into a non-Faerie fae.
88: Turns the Faerie into a dragon. The target being ignored by the magic.
89-98: Turn the Faerie into a mortal w/o doing anything to the target.
99-00: Turns both target and Faerie into a random Creature of Magic (other then fae and dragons)
Re: Invented Spells
Posted: Sat Oct 31, 2009 10:18 am
by taalismn
Oh...VERY good...the varied results capture the chaotic nature of Fae magic PERFECTLY...
Re: Invented Spells
Posted: Sat Oct 31, 2009 10:26 am
by Stone Gargoyle
LOLOLOLOLOLOL
I love the reworked Faerie Transformation.
Re: Invented Spells
Posted: Sat Oct 31, 2009 11:42 am
by taalismn
Especially love the 'unwilling Faerie participant turned into a dragon...'
"Ah, fellow Brothers of Evil? Not only is Brother Morcus NOT a Fae, but those chains were designed for holding 'Tinkerbelle'...." *gggrrrwwwwwlllllllllllllll* "Just a suggestion: we should start running..."