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Re: Invented Spells
Posted: Fri Oct 19, 2012 10:51 pm
by taalismn
Material Extension
Level: 4
Type: Invocation
Range: Touch or 10 ft
Duration: 1 melee per level of experience
Saving Throw: None
PPE Cost: 8 for wood, 12 for metal and plastic, 15 for megadamage materials.
Effects:
This spell causes a weapon’s(or tool’s) blade or haft to grow longer extending its length and reach, without increasing weight. Length of extension is 5 ft per level of experience. This cannot to applied to already existing magical weapons(nor vibroblades or other ‘powered’ blades, though such devices may be part of a compound weapon being affected; for example, a vibroblade mounted on a wooden staff-handle is allowable, as it is the wooden staff being expanded, not the blade), but can be applied in the creation of technowizardry devices. Great for turning a sword into a spear, and keeping people at greater than arm’s length. It can also be used to extend a tool for reaching a greater distance(roof gutter, window, drowning person, etc.).
Material Extension can also be used to lengthen planks and boards, as long as they do not exceed 6 inches in width, making this spell applicable for creating temporary bridges.
Note that the object's SDC/MDC increases proportionately with length, so a 5 ft stave with 15 SDC that is increased in size by an additional 5 ft will now have 30 SDC for the duration of the spell. An extra 10 ft will pump it up to 45 SDC and so forth and so on.
Re: Invented Spells
Posted: Sat Oct 20, 2012 2:31 pm
by Stone Gargoyle
taalismn wrote:Material Extension
Level: 4
Type: Invocation
Range: Touch or 10 ft
Duration: 1 melee per level of experience
Saving Throw: None
PPE Cost: 8 for wood, 12 for metal and plastic, 15 for megadamage materials.
Effects:
This spell causes a weapon’s(or tool’s) blade or haft to grow longer extending its length and reach, without increasing weight. Length of extension is 5 ft per level of experience. This cannot to applied to already existing magical weapons(nor vibroblades or other ‘powered’ blades, though such devices may be part of a compound weapon being affected; for example, a vibroblade mounted on a wooden staff-handle is allowable, as it is the wooden staff being expanded, not the blade), but can be applied in the creation of technowizardry devices. Great for turning a sword into a spear, and keeping people at greater than arm’s length. It can also be used to extend a tool for reaching a greater distance(roof gutter, window, drowning person, etc.).
Material Extension can also be used to lengthen planks and boards, as long as they do not exceed 6 inches in width, making this spell applicable for creating temporary bridges.
Note that the object's SDC/MDC increases proportionately with length, so a 5 ft stave with 15 SDC that is increased in size by an additional 5 ft will now have 30 SDC for the duration of the spell. An extra 10 ft will pump it up to 45 SDC and so forth and so on.
Weight might not be affected, but would not lengths beyond ten feet become unweildy and put one off balance trying to use it? What accommodation is made for that?
Re: Invented Spells
Posted: Sat Oct 20, 2012 4:28 pm
by drewkitty ~..~
Stone Gargoyle wrote:taalismn wrote:Material Extension
Level: 4
Type: Invocation
...snip.
Weight might not be affected, but would not lengths beyond ten feet become unweildy and put one off balance trying to use it? What accommodation is made for that?
That would be fixed the Greater version of this spell, which could be called Balanced Material Extension.
Re: Invented Spells
Posted: Tue Oct 23, 2012 1:53 pm
by Stone Gargoyle
drewkitty ~..~ wrote:Stone Gargoyle wrote:taalismn wrote:Material Extension
Level: 4
Type: Invocation
...snip.
Weight might not be affected, but would not lengths beyond ten feet become unweildy and put one off balance trying to use it? What accommodation is made for that?
That would be fixed the Greater version of this spell, which could be called Balanced Material Extension.
So there should be length limits on the lesser version, then.
Re: Invented Spells
Posted: Tue Oct 23, 2012 5:12 pm
by drewkitty ~..~
Stone Gargoyle wrote:drewkitty ~..~ wrote:Stone Gargoyle wrote:taalismn wrote:Material Extension
Level: 4
Type: Invocation
...snip.
Weight might not be affected, but would not lengths beyond ten feet become unweildy and put one off balance trying to use it? What accommodation is made for that?
That would be fixed the Greater version of this spell, which could be called Balanced Material Extension.
So there should be length limits on the lesser version, then.
any GM can place what ever penilties for using a grossly unbalanced weapon as they may.
Re: Invented Spells
Posted: Tue Oct 23, 2012 5:53 pm
by taalismn
Hmmm...you're both right...soon as I'm able I'll try Minor and Major versions....a 25 ft katana at knee level? THat's literally mowing down armies of samurai....
On the other hand, it would be a GREAT spell to have ALREADY integrated into a Rune Weapon("The Longest Blade; Reaper of Men").
Re: Invented Spells
Posted: Fri Oct 26, 2012 12:51 am
by drewkitty ~..~
Psychic Cleanse
Level: 6 (Spirit magic L4)
Range: 100'+10'/L away, 10' radius per level
Duration: Instant, Perm.
Saving Throw: None
PPE: 34
This cleanses the spherical area of the range of all psychic scents and impressions that have accumulated over time.
Re: Invented Spells
Posted: Fri Nov 02, 2012 2:08 pm
by drewkitty ~..~
Hot and Sexy (minor)
Level: 5
Range: touch
Duration: 5 min/L(person), perm. (clothing)
Saving throw: Standard for unwilling
PPE: 29
This spell is like photoshop but for the real world. Hiding blemishes and toning up sagging bits of the person to look younger and healthy for a time. It also does minor tailoring to the person's clothes to fit them better.
Hot and Sexy
Level: 8
Range: touch
Duration: 30 min/L(person), perm. (clothing)
Saving throw: Standard for unwilling
PPE: 29
This spell is like photoshop but for the real world. Transforming the person to look younger and healthy and hotter for a time. (+5 to PB, with a min. PB of 17.) It also does minor tailoring to the person's clothes to fit them better.
Hot and Sexy (greater)
Level: 14
Range: touch
Duration: Perm.
