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Re: Invented Spells
Posted: Sun Feb 14, 2010 5:23 pm
by taalismn
Virtual Familiars? Yep, for people who really DON'T want to have to constantly clean up after a REAL animal...
Re: Invented Spells
Posted: Sat Feb 20, 2010 5:16 pm
by drewkitty ~..~
These are mods of the Armor of Ithan spell for HU, to have nat. AR.
Armor of Ithan Superior (ver1)
Level 4
Range: Self or other by touch
Duration: 1 min. (4 melee rounds) per level
Saving Throw: None
PPE 12
This powerful spell, instantly creates an invisible, weightless, noiseless full suit of armor around the target of the spell. This mystic armor has a Natural AR of 9+1 per level of spell caster, and has 100 SDC+10 SDC per Level of caster. This suit also protects against magic fire, lighting, cold, each only doing half their normal damage.
The suit allows gasses to pass through it to allow the user to breath.
Armor of Ithan Superior (ver2)
Level 5
Range: Self or other by touch
Duration: 1 min. (4 melee rounds) per level
Saving Throw: None
PPE 15
This powerful spell, instantly creates an invisible, weightless, noiseless full suit of armor around the target of the spell. This mystic armor has a Natural AR of 15, and has 100 SDC+10 SDC per Level of caster. This suit also protects against magic fire, lighting, cold, each only doing half their normal damage.
The suit allows gasses to pass through it to allow the user to breath.
Armor of Ithan Superior (ver3)
Level 7
Range: Self or other by touch
Duration: 2 min. (4 melee rounds) per level
Saving Throw: None
PPE 32
This powerful spell, instantly creates an invisible, weightless, noiseless full suit of enviromental armor around the target of the spell. This mystic armor has a Natural AR of 15, and has 100 SDC+10 SDC per Level of caster. This suit also protects against magic fire, lighting, cold, each only doing half their normal damage.
The armor this spell produces is sealed the outside air, so it blocks all gas attacks. The spell also allows the user to function normally with out air.
Re: Invented Spells
Posted: Thu Feb 25, 2010 4:25 pm
by taalismn
Because you can never have enough protection...
Re: Invented Spells
Posted: Thu Mar 18, 2010 12:39 am
by drewkitty ~..~
Life's Story
Level 12
Duration: instant/ perm
Range: touch
Physical requirement: a 800 page blank book or a 5 meg worth of memory if cast as a tech spell
Saving throw: none, but must be a willing subject.
PPE: 213
This spell writes in the book (or memory) the life story of the subject, from birth till the casting of the spell.
If the spell is cast on a set of books (or a larger memory) the more detailed the story presented. (insert GM desecration here).
Re: Invented Spells
Posted: Thu Mar 25, 2010 4:21 pm
by taalismn
drewkitty ~..~ wrote:Life's Story
Level 12
Duration: instant/ perm
Range: touch
Physical requirement: a 800 page blank book or a 5 meg worth of memory if cast as a tech spell
Saving throw: none, but must be a willing subject.
PPE: 213
This spell writes in the book (or memory) the life story of the subject, from birth till the casting of the spell.
If the spell is cast on a set of books (or a larger memory) the more detailed the story presented. (insert GM desecration here).
Just make sure you ain't got anything going on that shouldn't be put down on paper...
Reading his own life story for the first time..."Oh &&&*%&!! I completely forgot about THAT!"
Or...
"You know...put down on paper like this, it all sounds so pathetic...My life, that is."
Re:
Posted: Fri Mar 26, 2010 2:40 pm
by kmspade
Stone Gargoyle wrote:Nimmy has added an area to the wiki for spells as well. Anyone wishing to may post spells from here to the wiki.
Am I blind or just stupid? I can't seem to find it. Could someone please post a link? Thanks.
Re: Re:
Posted: Fri Mar 26, 2010 4:56 pm
by taalismn
kmspade wrote:Stone Gargoyle wrote:Nimmy has added an area to the wiki for spells as well. Anyone wishing to may post spells from here to the wiki.
Am I blind or just stupid? I can't seem to find it. Could someone please post a link? Thanks.
http://wiki.thedeificnmi.com/index.php?title=Magic:_Spells
Re: Re:
Posted: Fri Mar 26, 2010 5:13 pm
by kmspade
taalismn wrote:kmspade wrote:Stone Gargoyle wrote:Nimmy has added an area to the wiki for spells as well. Anyone wishing to may post spells from here to the wiki.
Am I blind or just stupid? I can't seem to find it. Could someone please post a link? Thanks.
http://wiki.thedeificnmi.com/index.php?title=Magic:_Spells
Sweet thanks! I didn't realize it was an outside website. I had been scouring the forums for it.
Re: Re:
Posted: Sat Mar 27, 2010 1:59 pm
by Stone Gargoyle
kmspade wrote:taalismn wrote:kmspade wrote:Stone Gargoyle wrote:Nimmy has added an area to the wiki for spells as well. Anyone wishing to may post spells from here to the wiki.
Am I blind or just stupid? I can't seem to find it. Could someone please post a link? Thanks.
http://wiki.thedeificnmi.com/index.php?title=Magic:_Spells
Sweet thanks! I didn't realize it was an outside website. I had been scouring the forums for it.
As mentioned, people can post their own materials which have been posted here over to there but make sure to follow the wiki guidelines to join and do so. I have been lax in getting some of the meterials I have gotten permission to post over to the wiki, so the spells are not yet as complete as desired or as good a resource there as the other materials.
Re: Invented Spells
Posted: Sun Mar 28, 2010 7:52 pm
by drewkitty ~..~
Cold Blooded
Level 5
Duration: 40 min./L
Range: Self or other by touch
Saving throw: none, but must be a willing subject.
PPE: 25
With the development of the IR cameras the modern mage using invisibility (simple) can be seeing going to their Lair by every joe schmuck that can get his hands on one. This spell was modified from the chameleon spell makes the mage like like their surroundings in the Infra-Red.
not moving: 98%
walking slowly ( less then 2 ft/sec): 90%
Walking slowly (less then 6 ft/sec): 70%
Running: 50%
Re: Invented Spells
Posted: Thu Apr 01, 2010 7:43 pm
by taalismn
drewkitty ~..~ wrote:Cold Blooded
Level 5
Duration: 40 min./L
Range: Self or other by touch
Saving throw: none, but must be a willing subject.