Saving throw: Standard for unwilling
PPE: 490
This spell transforms the person to look young and healthy and hot till they die. (+5 to PB, with a min. PB of 17.) This does not stop the char from aging and dieing of old age. It just keeps them from look old. If the subject is a willing participant then they lose the ability to procreate normally.
Hot and Sexy (greatest)
Level: SoL
Range: touch
Duration: Perm.
Saving throw: Standard for unwilling
PPE: 700
This spell transforms the person to look young and healthy and hot till they die. (+5 to PB, with a min. PB of 17.) This does not stop the char from aging and dieing of old age. It just keeps them from look old. Will read as a low level active spell to those who can sense magic.
Re: Invented Spells
Posted: Fri Nov 02, 2012 6:44 pm
by Stone Gargoyle
drewkitty ~..~ wrote:Hot and Sexy (greatest)
Level: 14
Range: touch
Duration: Perm.
Saving throw: Standard for unwilling
PPE: 490
This spell transforms the person to look young and healthy and hot till they die. (+5 to PB, with a min. PB of 17.) This does not stop the char from aging and dieing of old age. It just keeps them from look old. If the subject is a willing participant then they lose the ability to procreate normally.
Um, so why does it affect procreation? I'm confused.
Re: Invented Spells
Posted: Fri Nov 02, 2012 7:53 pm
by drewkitty ~..~
Stone Gargoyle wrote:drewkitty ~..~ wrote:Hot and Sexy (greatest)
Level: 14
Range: touch
Duration: Perm.
Saving throw: Standard for unwilling
PPE: 490
This spell transforms the person to look young and healthy and hot till they die. (+5 to PB, with a min. PB of 17.) This does not stop the char from aging and dieing of old age. It just keeps them from look old. If the subject is a willing participant then they lose the ability to procreate normally.
Um, so why does it affect procreation? I'm confused.
Because otherwise it would be a SoL level invocation.
Ponders does SoL stand for Spell of Legend or So Out'a Luck?....hummmmm
---------
Changed the spell slightly and added another.
Re: Invented Spells
Posted: Sun Nov 18, 2012 2:25 am
by drewkitty ~..~
Was non-discremitory with he latest...
Instant MaidLevel: 10
Range: 2' per level
Duration: 20 min. or what ever task they are on is done.
Saving Throw: Standard
PPE: 76
This was made by a cheap-skate inn mage that wanted free labor. There a few things this spell does. The main visible effect being to transforms the target's clothing into a scantly clad maid's uniform. Also like with dominate or charm affects the target's mind so she will obey instructions to do basic maid's tasks so long as they do not take the woman more then 200' away from the caster. Note the target does the tasks up to her own ability to do them only. Returning to the spot she was be-spelled at the end of the duration. Finally it gives the target ether +1 PB up to a max of 15 perm. or raises her MA by 5 points or raise the MA to 15,which ever is greater temporary.
The target does not remember what happened during the duration of the spell, from the time she is be-spelled till she returns to the spot she was be-spelled in, and will not do anything against her moral code.
Instant ManservantLevel: 11
Range: 2' per level
Duration: 20 min. or what ever task they are on is done.
Saving Throw: Standard
PPE: 76
This was made by a cheap-skate barkeep mage that wanted free labor. There a few things this spell does. The main visible effect being to transforms the target's clothing into a scantly clad uniform that shows off the man's assets. Also like with dominate or charm affects the target's mind so she will obey instructions to do basic tasks so long as they do not take the man more then 200' away from the caster. Note the target does the tasks up to his own ability to do them only, returning to the spot where he was be-spelled at the end of the duration Finally it gives the target ether +1 PB up to a max of 15 perm. or raises his PS by 5 points or raise the PS to 15,which ever is greater, temporarily.
The target does not remember what happened during the duration of the spell, from the time he is be-spelled till he returns to the spot he was be-spelled in, and will not do anything against his moral code.
Re: Invented Spells
Posted: Wed Dec 26, 2012 1:19 am
by drewkitty ~..~
Sever Name
Level: 10 Arch Mage spell
Duration: Instant, Special
Range: LoS, Special
Saving Throw: Special
PPE: 100
Using a rare magic theory, the Archmage Galatia created a spell that would sever the targets True Name. Thus causing the target to loose their ability to save verses magic and vs Psi due to 'loss of self.' The target also looses their active powers & Abilities. Till the Character recovers his or her True Name or get a New True Name, the character will be vulnerable to magic and psi. However, they will also be invisible to scrying and psychic detection, and can not be Summoned. All sentients will have a True Name, even if is kept secret. The caster does not need to know the target's true name for this spell to be effective.
Non-person objects can be targeted also. However, unless it a rune item, the spell reduces the item's DC value by half, till it is given a New True Name. Can only be used on an object with a True Name.
*A christened Ship has a true name but a un-named one does not have a true name.
*Blooded Named blades have a true name, but a common blades do not.
A named Inn has a True Name, while unnamed inn does not.
See MoM1 for more on True Names.
The saving throws for this spell are static, unless cast by a deity, and are done on a natural die roll. Deities must roll a natural 1 to fail; Alien Intel. must roll over a natural 2; greater Supernatural beings must roll above a natural 4; mid range SN and most CoM roll vs nat. 6; lesser Super natural and CoM roll vs nat 9; mortal with magic or Psionics (any kind) roll vs nat. 10; all other mortals roll vs nat. 13.
Deities add one quarter their spell str. to the above target saving throws.
Chi Note: All the chi in the target is flushed out with a failed save. 'The living' recover there normal amount of chi after sleeping. Objects tend to be infused with chi 1 point per month, up to however much they started with.
Nether of these movements of chi let the target recover or find a new true name any faster.
End Notes: Like with Dim Mak from N&S and MC this is more a plot device spell then a spell available to a Player Character.
Re: Invented Spells
Posted: Wed Dec 26, 2012 3:01 pm
by Stone Gargoyle
drewkitty ~..~ wrote:Sever Name
Level: 10 Arch Mage spell
Duration: Instant, Special
Range: LoS, Special
Saving Throw: Special
PPE: 100
Using a rare magic theory, the Archmage Galatia created a spell that would sever the targets True Name. Thus causing the target to loose their ability to save verses magic and vs Psi due to 'loss of self.' The target also looses their active powers & Abilities. Till the Character recovers his or her True Name or get a New True Name, the character will be vulnerable to magic and psi. However, they will also be invisible to scrying and psychic detection, and can not be Summoned. All sentients will have a True Name, even if is kept secret. The caster does not need to know the target's true name for this spell to be effective.