PPE: 25
With the development of the IR cameras the modern mage using invisibility (simple) can be seeing going to their Lair by every joe schmuck that can get his hands on one. This spell was modified from the chameleon spell makes the mage like like their surroundings in the Infra-Red.
not moving: 98%
walking slowly ( less then 2 ft/sec): 90%
Walking slowly (less then 6 ft/sec): 70%
Running: 50%
Just don't get up close to somebody if you want to be intimate or have to warm them up with your body heat; it won't work until you drop the spell.
Re: Invented Spells
Posted: Wed Apr 07, 2010 7:22 pm
by drewkitty ~..~
Wings Like an Angel
Level 9
Duration: 15 min./L
Range: Self or Touch
Saving Throw: none
AF: 12+1/Level
PPE: 40
Gives the recipient blazing white wings and give an aura of beauty and peace that effectively raises the recipient ether a PB of 14 or +7 to their PB.
Between Flesh and Bronze lesser
Level: 9
Duration: perm.
Range: Touch
Saving throw: Standard
PPE: 117
Changing living flesh into an indestructible bronze statue, and changing the changed flesh back from bronze to flesh. The bronze weight is 8.5 times the weight of flesh converted. If the weight of the initial flesh is more then the caster can be-spell, then the spell fails to make the flesh bronze. Can convert any whole bronze back into flesh with out any weight limit.
Limitations: does not affect sentient/people, and is limited to just 20 pounds per level of the caster.
If for some reason any bronzed flesh has it's magic negated, then the bronze returns back to flesh. The negate magic spell has a 1 in 20 chance of negating the spell.
Between Flesh and Bronze
Level: 10
Duration: perm.
Range: Touch
Saving throw: Standard
PPE: 137
Changing living flesh into an indestructible bronze statue, and changing the changed flesh back from bronze to flesh. The bronze weight is 8.5 times the weight of flesh converted. If the weight of the initial flesh is more then the caster can be-spell, then the spell fails to make the flesh bronze. Can convert any whole bronze back into flesh with out any weight limit.
The only limitation is that only that it acts on 50 pounds of flesh per level of mage.
If for some reason any bronzed flesh has it's magic negated, then the bronze returns back to flesh. The negate magic spell has a 1 in 20 chance of negating the spell.
Between Flesh and Bronze greatest
Level: 16
Duration: perm., special
Range: 100 ft radius per level of caster.
Saving throw: Standard
PPE: 2358
Changes all living flesh in range of the spell (spherical radius), into an indestructible bronze statues, and can change back the changed flesh back from bronze to flesh. The bronze weight is 8.5 times the weight of flesh converted.
If for some reason any bronzed flesh has it's magic negated, then the bronze returns back to flesh. The negate magic spell has a 1 in 20 chance of negating the spell.
Re: Invented Spells
Posted: Sat Apr 17, 2010 1:49 am
by abe
ludicrus & married magic spell of legend!-marrie carnie!
saving is -10
cost-3000 ppe
effect-you are married to the carnie of your choice of opposite sex to you!after casting the spell the carnie appears & gives you a LOUD LONG kiss(about 3d10 rounds except the fat lady witch is about 3d12 hours & with the spells help looks less like her normal self & more like a lady sumo wrestler)the french chef naturaly gives a french kiss & later that night you automatically concemate your "marriage" to the carnie,this applies to ALL the carnies
this spell also extends the conjure carnie spell to indefinite!
tell me what you fine people think of this spell.
Re: Invented Spells
Posted: Sun Apr 18, 2010 4:52 pm
by drewkitty ~..~
abe wrote:ludicrous & married magic spell of legend! Marry a Carnie!
saving is -10
cost-3000 ppe
effect-you are married to the carnie of your choice of opposite sex to you! After casting the spell the carnie appears & gives you a LOUD LONG kiss(about 3d10 rounds except the fat lady witch is about 3d12 hours & with the spells help looks less like her normal self & more like a lady sumo wrestler)the french chef naturally gives a french kiss & later that night you automatically consummate your "marriage" to the carnie,this applies to ALL the carnies
this spell also extends the conjure carnie spell to indefinite!
tell me what you fine people think of this spell.
This is just a variant of the create carnie spell(s) combined with the love charm spell, not MM.
This looks like some note written down while inebriated.
MM is focused on using the link between a married couple. Not creating a partner to be married to.
Re: Invented Spells
Posted: Sun Apr 18, 2010 7:40 pm
by abe
drewkitty ~..~ wrote:quote]
This is just a variant of the create carnie spell(s) combined with the love charm spell, not MM.
This looks like some note written down while inebriated.
MM is focused on using the link between a married couple. Not creating a partner to be married to.
the effect IS suppost to be permanent & I thought that it was interesting.
Re: Invented Spells
Posted: Mon Apr 19, 2010 12:22 am
by drewkitty ~..~
abe wrote: the effect IS suppose to be permanent & I thought that it was interesting.
But where is a LM going to get 3000 PPE with out being a part of a ritual. It would probably mean that each person in the ritual will want one for their self. and that is going to take a long
time since they would have to wait for each receiving mage to recover from their 'honeymoon', before the rest can get their own.
Then there is the question of reproduction and whether or not the 'spouse' can be negated by an AMC or by negate magic.
While the idea might be "interesting" the idea is all it is, w/o any filling in of an of the details.
Re: Invented Spells
Posted: Mon Apr 19, 2010 11:29 pm
by abe
drewkitty ~..~ wrote:abe wrote: the effect IS suppose to be permanent & I thought that it was interesting.
But where is a LM going to get 3000 PPE with out being a part of a ritual. It would probably mean that each person in the ritual will want one for their self. and that is going to take a long
time since they would have to wait for each receiving mage to recover from their 'honeymoon', before the rest can get their own.
Then there is the question of reproduction and whether or not the 'spouse' can be negated by an AMC or by negate magic.
While the idea might be "interesting" the idea is all it is, w/o any filling in of an of the details.
750 ppe then & no chance of negate spell effect on the spell,also each carnie will have a special effect on the "spouse".(each gm will have to decide the effect on his or her own) please give your opinion of what the effects should be.
Re: Invented Spells
Posted: Tue Apr 20, 2010 9:03 pm
by drewkitty ~..~
Do a rewrite and post it.
Take a look @ my 'babysitter' or 'mystic escort' spell i posted. I would think for the spell Idea you are purposing you would need about two paragraphs or so to describe in detail.
But also remember to write it as if the reader does not know about the 'create carnei' spell in R9.5 and BotR.
Re: Invented Spells
Posted: Sat Apr 24, 2010 8:39 am
by Mallak's Place
drewkitty ~..~ wrote:Do a rewrite and post it.
Take a look @ my 'babysitter' or 'mystic escort' spell i posted. I would think for the spell Idea you are purposing you would need about two paragraphs or so to describe in detail.
But also remember to write it as if the reader does not know about the 'create carnei' spell in R9.5 and BotR.
Why would you want to linit yourself to one Carnie, with the original spell you can have a different one each night depending on what your in the mood for.
Re: Invented Spells
Posted: Sun Apr 25, 2010 8:32 pm
by drewkitty ~..~
Mallak's Place wrote:drewkitty ~..~ wrote:Do a rewrite and post it.
Take a look @ my 'babysitter' or 'mystic escort' spell i posted. I would think for the spell Idea you are purposing you would need about two paragraphs or so to describe in detail.
But also remember to write it as if the reader does not know about the 'create carnei' spell in R9.5 and BotR.
Why would you want to limit yourself to one Carnie, with the original spell you can have a different one each night depending on what your in the mood for.
Unless casting the create carnei spell on the 'spouse' would change the spouse to that different carnei then to get the 'different spouse every night' would entail making several carnei spouses to fill the roll.
We will not know what the spell is able of till it gets a fully fleshed out description.
Re: Invented Spells
Posted: Mon Apr 26, 2010 1:43 am
by drewkitty ~..~
Upgrade Carnie to Spouse
Level: 15
Range: touch
Duration: Prem, till the target decides they do not want to be.
Saving throw: none if willing, does not work if not
PPE: 200 & must be done on a LL or LLN
Tired of having his friends disappear into when their spells ended. The mage Jerimaia of the white tents decided to make a spell to give his friends more life then the short span they were normally allotted. So after careful research created his spell. The spell worked, but with a side effect. Each friend he used it on decided they were his wife. The effect of the spell on his male friends was even more profound, each would be turned into a female version of themselves and they decided they too were his wives. For some of these, it lead to fighting and several just ending themselves, because they could ether not hold his attentions, not being able to share him with any other. A single one just ran away never to be seen by him ever again.
Those that stayed with Jerimaia discovered that they were stronger (+50%) and more agile (+10 to PP). They all discovered that after a time (a year) they all needed to sleep like other people, but in special places (LL & LLN), they were did not need that sleep.
Notes: After two to four years of existence any mind control that they started with ends.
Rifts notes: the carnies bespelled with this spell have the above enhancements and limitations, they also have double the SDC/MDC they would normally have.
The Eternal Carnival
Spell of Legend
Range: self and carnies
Duration: perm, till negated
Saving throw: none
PPE: base times three
The mage Jerimaia of the white tents was coming to the end of his life and wanted to remain with his family. This spell must be cast on a LLN after gathering the whole carnie there. (insert GM quest physical components and timing requirements.)
This spell turns the mage into a a living spell like the rest of the carnies he has created. Loosing the ability to create more carnies and access to half his Base PPE.
Re: Invented Spells
Posted: Tue Apr 27, 2010 10:35 am
by Captain Shiva
drewkitty ~..~ wrote:Air Mines (lesser)
Level 5
Range: special
Duration: 10 min
Saving Throw: none
PPE: 12 (special)
"Have you while taking a flight on your wing board minding your own business not hurting anybody, attracted the attention of some sort of annoying SAMAS or Bugs or Flying Dinosaur? Then I have the spell for you...."
Developed by a mage sick of having to out run or out fly pesky SAMAS trying to shoot him down this spell derived for the the Energy Field spell because of the energy field's immobility.
The spell creates small transparent spheres about a foot apart in a plane 10 meters behind whatever flying device the mage is using. The area covered is 10'+10'/Level squared. Each sphere has only One MDC, but that is usually enough to stop (bringing their speed to 0 kph) anything flying into the mines, doing ramming damage to themselves. Missiles flying through the Field have a 25% chance ( 5 or less on a D20 ) of running into one of the mines.
If the mage wishes to cover more area of the plane, then with expending 12 PPE more, he is able to make a second pattern of mines . However, none of the patterns can overlap.
Air Mines (greater)(just listing the differences)
Level 6, PPE: 14, The mage is able to make the field from anywhere. the Tangental distance to the farthest plane can be no grater then 10 meters. Different patterns can over lap if made in different planes. Can make 1 plane of mines per 2 levels at the same time.
Rather than collsion damage,shouldn't the mines explode on impact? Maybe 1d6/level per mine?
Re: Invented Spells
Posted: Tue Apr 27, 2010 10:51 pm
by drewkitty ~..~
Nope.
*Points out the base spell it was modified from.*
Re: Invented Spells
Posted: Wed Apr 28, 2010 11:36 am
by abe
drewkitty ~..~ wrote:Upgrade Carnie to Spouse
Level: 15
Range: touch
Duration: Prem, till the target decides they do not want to be.
Saving throw: none if willing, does not work if not
PPE: 200 & must be done on a LL or LLN
Tired of having his friends disappear into when their spells ended. The mage Jerimaia of the white tents decided to make a spell to give his friends more life then the short span they were normally allotted. So after careful research created his spell. The spell worked, but with a side effect. Each friend he used it on decided they were his wife. The effect of the spell on his male friends was even more profound, each would be turned into a female version of themselves and they decided they too were his wives. For some of these, it lead to fighting and several just ending themselves, because they could ether not hold his attentions, not being able to share him with any other. A single one just ran away never to be seen by him ever again.
Those that stayed with Jerimaia discovered that they were stronger (+50%) and more agile (+10 to PP). They all discovered that after a time (a year) they all needed to sleep like other people, but in special places (LL & LLN), they were did not need that sleep.
Notes: After two to four years of existence any mind control that they started with ends.