Non-person objects can be targeted also. However, unless it a rune item, the spell reduces the item's DC value by half, till it is given a New True Name. Can only be used on an object with a True Name.
*A christened Ship has a true name but a un-named one does not have a true name.
*Blooded Named blades have a true name, but a common blades do not.
A named Inn has a True Name, while unnamed inn does not.
See MoM1 for more on True Names.
The saving throws for this spell are static, unless cast by a deity, and are done on a natural die roll. Deities must roll a natural 1 to fail; Alien Intel. must roll over a natural 2; greater Supernatural beings must roll above a natural 4; mid range SN and most CoM roll vs nat. 6; lesser Super natural and CoM roll vs nat 9; mortal with magic or Psionics (any kind) roll vs nat. 10; all other mortals roll vs nat. 13.
Deities add one quarter their spell str. to the above target saving throws.
End Notes: Like with Dim Mak from N&S and MC this is more a plot device spell then a spell available to a Player Character.
I like this. Nice work.
Re: Invented Spells
Posted: Fri Jan 18, 2013 7:19 pm
by drewkitty ~..~
Magnetize
Level: 4
Duration: 5 min/L, permanent
Range: 10' per level
Saving Throw: none for inanimate, standard for the living.
PPE: 10 temp, 34 prem.
This spell creates the equivalent of a high quality rare-earth magnet out of anything, even water/liquid. Each level of experience a mage can enchant a substance to be magnetic to produce a 10 lb. of surface pull. (The force needed to pull something off a magnet.)
Iron Based Metals, when the temporary level of this spell is cast on iron based metals, there is the side effect that the metals retains a level of magnetization, based in the percentage of Iron it contains.
Re: Invented Spells
Posted: Sat Jan 19, 2013 3:27 pm
by Stone Gargoyle
drewkitty ~..~ wrote:Magnetize
Level: 4
Duration: 5 min/L, permanent
Range: 10' per level
Saving Throw: none for inanimate, standard for the living.
PPE: 10 temp, 34 prem.
This spell creates the equivalent of a high quality rare-earth magnet out of anything, even water/liquid. Each level of experience a mage can enchant a substance to be magnetic to produce a 10 lb. of surface pull. (The force needed to pull something off a magnet.)
Iron Based Metals, when the temporary level of this spell is cast on iron based metals, there is the side effect that the metals retains a level of magnetization, based in the percentage of Iron it contains.
A couple of questions come to mind: How strong is the residual pull of the iron based metals, is it a percentage of the pull created by the spell based on the amount of iron, so a 100% iron item would retain all of its spell-created pull permanently? Is there a stronger version of this spell? Also, I would think that there would be some materials that simply could not be magnetized, even if it is magic, if the material contains absolutely no iron.
Re: Invented Spells
Posted: Sat Jan 19, 2013 8:19 pm
by drewkitty ~..~
Stone Gargoyle wrote:drewkitty ~..~ wrote:Magnetize
Level: 4
Duration: 5 min/L, permanent
Range: 10' per level
Saving Throw: none for inanimate, standard for the living.
PPE: 10 temp, 34 prem.
This spell creates the equivalent of a high quality rare-earth magnet out of anything, even water/liquid. Each level of experience a mage can enchant a substance to be magnetic to produce a 10 lb. of surface pull. (The force needed to pull something off a magnet.)
Iron Based Metals, when the temporary level of this spell is cast on iron based metals, there is the side effect that the metals retains a level of magnetization, based in the percentage of Iron it contains.
A couple of questions come to mind: How strong is the residual pull of the iron based metals, is it a percentage of the pull created by the spell based on the amount of iron, so a 100% iron item would retain all of its spell-created pull permanently? Is there a stronger version of this spell? Also, I would think that there would be some materials that simply could not be magnetized, even if it is magic, if the material contains absolutely no iron.
The magnetic effect is magical, not based on what the substance is.
1st version of the spell.
Will think about the residual magnentics in iron metals....
But they would only degrade by natural means cause they were just turned into normal magnets.
Re: Invented Spells
Posted: Tue Jan 29, 2013 1:03 pm
by wyrmraker
Okay, since I was tired of waiting, I have created a set of Techno-Wizard Utility Spells. Essentially TW Rituals, these take one melee round per spell level to cast. They also usually require a tool of some sort and a skill check.
First Level
Spin Metal
Range: Tool
Duration: Perm
PPE: 4
Tool Needed: Spool, Wire Gauge
This will spin wire of any gauge from an ingot of SDC metal. 2 lb per level can be drawn in such a way (approx 250' of 10 gauge wire, speaker wire). Only solid wire can be drawn in this way, not hollow (pipe) or shaped. For thicker or thinner wire, reduce the length by 10% for every gauge decrease (thicker), increase by 10% for every gauge increase (thinner). A skill roll on Basic Electronics is required; if the caster has Electrical Engineer, the roll is not required.
I have about 40 of these Utility spells. If you're interested in more, let me know.
Re: Invented Spells
Posted: Tue Jan 29, 2013 3:49 pm
by drewkitty ~..~
Would of Named it Draw wire, cause that is what it does.
As it stands the name implies that you are making Cable, not wire.
Re: Invented Spells
Posted: Wed Jan 30, 2013 5:06 am
by wyrmraker
drewkitty ~..~ wrote:Would of Named it Draw wire, cause that is what it does.
As it stands the name implies that you are making Cable, not wire.
I think I understand what you're getting at with your definition, but I went with a generalized utility description so as not to overcomplicate things. Because Palladium, being so bereft of physics references, is all about generalizations.
But what about the spell itself?
Re: Invented Spells
Posted: Wed Jan 30, 2013 3:10 pm
by drewkitty ~..~
I have a similar one somewhere that I thought I had posted earlier.
You are not being consistent within the writing of the text between using the terms draw and spin.
It requires it being shaped from an Ingot of metal.