Rifts notes: the carnies bespelled with this spell have the above enhancements and limitations, they also have double the SDC/MDC they would normally have.
The Eternal Carnival
Spell of Legend
Range: self and carnies
Duration: perm, till negated
Saving throw: none
PPE: base times three
The mage Jerimaia of the white tents was coming to the end of his life and wanted to remain with his family. This spell must be cast on a LLN after gathering the whole carnie there. (insert GM quest physical components and timing requirements.)
This spell turns the mage into a a living spell like the rest of the carnies he has created. Loosing the ability to create more carnies and access to half his Base PPE.
this is what I was thinking of in terms of my marry carnie spell.
Re: Invented Spells
Posted: Thu Apr 29, 2010 7:25 pm
by drewkitty ~..~
Cloned Wife
Level 15 Archmage spell
Range: touch
Duration: Perm
Saving throw: Special
PPE: 300 & must be cast on a LLN
Thames Beer a mage in the capital of the western Empire, specializing in healing magic and protection spells fell in love with a woman who despised him. He tried and tried again to woo her, only to be rejected time and time again. Then he had the idea, and studied for years to make his spell. The spell used a bit of blood and hair from the person to be copied to make a new person out of. Thames did bargain with the woman for a pint of blood and locks of her hair, in return, he was to the city. Unbeknownced to the woman, he had already planed to leave the city, For it wouldn't go well if the woman ran into herself afterwards.
Traveling to a nearby LeyLine Nexus, Thames set up and cast his spell. Using the blood and hair he recreate the woman he has fell in love with. The woman made was a bit younger and did not have any memory, but had a functioning mind. She lived with Thames for a year traveling to the city of Wisdom, during which Thames succeeded in wooing her, and once they set foot in Wisdom they found the nearest temple to be wed.
Along with the small amount of life with in the fresh blood, the spell uses the genetic information in the blood and hair as a template to recreate the person they were taken from. A side affect of the magic is that it uses the oldest readable pattern in the hair, so the clone ends up younger then the person being copied.
While the clone is a copy, physically, of the it's progenitor. It is a clean slate, without any memories, developing a new personality as it lives.
The blood needs to be less then two days old before to be usable in the spell. Both the hair and the blood need to be from the same person. And any contaminants are ignored and flushed out of the clone as it is created. The clone will be able to speak the milk tongue of the progenitor, along with any literary skills and languages. For the first few months will have an adolescent's level of PPE but this will drop as the clone learns skills. The clone can be taught magic in this time to retain their PPE, adding a +2d6 to the regular base PPE of the mage class.
This spell does not work with Supernatural progenitors (i.e.: gods, demons, and their SN minions), nor does it work with Creatures of Magic Progenitors. It only works with mundane progenitors.
i.e.: you can't clone a god, demon dragon, or unicorn with this spell.
Re: Invented Spells
Posted: Sun May 02, 2010 1:24 am
by drewkitty ~..~
Wireless (greater)
Level: 12
Range: touch enchantment
Range: One AU (a.k.a. 8 light minutes)
Duration: 2 days per level [perm]
Saving throw: standard to enchant, none to use.
PPE: 140 [perm: 300 on a LL]
Looking for secure comms that the CS could not tap into, tolkeen funded research into this. Before the mages could use the product a finalized spell based off of the telepathy spell, the CS overran the city. The mages that were working on the spell, had advanced word on the final assault then most others. By listening through the comm amulets being beta tested. So like the smart men and women they were, they ran away to live another day.
The spell must be cast on non-clothing item, and if a metallic object is used it doubles the duration of the spell. The spell can be set to a party line, group nets, or pairings.
Party line: anyone and everybody can join or listen in. Psi's with telepathy can sense and join in the party line at any time.
Pairings: these are where two comm amulets are made to work together, and only work between the two. These can be made secure lines, psi's have a hard time finding the "Bandwidth" (They would have to roll above 98% on a % die, with only the MA % as a bonus.) and can't understand the information even if they find the comm lines, if both are made by a single mage. using a drop of his blood.
Group Nets: the comm amulets can be made to work in small groups if when they are made, the mage uses the contagion principles to link a new comm amulet to the older ones. The group nets are hard to find by psi's with telepathy, but not impossible. They would have to roll above 90% on a % die, with only the MA % as a bonus.
A secondary enchantment spell set was to be able to feed data into a master node. The node would of projected the data to both the field commander via a special TW HUD device, and to the central command via a birds eye view battle map.
The secondary project was not even half way done before the mages fled. They continued their work on the command net node enchantments in the city of New Lazlo, till three years after the fall of Tolkeen. The mages disappeared leaving no clues about their work behind.
Re: Invented Spells
Posted: Wed May 05, 2010 11:48 pm
by drewkitty ~..~
Sober
Level 5
Range: self/other by touch
Duration: special
Saving throw: none for self, standard for others
PPE: 10
Developed by Rhim Mittelber, a Brewer Mage, to help out with that drive home after a "hard day"
at work or to sober up at the right time when making a business deal. The effects of this spell are: 1) to temporarily sober up the recipient by negating the effects so they can be functional but does not need to be so for long, or 2) to clean the alcohol out of the target's system.
The temporary option can last as long as 10 min per level of the mage casting the spell.
Re: Invented Spells
Posted: Fri May 07, 2010 7:23 pm
by taalismn
drewkitty ~..~ wrote:Sober
Level 5
Range: self/other by touch
Duration: special
Saving throw: none for self, standard for others
PPE: 10
Developed by Rhim Mittelber, a Brewer Mage, to help out with that drive home after a "hard day"
at work or to sober up at the right time when making a business deal. The effects of this spell are: 1) to temporarily sober up the recipient by negating the effects so they can be functional but does not need to be so for long, or 2) to clean the alcohol out of the target's system.
The temporary option can last as long as 10 min per level of the mage casting the spell.
The 'dirty/cheap' version of this spell, at only 5 PPE, is Sober with Projectile Vomiting.
The recipient of the spell upchucks for a full minute(can do nothing else), getting good distance on the ejecti(P.E./2 in ft), and absolutely clean sober and alert the minute after(and thus able to fully appreciate any damage, social or material, he's done---this is a favorite spell of pranksters to use on unsuspecting victims in public drinking places).