WT
is the requirement about basic electronics skill rolls for? It is not like once you learn how to make the wire by the spell you are not going to forget how. And you have the Wire gage to check the wire to check if you mess up on the thickness.
Make the Spool and Wire Gage both "recommended accessories" then a "requirements."
-----------
Generalization might be okay when it comes to the "Big Ideas", but when you get down to the knitty-gritty, being as Specific As Possible is needed. Otherwise people start to get stupider.
Like how the difference between Nude and Naked have become been "in usage" interchangeable, when they have two different meanings.
Nude means being w/o clothes. While Naked means being w/o defenses.
Re: Invented Spells
Posted: Wed Jan 30, 2013 5:44 pm
by wyrmraker
drewkitty ~..~ wrote:I have a similar one somewhere that I thought I had posted earlier.
You are not being consistent within the writing of the text between using the terms draw and spin.
It requires it being shaped from an Ingot of metal.
WT
is the requirement about basic electronics skill rolls for? It is not like once you learn how to make the wire by the spell you are not going to forget how. And you have the Wire gage to check the wire to check if you mess up on the thickness.
Make the Spool and Wire Gage both "recommended accessories" then a "requirements."
-----------
Generalization might be okay when it comes to the "Big Ideas", but when you get down to the knitty-gritty, being as Specific As Possible is needed. Otherwise people start to get stupider.
Like how the difference between Nude and Naked have become been "in usage" interchangeable, when they have two different meanings.
Nude means being w/o clothes. While Naked means being w/o defenses.
Okay, thank you for your input. Renaming the spell would be in order, and generalizations are indeed a poor thing to rely upon.
As for the tools and skill check, I wanted to make the spells a specific magical specialization, distinctly separate from invocation magics. And a Techno-Wizard would use more tools during spellcasting, similar to what is listed in the OCC. So I made the appropriate tools inherent to the spell. As for the skill checks, I felt that it would be a more defined synthesis of magic and technology, which is truly what a Techno-Wizard is supposed to be.
Re: Invented Spells
Posted: Thu Jan 31, 2013 3:25 pm
by Stone Gargoyle
I agree that no skill roll should be required for the spell if you are doing a basic spell that is for common wire. You might need it if doing a more complicated version of the spell, or trying to get a specific size wire or something.
Re: Invented Spells
Posted: Thu Jan 31, 2013 3:42 pm
by wyrmraker
Is anyone interested in seeing some more of this line of utility spells? Or should I just stop while I still have my dignity?
Re: Invented Spells
Posted: Thu Jan 31, 2013 4:22 pm
by drewkitty ~..~
wyrmraker wrote:Is anyone interested in seeing some more of this line of utility spells? Or should I just stop while I still have my dignity?
Constructive criticism should never be take as negative. Dignity & Face are over rated. Better to improve oneself then to be worried over image.
So if you want more feedback on your spell then post them, along with the class they go with. So there is context for the specialty spells associated with it.
Re: Invented Spells
Posted: Thu Jan 31, 2013 4:39 pm
by wyrmraker
Here is the descriptor for the new spells.
Techno-Wizardry Spell Utilities
These spells are essentially Techno-Wizard rituals designed by the Techno-Wizard known as the Nerf Warrior. These cannot be cast on the fly. Casting time is one melee round per spell level unless otherwise noted. Most of the spells require the usage of a tool used during the casting that is not consumed during the casting. The tool does not necessarily have to be the item listed, but must be similar in function (the Spell Analysis tool is listed as a Bio-Comp monitor, but any computerized analysis tool will do). The few that do not require a tool are special, in that Techno-Wizards can cast them without a technological focus. Furthermore, any mage other than a Techno-Wizard casting these spells is penalized in that all PPE costs are doubled. Note that the technological devices don't actually need to be functional. The form of the device merely assists the magic, causing the magic to kind of 'fill in' the gaps of broken technology. Also, most of them require an appropriate skill roll to properly function; this will also be noted.
As rituals taking 15 seconds per spell level, these spells are obviously not meant for combat. A few of them could be used in combat. For example, Reach the Enclosed could easily be used to push a grenade past armor directly into the interior of a tank. However, being level 7 it has a casting time of 105 seconds, or 1 3/4 minutes. Not something easily used on a tank in the middle of a pitched firefight, but fairly good for sabotage from stealth.
Some of these spells are permanent effects, or are designed to be made permanent via addition to a TW device. By and large, however, the spells are designed to be standalone utility spells.
Some of these spells may seem to be of somewhat higher level than the effects that they perform. But this is because the Nerf Warrior is a Techno-Wizard, and not a Ley Line Walker or Wizard. Techno-wizards invent technology, while Ley Line Walkers and Wizards are at the forefront of mystical theory.
Second Level
Lubricate
Range: Tool
Duration: 10 min/lvl
PPE: 5
Tool Needed: Oil Can
This will lubricate an area of 10 square inches per level in a temporary, frictionless, non-flammable grease. Normally used in testing new machinery, emergency lubrication, and temporary lubrication in extremely high-temperature environments.
Analyze Compound
Range: 5'
Duration: 5 min/lvl
PPE: 10
Tool Needed: Optics Band
This spell allows a caster to fully analyze a compound. How the molecular structure is set, composition with percentages, and so on. It doesn't provide manufactuaring instructions.
A roll on Analytical Chemistry is required.
Smelt
Range: Tool
Duration: Instant
PPE: 15
Tool Needed: Metal Pot or Smelter
Upon casting, this will heatlessly smelt a pile of metal of up to 1 lb/lvl into 4 oz ingots, which will be in the bottom of the pot. This will NOT sort metals by type, and is an excellent way to make a homogenous alloy. If the caster is making a specifically difficult alloy, a Mechanical Engineering roll is required.
Sort Materials
Range: Tool
Duration: Inst
PPE: 10
Tool Needed: Appropriate Sorting Device
This will sort 10lb/lvl of material by type through a sorting device (series of spools for rope or wire, a coin sorter for coins or gems). This spell can be set to be as precise as gems or metals by type, or as wide as rope (in general) and coins (unsorted).
Renew the Timeworn
Level: 2
Range: Touch
Duration: Perm
PPE: 10 PPE, 2 ISP
Tool Needed: Brush, Read Object
This spell is an extremely low-powered version of Mend the Broken. Designed to renew ancient items (not actually repair them), this spell will reinvigorate delicate SDC items.
Paint will be renewed, pages in crumbling books restored and their pages properly re-inked. This is a spell meant more for an archaeologist than a technician. This spell cannot be cast on an object that has already had Increase Durability cast on it, however Increase Durability can be cast on it after Renew the Timeworn.
Also, this does not fully activate Object Read for the full duration of the psi-power. The magic merely uses it briefly as a conduit.
A roll on History is required.
Re: Invented Spells
Posted: Thu Jan 31, 2013 5:13 pm
by wyrmraker
Third Level
Kiln-Dry
Range: Tool
Duration: Perm
PPE: 10
Tool Needed: Oven
This will cure, or kiln-dry, 10 lb/lvl of green wood. It will also not deform the wood during the drying process.
Gelatinize Crystal
Range: Touch
Duration: 1 Hr/Lvl
PPE: 10, 20 to melt
Tool Needed: Hollowed-Out Meat Grinder/Jeweler's Smelter
The magic temporarily alters the physical hardness of crystalline matter (specifically gems or materials with a crystalline molecular structure, not glass, which is technically an extremely viscous liquid) to a consistency of modelling clay. It affects 1oz/lvl (141 carats; 1 carat is 200 Mg). This enables a far easier time of fitting large or many gemstones into a space, or lacing gemstones into a confined area. Also, it can be used to combine multiple gems of the same type into one larger gem.
The higher cost is to liquify gemstones, allowing them to be precisely cast into molds or to pour out a line of gemstone. Only identical types of gems can be combined.
A Gemology roll is required.
Machine Parts
Range: Tool
Duration: Inst
PPE: SDC 10/lb, MDC 30/lb
Tool Needed: Lathe or Mill, Pertinent Blueprint
The caster can use this spell to manufacture a series of parts from any solid material. This spell does not change the material itself, merely reshapes it into specified tolerances. There must be enough mass to support the new part design (can't make an engine block from a knitting needle). The first PPE number is for SDC parts, the second for MDC parts. The parts will be in a pile, ready for assembly upon spell completion.
The physical blueprint is required; Telemechanics and Total Recall are not a replacement. If the caster doesn't have a blueprint, one can be drawn up using the appropriate Engineering skill. However, a computer with the blueprint in digital storage can be used, if the lathe or mill has a computer access port.
Skill roll on Mechanical Engineer is required.
Blueprint
Range: Touch
Duration: Perm
PPE: 10PPE, 2ISP
Tool Needed: Desk or Drafting Table, Paper
This spell allows a Techno-Wizard to use Total Recall to make a physical blueprint or wiring diagram of any device he has scanned with Telemechanics. Note that this is for conventional technology, not TW Devices.
Machine Part
Range: Touch
Duration: Perm
PPE: 10
Tool Needed: Vibro-Knife, blueprint
This spell enables a techno-wizard to perfectly hand-carve a single part. A blueprint is required, however one gained through Telemechanics can be used. Only one hand-sized part can be carved per spell casting.
Reaction Control
Range: Tool
Duration: 1 hour/lvl
PPE: 15
Tool Needed: Chemistry Beaker or the like
This allows a chemistry-inclined mage to control reactions in a vessel. All of the ingredients must be present, but the reaction won't need a catalyst or heat.
In game terms, it grants a mage a +25% to their Chemistry skills during the process.
Strip Down
Range: Touch
Duration: Inst
PPE: 15
Tool Needed: Wrench
This spell will disassemble a machine within seconds. Up to 5 lbs/lvl will be disassembled with this.
pells and psionics, as well as possibly avoid incoming telekinetic force actions against himself.
Effects grant a bonus to attack or dodge, or even bonus to complete a challenging task (picking a lock for examlpe, he could "see" the telekinetic "hand" as it were. +2 or 10%. as applicable.
Increase Durability
Range: Touch
Duration: Permanent
PPE: Variable
Tool Needed: None
This spell is, essentially, an extremely low-powered variant on the Ironwood spell. It enables a spellcaster to beef up the SDC of an extremely fragile item to a maximum of 50. The PPE cost is equivalent to however much SDC is added. Note that only SDC can be added.
Going to go for now. I have a bunch more, if you folks are interested.
Re: Invented Spells
Posted: Thu Jan 31, 2013 6:15 pm
by Stone Gargoyle
Some of these seem like they are just skill based and should be rolled for as skills, not cast as spells. I have not seen a reason why they should be spells particularly nor why it should take a full melee round per level to cast them. If they are spells, they should have less casting time than it would take to do the equivalent in a non-magical fashion. But that just my opinion.
Re: Invented Spells
Posted: Thu Jan 31, 2013 6:23 pm
by wyrmraker
Stone Gargoyle wrote:Some of these seem like they are just skill based and should be rolled for as skills, not cast as spells. I have not seen a reason why they should be spells particularly nor why it should take a full melee round per level to cast them. If they are spells, they should have less casting time than it would take to do the equivalent in a non-magical fashion. But that just my opinion.
I see your point, but please allow me to explain.
As for the skills, I wanted a more skill-oriented spellcasting setup for the utilities; I have always felt that this particular theoretical aspect was under-appreciated. As for the melee round per level for casting time, this is meant to reflect that all of these are rituals, and inappropriate as combat spells (a few would be much higher level if they were straight invocations).
And I'm not sure what activities would take less time that it would take to cast the spell and get instantaneous results.
Re: Invented Spells
Posted: Thu Jan 31, 2013 8:29 pm
by Stone Gargoyle
wyrmraker wrote:Stone Gargoyle wrote:Some of these seem like they are just skill based and should be rolled for as skills, not cast as spells. I have not seen a reason why they should be spells particularly nor why it should take a full melee round per level to cast them. If they are spells, they should have less casting time than it would take to do the equivalent in a non-magical fashion. But that just my opinion.
I see your point, but please allow me to explain.
As for the skills, I wanted a more skill-oriented spellcasting setup for the utilities; I have always felt that this particular theoretical aspect was under-appreciated. As for the melee round per level for casting time, this is meant to reflect that all of these are rituals, and inappropriate as combat spells (a few would be much higher level if they were straight invocations).