Brewer Mages have been known to use this version to teach apprentices who over-indulge in the 'product' a lesson, as well as to discipline obnoxious drunks about the consequences of intoxication. However, the spell has since gotten out of the hands of the Brewers and has been circulating among the more general schools of magic.
Formal format version:
Sober, with Projectile Vomiting
Level 4
Range: self/other by touch
Duration: 1 minute for the upchucking, permanent for the sobriety(possibly for the rest of the victim's life, depending on the circumstances)
Saving throw: none for self, standard for others
PPE: 5
Effects:
Developed as a cheaper, less sophisticated version of Sober, this spell goes the way of physical removal of ingested alcohol, rather than magically nuetralizing it in the bloodstream. The recipient of the spell upchucks any ingested alcohol, along with anything else in his stomach, for a full minute(can do nothing else; no attacks or dodges), getting good distance on the ejecti(P.E./2 in ft), before becoming absolutely clean sober and alert the minute after.
Re: Invented Spells
Posted: Sat May 08, 2010 1:50 am
by drewkitty ~..~
taalismn wrote:The 'dirty/cheap' version of this spell, at only 5 PPE, is Sober with Projectile Vomiting.
The recipient of the spell upchucks for a full minute(can do nothing else), getting good distance on the ejecta (P.E./2 in ft), and absolutely clean sober and alert the minute after(and thus able to fully appreciate any damage, social or material, he's done---this is a favorite spell of pranksters to use on unsuspecting victims in public drinking places).
Formal version:
Sober, with Projectile Vomiting
Level 4
Range: self/other by touch
Duration: 1 minute for the upchucking, permanent for the sobriety(possibly for the rest of the victim's life, depending on the circumstances)
Saving throw: none for self, standard for others
PPE: 5
Effects:
Developed as a cheaper, less sophisticated version of Sober, this spell goes the way of physical removal of ingested alcohol, rather than magically neutralizing it in the bloodstream. The recipient of the spell upchucks any ingested alcohol, along with anything else in his stomach, for a full minute(can do nothing else; no attacks or dodges), getting good distance on the ejecta (P.E./2 in ft), before becoming absolutely clean sober and alert the minute after.
Maybe more flavor text about it being used on apprentices who got into the 'product' or bad drunks would of made this even more funny.
Re: Invented Spells
Posted: Sat May 08, 2010 3:25 pm
by taalismn
It's a tradeoff...you can go the low-cost 'brute force' approach, or you can spend more PPE for a kinder, gentler, more relaxed treatment.
And as I said, it's great for using on unsuspecting nebishes at bars or formal dinners where the booze is flowing, and there are plenty of targets.
Re: Invented Spells
Posted: Sat Jun 19, 2010 2:09 am
by drewkitty ~..~
Imbue Power
Level 14 archmage ritual
Range: Touch other
Duration: Perm.
Saving Throw: none, must be a willing target
PPE: 2385 temp, & 10 perm PPE or PE points
Gathering the essence of the universe and placing it in a target person, this spell was used to make heros to fight a on-slot of invading creatures from across space time. The volunteer target for the spell sits in the center of circle of mages standing in an active circle of wonder. The minimum number of mages participating in this ritual is 14, or 7 archmages. Each of the mages contributing a little of the necessary power for the spell, shaping it into a piece of the final spell matrix. Once this spell matrix is created it takes something extra from the mages and target, taking bits of their spirits and something of their health. Normally these permanent PPE points or PE points are taken from a number of the participants evenly and randomly (include the target as one of the participants), but archmages can shield themselves from this side affect of the spell. Thus, other lower level mages and the target of the magic are drained to meet this spell requirement. (yes this means that is all of the mages in the ritual are archmages, then the target of the spell pays the Prem PPE/PE costs.)
This spell gives the target one major super power, along with 1d4 minor powers. 2 minors can be traded in for 1 major power.
Re: Invented Spells
Posted: Thu Jul 01, 2010 8:02 pm
by anarchclown
This from the thread called Hidden Europe in the Rifts Forum
The Art of Stitching
A form of necromantic Augmentation and Medicine that was designed by doctors and alchemists in Europes Renaissance past but that did not actually work other than in rare cases until the coming of the Rifts. It is the art of reanimating the dead and bringing them back to life through surgery and medicine. It is steeped in quite a lot of medical tradition of the olden days and several of the Necromancers that practice it do not consider themselves evil but benevolent. A big minority of them would never wantonly desecrate a corpse of a good man but see the need to replace the limbs of those still alive and do not consider using the remains of monsters, bandits and vagrants to be worthy of the same respect.
Considering the nature of the augmentations that is created with Stitching Magic the necromancers of this type are prone to gathering in groups, medical societies, art workshops and orders. They are surprisingly social and scientific in their endeavor to map the secrets of undeath and the magical energy flow that travels through a dead body.
Stitching Necromancy Rituals
These can never be learned as spells as they require hours of surgery and preparation. Getting more than three of these augmentations turns the character into a Stitched Monstrosity O.C.C. unless the character is a Necromancer in which case he will never succumb to this fate no matter how many augmentations he gets. The skills Sewing, Biology and Holistic Medicine (which may be taken in spite of the normal restrictions for Necromancers by those that specialize in Stitching. It is taken at +15%) are required to perform these rituals.
The Stitching Necromancy Rituals can actually take P.P.E. from harnessing the Ley Line Lightning Bolts (which do not have their normal effect when harnessed by the Necromancer).
Note: Any Stitched body parts that are said to have M.D.C. are vulnerable to both wooden and silver weapons that normally inflict S.D.C.-damage.
Level Five
Clutch of Death
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 75
This ritual lets the necromancer replace the targets hand with a new undead hand. Normally this hand is specially prepared or taken directly from an undead creature. It grants the character the ability to make hand strikes for 2D6 M.D. or it could be used to grab for 1D4 M.D. with the possibility to pin on a natural roll of 18-20. The arm that the hand is on also gets an M.D.C. equal to 40% of the characters Hit Points.
Tongue of Treachery
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 75
The target has his tongue replaced with a writhing maggot of a similar size. The maggot gives him the ability to trust/intimidate at +10 plus 5 per level of experience. When revealed the tongue also gives the character a horror factor of 9.
Level Six
Crushing Arm
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 100
This arm attaches an arm that has been stitched together from the remains of madmen, murderers, demons and other creatures (or simply just Brodkil) to the target. The target gets supernatural P.S. and one of the Frenzy insanities. (See the rules for crazy heroes in Rifts UE under the Crazy O.C.C.). The arm also gets an M.D.C. equal to 40% of the characters Hit Points.
Skullsplitter
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 100
The targets skull is smashed and split in two. It is then bolted and stitched back together and resulting in the loss of 1D6 P.B.. The character now has half his Hit Points in M.D.C. in his head. He can also head butt for 1D6 plus any supernatural strength.
Level Seven
Hand of Doom
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 75
With this ritual a demonic hand is attached to the target instead of his natural hand. The hand gives the character the ability to cast the spell Sickness once per day and adds 1D6 per level to his P.P.E.. The arm that the hand is on also gets an M.D.C. equal to 40% of the characters Hit Points.
Level Eight
Eyes of Domination
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 75
This ritual includes cutting the eye out of a creature with the Hypnotic Suggestion psionic power and implanting it into another creatures empty eyesocket through long and painful surgery. The target gets +1D6 I.S.P per level of experience and the psionic powers of See Aura and Hypnotic Suggestion. He also gets Nightvision of up to 500 feet (152 m). The character also gets +1 to perception due to the supernatural senses gained but -1 to called shots due to his eye feeling somewhat alien and sometimes distorting things.
Level Nine
Cold Heart
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 100
The target has his heart replaced with an undead and alchemically embalmed heart that has been specifically prepared to grant him powers as well as keep him alive. From now on the recipient of the heart is counted as a minor M.D.C. being with M.D.C. equal to his Hit Points. The character also gets +3 to save vs. horror factor and -1 to save vs. insanity due to his less stable emotional life and a lack of fear of death that comes with being partially undead.
Level Ten
Wings of the Dark Angel
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 100
Wings made of the feathers and skin of a hundred black birds are attached to the targets back and allows him to fly at his normal speed times three. It also adds +1 to any horror factor he has. The wings have an M.D.C. of 30% of the targets Hit Points.
Level Eleven
Harness of the Ghost Lightning
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 150
The necromancer builds a cap of copper with tubes and coils that surround the targets head and then calls down a ley line lightning bolt to strike it. The target is permanently grafted to the harness that from now on grants him +1 attack/action per melee round, automatic dodge at +5 and +1 to roll, parry and strike. The target is also +3 to initiative. He is also permanently insane with 1D4+1 random insanities and is at -10% to perform any skills that require planning, patience or social interaction.
Level Twelve
Create Stitched Monstrosity
Range: Requires that the ritual be performed on a target that is operated upon.
Duration: Permanent
Saving Throw: Normal (The person being stitched can chose not to resist the surgery)
P.P.E. Cost: 250
The target becomes a Stitched Monstrosity. See separate rules for this.
Re: Invented Spells
Posted: Sat Jul 10, 2010 11:29 pm
by drewkitty ~..~
Create Replacement
Level 10 archmage magic / artifact magic
Range: immediate area, 20 yards radius
Duration: 15 years + special
Saving Throw: None
PPE: 280
Welhlm the ArchMage of Vancouver developed this spell to help hide the fact that this world's supernatural side, by being able to replace the victims of supernatural monsters. He was mostly successful in that he was able to create a spell that works, even if it required the physical requirement of a artifact [see the nightlands book] (or a rune item) for the spell to work. To the mundane senses the replacement looks, feels and acts like the person they are a replacement for. The Spell must be cast with in three days of the person's death, and as close to the site of their death as possible, to be able to capture the lingering echos of the person's essence. The spell has a 38% chance of fully replication the body of the victim w/o the body; 98% chance if they have some sort of body part (skin, hair, hand,...). If the spell fails to fully remake the body, it means the replacement is sterile, and a detailed DNA test will revile anomalies.
The minimum duration of the replacement is 15 years, but this duration is halted while in high magic areas. (On Rifts earth and NS earth those worlds are entirely places of high magic for this spell.) If the Replacement does not leave these high magic places, they are effectively immortal.
Some of the down sides to this spell is that if the original person had any sort of magic, Psi, Super hero, or any other powers, they are lost to the replacement.
Also the Artifact is drained of its' powers for 1d4 days per replacement created. (yes, an artifact can be used more then one time to replicate multiple persons, so the drain duration is cumulative.)
Re: Invented Spells
Posted: Thu Jul 15, 2010 11:45 pm
by drewkitty ~..~
The below spells are limited to RT 1st ed. Because the RT 2nd ed changed PC from being the plant transformed, into something different. And there is the 'no conversions' rule for RT 2nd ed.
IFOL to PC lesser
Level 7
Range: 10'
Duration: Instant, two months per level
Saving throw: 14
PPE: 70
Turns IFOL into an equivalent volume of PC like a PCPM but it is not a permanent change. Only lasting 1 year per level of the caster. Otherwise the produced PC works exactly like PCPM PC.
IFOL to PC
Level: 10
Range 10'
Duration: Instant, special
Saving throw: 13
PPE: 100
This spell converts the IFOL into a like volume of PC, like the PCPM does. However, if left in storage, it loses potency by 5% of the starting total every year through a type of metaphysical bleed off. The PC somehow teleports 1/5th of the lose outside the container in the form of IFOL spores.
Create PCPM
Level: and Archmage SOL
Range: touch
Duration: Permanent
Saving throw: 10
PPE: 1634 temp. & 10 Perm PPE & 3 Perm PE points
Creates a PCPM out of a properly constructed device. (big IFOL blender and homogenizer type device). The enchantment can be set to end if certain conditions are met.
Re: Invented Spells
Posted: Sun Jul 18, 2010 9:01 pm
by drewkitty ~..~
Frying Pan
Level 5 cooking magic (Level 6 common magic)
Duration: 1 hour per level (30 min per level)
Range: 10' (in hands)
Saving Throw: N/A
PPE: 10 (20)
The traveling Mage Chef Amerhan O'Lery developed this spell to replace the pans he would normally be traveling with. In an effort to reduce that amount of equipment he had to hall around everywhere.