And I'm not sure what activities would take less time that it would take to cast the spell and get instantaneous results.
I guess I am having a general issue with the fact that these "spells" can be learned as skills in some settings and your rituals are basically just magical versions of what mechanics are trained to do. The fact that they have to have the tools and skills in addition to the magic just makes the magical aspect seem pointless to a degree.
Re: Invented Spells
Posted: Thu Jan 31, 2013 11:38 pm
by wyrmraker
Stone Gargoyle wrote:wyrmraker wrote:Stone Gargoyle wrote:Some of these seem like they are just skill based and should be rolled for as skills, not cast as spells. I have not seen a reason why they should be spells particularly nor why it should take a full melee round per level to cast them. If they are spells, they should have less casting time than it would take to do the equivalent in a non-magical fashion. But that just my opinion.
I see your point, but please allow me to explain.
As for the skills, I wanted a more skill-oriented spellcasting setup for the utilities; I have always felt that this particular theoretical aspect was under-appreciated. As for the melee round per level for casting time, this is meant to reflect that all of these are rituals, and inappropriate as combat spells (a few would be much higher level if they were straight invocations).
And I'm not sure what activities would take less time that it would take to cast the spell and get instantaneous results.
I guess I am having a general issue with the fact that these "spells" can be learned as skills in some settings and your rituals are basically just magical versions of what mechanics are trained to do. The fact that they have to have the tools and skills in addition to the magic just makes the magical aspect seem pointless to a degree.
I do see what you're saying there. However, these are more like mystical shortcuts. Spells that actually help a Techno-Wizard do their job. Most of these spell effects can be done by conventional means, but these are meant to cut down the time. The spell Strip Down, for example, would take 45 seconds to cast, and will disassemble a machine like an alternator to individual components instantly.
And, as I mentioned previously, I felt that the additional bits would help add to the atmosphere of spells created expressly for Techno-Wizards
Re: Invented Spells
Posted: Fri Feb 01, 2013 8:53 am
by wyrmraker
Fourth Level
Sensor Cluster
Range: Tool
Duration: 10 Min/Lvl
PPE: 20
Tool Needed: Sensor apparatus of some sort
This spell 'reactivates' a broken or stripped-out sensor or sensor array. Unlike most spells, the spell effect is highly mutable, being defined exclusively on the sensor involved. If cast on a mini-radar unit, then it will act as a radar unit. If cast on a multi-optic helmet, then it acts as a multi-optic helmet.
A roll on Read Sensory Instruments is required.
Adjust Perspective
Range: Tool
Duration: 1 min/lvl
PPE: 20
Tool Needed: Mounted Lens, Monocle
This spell allows a caster to 'see' through the hand-held lens. The lens can be held to peek around corners, or mounted on a firearm so that only the gun is exposed during fire.
A roll on Optics Systems is required
Fabricate
Range: Tool
Duration: Perm
PPE: 5/lb
Tool Needed: Toolbox, Blueprint/Diagram
This spell assembles SDC devices from parts. It can be used in conjunction with Machine Parts. All of the parts for assembly must be provided, as well as solder (if assembling electronics).
A roll of Basic Mechanics or Electronics, whichever is appropriate, is required. If the Engineering versions are posessed, the roll is not required.
Radio Set
Range: By Tool
Duration: 1 hr/lvl
PPE: Variable
Tool Needed: Radio set of type
This spell allows a caster to send/receive radio transmissions. The type is based exclusively on the radio set involved.
CB Radio: 10 Miles PPE: 5
FM Radio: 25 Miles PPE: 10
AM Radio: 50 Miles PPE: 10
Shortwave Set 150+ Miles PPE: 15
Satellite: GM fiat PPE: 50
A roll on Radio: Basic is required to 'tune' the radio.
Malleate
Range: Touch
Duration: 10 minutes/Lvl
PPE: 20, 35
Tool Needed: None
This allows a mage to reshape matter into new shapes. Up to 10 lbs/lvl can be reshaped, and must be whole pieces. Holes cannot be made using this spell, and the material must be worked without breaking it. This first PPE cost is for SDC, the second for MDC.
Note that the material taking ANY damage (combat, cutting to fit, etc) will instantly end the spell, in whatever shape it is currently in. Therefore this cannot be used to directly bypass the armor on a vehicle or suit.
This spell can be used to thicken or thin out materials, the results of which must be negotiated between caster and GM.
A roll on Armorer or one of the Repair skills is required, depending on the fitting.
MD Bondo
Range: Touch
Duration: 30 minutes per Level
PPE: Variable
Tool Needed: Trowel or Putty Knife
A refined and limited version of Mend The Broken, the caster takes a handful of MD material, casts the spell, and repairs armor with it. Up to 50% of the damage can be repaired, and will meld seamlessly and identically in properties with the armor in question, no matter the type. CS armor, Triax, even Glitter Boy armor can be repaired in this fashion. This will not affect SDC armor. A roll on Weapons Engineer or Armorer is required.
PPE cost is a base of 10, plus however many points is repaired.
Copy Hard Drive
Range: Tool
Duration: 2 min/lvl
PPE: 20PPE and 10ISP
Tool Needed: Functional memory unit, Telemechanics
This permits a mage to copy data from a computer using the mage's Telemechanics. GM discretion whether or not the computer's memory is too damaged for recovery. A general rule is that if the memory unit has holes, it's too damaged, but if the unit is still sealed or mostly intact, the spell will work.
Another memory unit is required to receive the data. This spell will NOT bypass encryption, but will bypass security protocols. It is a direct copy of the memory, nothing more. Access to the copied memory files must take place using alternative methods. Also, this does not fully activate Telemechanics for the full duration of the psi-power. The magic merely uses it briefly as a conduit.
A roll on Computer Programming is required.
Field Neutralization
Range: 3'/lvl
Duration: 10min/lvl
PPE: 20
Tool Needed: Multimeter
This spell is designed to temporarily neutralize magnetic fields. Originally designed to be used to salvage and use powerful magnets from mag-lev trains, it was discovered that it can be used to destabilize plasma emissions, fusion reactions, and anything else controlled with a magnetic field.
In game terms, this creates a 3'/lvl radius forcefield that renders immunity to plasma.
Purify Materials
Range: 5'/lvl
Duration: Perm
PPE: 10/lb
Tool Needed: Smelter, Containers
This spell allows a caster to separate SDC materials into their base component elements. The separate elements will be 99.9% pure, and in 1oz ingots in each container.
Note that this will separate alloys into ELEMENTS, not partial alloys. Gems will be destroyed by this spell (diamond will be reverted to a brick of carbon).
A roll on Gemology is required.
Spell Analysis
Range: 10'
Duration: 3 minutes per level
PPE: 20
Tool Needed: Bio-Comp Display
This spell is designed to discover what spells are on a target. The spell will identify if there are Circles, Wards, Curses, and so on, but a Lore: Magic spell is required to get specific details. The spell's effect gives a +20% bonus to Lore Magic. The roll is required.
Re: Invented Spells
Posted: Fri Feb 01, 2013 1:17 pm
by Gryphon Chick
Wyrmraker: Your third level TW spell Blueprint requires both PPE and ISP, which I totally disagree with. If a spell simulates a psionic effect, you are not triggering psionics and it should not cost ISP, which most characters WILL NOT HAVE if they are not psionics characters. There are already spells which do the same things as psionics, such as sense evil, and they do not require ISP, so I do not understand why this one should.
Re: Invented Spells
Posted: Fri Feb 01, 2013 1:23 pm
by wyrmraker
Gryphon Chick wrote:Wyrmraker: Your third level TW spell Blueprint requires both PPE and ISP, which I totally disagree with. If a spell simulates a psionic effect, you are not triggering psionics and it should not cost ISP, which most characters WILL NOT HAVE if they are not psionics characters. There are already spells which do the same things as psionics, such as sense evil, and they do not require ISP, so I do not understand why this one should.
Techno-wizards all have both PPE and ISP. These are designed, first and foremost, as techno-wizard rituals, by a Techno-Wizard. They are not designed for other spell casting classes.
Re: Invented Spells
Posted: Fri Feb 01, 2013 1:31 pm
by wyrmraker
Fifth Level
Ore Separation
Level: 5
Range: 10' Radius
Duration: Permanent
PPE: 40
Tool Needed: Large Y-tube and brace, Target Sample
This is used to separate mined ores from waste. By setting the tube in the center and laying the sample atop it, this sorcery draws all ore within a 10' radius through the tube, separating the targeted ore from the rest of the matter. The separated ore will be in the pot, the 'waste' will be in a pile. 10 lbs/lvl can be drawn this way, and the results will be 99.9% pure.
Note that this spell will ONLY draw out the metal identical to the Target Sample. However, this spell can be cast multiple times, with different samples, to draw out other ore from the 'waste' (palladium, copper, and mercury are almost always found mixed in varying quantities with with silver ore). Also, the ore to be separated must be broken down into chunks less than 1/2 the inner diameter of the tube.
Data Recovery Routine
Level: 5
Range: 3'
Duration: 2 min/lvl
PPE: 20PPE, 5ISP
Tool Needed: Computer, Telemechanics
This allows a damaged hard drive's information to be recovered. Depending on the damage to the hard drive, anywhere from 20% to 80% of the information can be retrieved (GM's discretion).
This spell does not bypass security protocols. It is a direct, salvaged copy of the memory, nothing more. Access to the copied memory files must take place using alternative methods. Also, this does not fully activate Telemechanics for the full duration of the psi-power. The magic merely uses it briefly as a conduit.
A roll on Computer Repair is required.
Translate
Level: 5
Range: Self or Touch
Duration: Permanent
PPE: 1/page
Tool Needed: Scanner or Photocopier
This spell is a variant on Eyes of Thoth. This will make a direct copy of a page, and all of the copied text will be permanently translated into a language the caster is literate in.
Radar Sense
Level: 5
Range: Self/1500'/lvl
Duration: 1 Minute/Lvl
PPE: 25
Tool Needed: Mini Radar Unit Display
This spell allows the character to 'see' around himself with a radar pulse. A roll of Read Sensory Instruments is required to make sense of the data. Of course, this makes it very difficult for others to sneak up on or attack the caster, thus the spell confers the following bonuses: +4 to initiative, +2 to parry and dodge, -35% to prowl for anyone within that area trying to avoid detection by the caster.
Also, the radar pulse can be detected by standard radar sensors.
Adjust Gravity
Level: 5
Range: Tool
Duration: 1 hour/lvl
PPE: 35
Tool Needed: propellor
This spell adjusts the effect of gravity on an object. It can either negate up to 1g, or induce 1g of gravity. No more than that can be adjusted.
While this allows for flight, both a propulsion and steering system must also be utelized. Also, following the rules for contra-gravity, reaching orbit is possible. However, the Counter-Orbital Debris Ring on Rifts Earth denies the possibility.
Re: Invented Spells
Posted: Fri Feb 01, 2013 1:39 pm
by Stone Gargoyle
wyrmraker wrote:Gryphon Chick wrote:Wyrmraker: Your third level TW spell Blueprint requires both PPE and ISP, which I totally disagree with. If a spell simulates a psionic effect, you are not triggering psionics and it should not cost ISP, which most characters WILL NOT HAVE if they are not psionics characters. There are already spells which do the same things as psionics, such as sense evil, and they do not require ISP, so I do not understand why this one should.
Techno-wizards all have both PPE and ISP. These are designed, first and foremost, as techno-wizard rituals, by a Techno-Wizard. They are not designed for other spell casting classes.
Not being that familiar with Techno-Wizards, I cannot disagree with any basis of fact, but it does indeed seem peculiar to use ISP and PPE, both which have a basis in psionics, as PPE is technically Potential Psychic Energy and ISP is just a more direct use of psychic energy.
Re: Invented Spells
Posted: Fri Feb 01, 2013 1:44 pm
by wyrmraker
Stone Gargoyle wrote:wyrmraker wrote:Gryphon Chick wrote:Wyrmraker: Your third level TW spell Blueprint requires both PPE and ISP, which I totally disagree with. If a spell simulates a psionic effect, you are not triggering psionics and it should not cost ISP, which most characters WILL NOT HAVE if they are not psionics characters. There are already spells which do the same things as psionics, such as sense evil, and they do not require ISP, so I do not understand why this one should.