This spell creates a frying pan or skillet out of the air and ectoplasm. For the mage that specializes in food preparation magic this spell can be their best friend, because the food mage can control the heat that is transferred from the pan into the food. (For common magic mages the pan/skillet created acts like a normal pan/skillet.) The spell also makes it so the handle stays handlible. (not to hot not too cold)
Re: Invented Spells
Posted: Wed Jul 21, 2010 1:39 pm
by taalismn
Penetrating Vision(Invocation)
“I can see clearly now...”
Level: 2
Range: Self or other by touch. 200 ft +20 ft per level of experience
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 5
Effects: This spell allows the caster to see through smoke, fog, rain, and airborne dust as clearly as day, without problem. It can also allow the person to see underwater without distortion, as if the water were clear as air(only at HALF the distance). Does NOT work on MAGICAL blinding/obscuring effects, like Cloud of Smoke, or magically summoned weather effects, nor does it allow the user to see magically cloaked/invisible objects.
Re: Invented Spells
Posted: Wed Jul 21, 2010 10:47 pm
by drewkitty ~..~
taalismn wrote:Penetrating Vision(Invocation)
“I can see clearly now...”
Level: 2
Range: Self or other by touch. 200 ft +20 ft per level of experience
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 5
Effects: This spell allows the caster to see through smoke, fog, rain, and airborne dust as clearly as day, without problem. It can also allow the person to see underwater without distortion, as if the water were clear as air(only at HALF the distance). Does NOT work on MAGICAL blinding/obscuring effects, like Cloud of Smoke, or magically summoned weather effects, nor does it allow the user to see magically cloaked/invisible objects.
nice
Re: Invented Spells
Posted: Thu Jul 22, 2010 3:56 pm
by taalismn
Thanks...I really gotta get back into the magic business to keep my mind fresh for it(and so I'm not outflanked by it later, when my magic-using enemies seek to exploit what they perceive as a weakness on my part).
Re: Invented Spells
Posted: Thu Jul 22, 2010 4:02 pm
by drewkitty ~..~
After having thought about it that PV spell of your would make an excellent TW attachment scopes.
*on the feild of battale clouded by dust, smoke and rain, the squad of New Lazlo troops are fire w/o err while the CS troops attacking them are being shot up and pinned down.*
Re: Invented Spells
Posted: Thu Jul 22, 2010 6:47 pm
by taalismn
drewkitty ~..~ wrote:After having thought about it that PV spell of your would make an excellent TW attachment scopes.
*on the feild of battale clouded by dust, smoke and rain, the squad of New Lazlo troops are fire w/o err while the CS troops attacking them are being shot up and pinned down.*
That's what I was thinking...amp the range up big time and fit it to a big honking binocular bombsight and maybe you could fly over the water in an ASW aircraft and see submarines and aquatic monsters in the water below as if they were floating in air...
Re: Invented Spells
Posted: Tue Jul 27, 2010 9:46 pm
by drewkitty ~..~
Transport Mining (ritual)
Level 7
Range: 100' per level radius, 1 mile per level radius starting @ Level 5.
Duration of ritual: 1 min. per pound, 10 min. per 10 pounds starting @ level 5
Minimum number of participants: 3
Saving Throws: N/A, special
PPE: 100 & 1 per pound, 1 per 10 pounds starting @ level 5
Developed by the 3rd ArchMage of Raven's Peak, Henrai Alexander, the focus of the development was to bring the gold, and other valuable metals to the surface with out having to mine the ore and refine it. After 3 years of abject failure, and another 2 years of only partial successes, Henrai finished this spell.
The spell goes through the ground searching out the bit and parts of the ground that are the metal being searched for, and transporting/teleporting the bits of it into the ritual circle. One of the down sides of the spell is that only one metal can be gathered with each casting. However, the metal gathered is 100% pure (besides air contact oxidation) and is conglomerated into nuggets of 0.5 to 2 pounds each.
If the metal being searched is of mystical in nature, such as Gantrium or Mythiral, then a saving throw on a nat die roll vs 12 is rolled. If the metal makes the save roll a % die and halve the result to figure out how much is gathered.
This spell only gathers metals from the ground, and only from non-living things. This spell does not gather minerals, like quartz, rubies, salts and rare earths.
There are side effects to this spell. If there is a entity with in the ground where the spell is cast, then it has a 63% probability of being able to influence the primary mage. There is also the risk of power spikes.
01-4%: a electricity bolt strikes two of the mages in the ritual. Causing 2d4 Normal Damage.
5-40%: the spell works normally
41-48%: PPE influx of 2d6x10 PPE. If the mages are not able to absorb the PPE it does 1 ND per point. Damage is divided between the participants equally, with the primary mage taking any undividable damage.
49-98%: Spell works nomally
99-100% Spell gathers twice as much metal as normal
Re: Invented Spells
Posted: Thu Jul 29, 2010 6:02 pm
by taalismn
Interesting; magic mining.
I'd almost suggest that a few possible detrimental side effects/fumbles to this spell might be Ground Subsidance/Sinkhole, and/or Rock Geyser(roll for possible damage from material shooting up from the ground, then coming back down)
For a CATATROPHIC fumble, the spell pulls up an angry Earth Elemental
Re: Invented Spells
Posted: Sat Jul 31, 2010 4:07 pm
by drewkitty ~..~
taalismn wrote:Interesting; magic mining.
I'd almost suggest that a few possible detrimental side effects/fumbles to this spell might be Ground Subsidance/Sinkhole, and/or Rock Geyser(roll for possible damage from material shooting up from the ground, then coming back down)
For a CATATROPHIC fumble, the spell pulls up an angry Earth Elemental
In one book that I've read the side effect is the creation of a 'magic toxic sinkhole'. But that is for each GM to decide if he wants said side-effect.
Yep, a crit fail can do that.
Re: Invented Spells
Posted: Tue Aug 31, 2010 3:50 pm
by GaredBattlespike
As a bitter foe of both Teen Angst Mages + Ludacris Mages I present the master of Fuddie-Duddie Magic "The Fuddie-Mancer" !
Here is a start on his Spell List:
L1) Detect Troublemaker(6 PPE)
Sense Prank(4 PPE)
L2) Undo Joy(6 PPE)
Resist Laugh(5 PPE)
Resist Begging(5 PPE)
L3) Impervious to Whining(9 PPE)
L4) Arthritic Weather Sense(10 PPE)
L5) Crush Happiness(15 PPE)
L6) Resist Hilarity(20 PPE)
L7) Guilt Trip(25 PPE)
L8) Authority(30 PPE)
Others as I think of them...
Re: Invented Spells
Posted: Sat Sep 04, 2010 11:47 pm
by drewkitty ~..~
HU specific spell
Instant buzz (high) (drifter or hippie magic)
Level 5
Range: self and three others per level by touch.
Duration: 16 min per level
Saving Throw: Special
PPE: 27
This spell was thought up by a Col. Medina, Lou during his research of the modern (1960's) counter culture of the hippies, so he could mingle with the hippies w/o them noticing him, w/o actually having to take the drugs himself. However, it was not till he encountered the hidden mage Rango Stairs during a LSD induced trip, that he was to get a 'real' mage to figure the spell out.
The mage can induce a drug high to himself (the mage has to be a part of those effected by the spell) and 3 others per level by touch. The mage has to have experienced the drug's effects before he can duplicate them with the spell.
Or the mage can do a 'I'm feeling lucky' option that induces a random recreational drug effect on those effected.(there are some of these in the western empire book and other places in the PB game books).
The save vs this spell never increases from the base "12" spell strength, but those opposed to using drugs are +5 vs the effect of this spell, and those who use drugs regularly are at a -4 vs this spell. Those who are addicts are at a -10 vs this spell and will experience a high of the drug they are addicted to and will last twice as long as the normal duration of the spell.
If the mage cancels the spell, the spell gets a nat die roll save vs 12, then he cancel all the effects in all those effected. However, addicts will still experience the high till they are shaken out of the spell effects.
(i.e., the mage can't just cancel the effects on himself.)
Mages have a 50% chance of miscasting any spells they try to cast while 'under the influence' of this spell.
(see Through the glass Darkly for the "bad"/ "weird" things that can happen if miscasting occurs.
Re: Invented Spells
Posted: Sun Sep 05, 2010 11:43 am
by Stone Gargoyle
drewkitty ~..~ wrote:HU specific spell
Instant buzz (high) (drifter or hippie magic)
Level 5
Range: self and three others per level by touch.
Duration: 16 min per level
Saving Throw: Special
This spell was thought up by a Col. Medina, Lou during his research of the modern (1960's) counter culture of the hippies, so he could mingle with the hippies w/o them noticing him, w/o actually having to take the drugs himself. However, it was not till he encountered the hidden mage Rango Stairs during a LSD induced trip, that he was to get a 'real' mage to figure the spell out.
The mage can induce a drug high to himself (the mage has to be a part of those effected by the spell) and 3 others per level by touch. The mage has to have experienced the drug's effects before he can duplicate them with the spell.
Or the mage can do a 'I'm feeling lucky' option that induces a random recreational drug effect on those effected.(there are some of these in the western empire book and other places in the PB game books).
The save vs this spell never increases from the base "12" spell strength, but those opposed to using drugs are +5 vs the effect of this spell, and those who use drugs regularly are at a -4 vs this spell. Those who are addicts are at a -10 vs this spell and will experience a high of the drug they are addicted to and will last twice as long as the normal duration of the spell.
If the mage cancels the spell, the spell gets a nat die roll save vs 12, then he cancel all the effects in all those effected. However, addicts will still experience the high till they are shaken out of the spell effects.
(i.e., the mage can't just cancel the effects on himself.)
Mages have a 50% chance of miscasting any spells they try to cast while 'under the influence' of this spell.
(see Through the glass Darkly for the "bad"/ "weird" things that can happen if miscasting occurs.
What is the PPE cost on this?
Re: Invented Spells
Posted: Sun Sep 05, 2010 5:33 pm
by drewkitty ~..~
Stone Gargoyle wrote:drewkitty ~..~ wrote:HU specific spell
Instant buzz (high) (drifter or hippie magic)
occurs.
What is the PPE cost on this?
PPE: 27
Re: Invented Spells
Posted: Wed Sep 08, 2010 10:06 pm
by drewkitty ~..~
Homing Spell Strike
L2 Archmage Spell
duration: 1 min per level
PPE: 4
This spell modifies a ranged spell strike to give it a second attack. This is limited to the very next spell the archmage casts with in the duration. Due to the nature of the spell 'range' and 'saving throws' are not applicable.
note: an archmage is one that has reached 7th level and above. Thus, Archmage spells are limited to mages who have reached level 7 and above.
Re: Invented Spells
Posted: Fri Sep 17, 2010 2:25 am
by drewkitty ~..~
Metamorphosis Bikini
SoL
Range:self or other by touch
Duration: 3.5 hours per level
Saving throw: standard if unwilling other
PPE: 500
The origins of this spell is unknown, lost in a plethora of many mages taking the 5th amendment. While the name suggests that only bikinis are a result, this spell transforms a living being into swim-wear. While swim-wear, the transformed, has all their normal senses (sight, smell, touch, etc..). They, for the duration of the spell have no physical needs and can withstand any environment w/o hurt that the swim-wear they look like can withstand.
While the transformed is swim-wear, they can not communicate except through telepathy or empathic emanations.
This spell is not effective on creatures of magic or any supernatural that is unwilling, and the swim-wear radiates a magical aura that anyone that can sense/see magic will notice, if within their range.
Re: Invented Spells
Posted: Fri Sep 17, 2010 7:34 pm
by Captain Shiva
drewkitty ~..~ wrote:Metamorphosis Bikini
SoL
Range:self or other by touch
Duration: 3.5 hours per level
Saving throw: standard if unwilling other
PPE: 500
The origins of this spell is unknown, lost in a plethora of many mages taking the 4th amendment. While the name suggests that only bikinis are a result, this spell transforms a living being into swim-wear. While swim-wear, the transformed, has all their normal senses (sight, smell, touch, etc..). They, for the duration of the spell have no physical needs and can withstand any environment w/o hurt that the swim-wear they look like can withstand.
While the transformed is swim-wear, they can not communicate except through telepathy or empathic emanations.
This spell is not effective on creatures of magic or any supernatural that is unwilling, and the swim-wear radiates a magical aura that anyone that can sense/see magic will notice, if within their range.
Are you sure you don't mean the Fifth Amendment?