Techno-wizards all have both PPE and ISP. These are designed, first and foremost, as techno-wizard rituals, by a Techno-Wizard. They are not designed for other spell casting classes.
Not being that familiar with Techno-Wizards, I cannot disagree with any basis of fact, but it does indeed seem peculiar to use ISP and PPE, both which have a basis in psionics, as PPE is technically Potential Psychic Energy and ISP is just a more direct use of psychic energy.
I have to both agree and disagree with you on that one. While PPE and ISP are both related energies, this method is used to show direct usage of a psi-power. Not full activation, but to use the psi-power briefly.
Re: Invented Spells
Posted: Fri Feb 01, 2013 1:59 pm
by wyrmraker
Sixth Level
Engineless Motion
Level: 6
Range: Touch
Duration: 1 hour/lvl
PPE: 30
Tool Needed: Toy Gyroscope (working)
This enables a device to move as if it had an engine or motor. Up to 500 pounds per level will be motivated by this spell. Wheels, treads, or a drivetrain must still be functional. Top speed for this will be a mere 30 MpH.
Heat Treat
Level: 6
Range: Tool
Duration: Permanent
PPE: Variable
Tool Needed: Blowtorch
This allows a mage to convert inorganic SDC materials into MDC materials on a 1 MDC per 5 SDC basis. Unlike Ironwood, entire complex machines can be converted. The limitation of One Item per Casting is not relevant here.
PPE cost is 50, plus one per MDC point converted after 50.
Adjust Purity
Level: 6
Range: 10'
Duration: Perm
PPE: 30
Tool Needed: Pot and Colander
This spell is a much refined version of Purify Materials. With a successful Analytical Chemistry roll, this spell will remove specific impurities from SDC materials, or add specific compounds.
For example, if this is cast on a block of steel, the caster can elect to increase the vanadium while reducing the carbon, turning it into stainless steel. Note that this cannot be used on gems used for Techno-Wizardry.
Decrease Durability
Level: 6
Range: Touch
Duration: Perm
PPE: Variable
Tool Needed: Sponge, Acetic Acid
This spell is designed to convert MDC and SDC materials into SDC and lowered SDC materials. Designed to lower an item's structural integrity (originally designed to get through a robot's exterior after it's been rusted nearly solid, in order to more easily reach the probably nearly intact interior), this will reduce MDC to SDC on a ratio of 1 for 5 (90 MDC becomes 450 SDC), or reduce SDC by up to 75%. This spell can only be used on one solid item per casting, not entire machines.
PPE cost is 1 for 5 MDC reduced, or 1 for every 10 SDC reduced.
When combined with other spells, this can be a part of a spell series used to craft many unusual items.
Micronize
Level: 6
Range: Tool
Duration: Perm
PPE: 30
Tool Needed: Microwave
This spell permanently reduces an item's size without affecting performance by 15% per caster level, to a maximum shrinkage of 95%. It's designed to shrink down electronics for inserting into very tight spaces.
Re: Invented Spells
Posted: Fri Feb 01, 2013 2:02 pm
by Stone Gargoyle
wyrmraker wrote:Stone Gargoyle wrote:Not being that familiar with Techno-Wizards, I cannot disagree with any basis of fact, but it does indeed seem peculiar to use ISP and PPE, both which have a basis in psionics, as PPE is technically Potential Psychic Energy and ISP is just a more direct use of psychic energy.
I have to both agree and disagree with you on that one. While PPE and ISP are both related energies, this method is used to show direct usage of a psi-power. Not full activation, but to use the psi-power briefly.
Understood. Just seems a bit redundant, but then there seems to be a lot about TW spells which seem redundant to me. Carry on.
Re: Invented Spells
Posted: Fri Feb 01, 2013 2:03 pm
by wyrmraker
Stone Gargoyle wrote:wyrmraker wrote:Stone Gargoyle wrote:Not being that familiar with Techno-Wizards, I cannot disagree with any basis of fact, but it does indeed seem peculiar to use ISP and PPE, both which have a basis in psionics, as PPE is technically Potential Psychic Energy and ISP is just a more direct use of psychic energy.
I have to both agree and disagree with you on that one. While PPE and ISP are both related energies, this method is used to show direct usage of a psi-power. Not full activation, but to use the psi-power briefly.
Understood. Just seems a bit redundant, but then there seems to be a lot about TW spells which seem redundant to me. Carry on.
I appreciate all input and invite all questions. Thank you.
Re: Invented Spells
Posted: Fri Feb 01, 2013 2:06 pm
by wyrmraker
Seventh Level
Reach the Enclosed
Level: 7
Range: Touch
Duration: 3 min/lvl
PPE: 35
Tool Needed: Glove
A mechanic using this spell can phase his gloved hand through matter in order to reach inside an enclosed compartment. This is used to reach an engine part or the like without having to actually tear down the entire machine. It can only phase through inorganic matter.
Note that this spell can be used without a glove. Save vs. Pain to keep from yanking your hand out, and still take 2d6 damage to your hand, which is painfully useless for the rest od the day.
Basic Mechanics roll is required. Mechanical Engineer can be used with a +15% bonus.
Remote Control
Level: 7
Range: 250' +50'/lvl
Duration: 10 Min/lvl
PPE: 5PPE/100 Pound of Unit Controlled
Tool Needed: Remote Control Unit, HUD unit
Using a remote control unit (type varies on what the caster is controlling), the mage can control any computer or radio operated vehicle, robot, or powered armor so long as he/she has extensively studied the operating system in advance. Telemechanics and Total Recall can be used for this.
This spell limits the caster to controlling one control station of choice. Thus the caster can control a gunner station, piloting console, or whichever, but only one of them per casting. Note that in the case of powered armor, the caster will control every aspect of the unit that the pilot normally would.
A roll on Radio Basic is required.
Attune
Level: 7
Range: Touch
Duration: Permanent
PPE: 2/MDC of Armor
Tool Needed: Rheostat
The peculiar TW-specific spell is designed to overcome mystical resistances in armor, specifically armor worn by spellcasters. This spell will not only remove the environmental and metals restriction, but also will allow armors with a main body up to 75 MDC, or 750 SDC to used without restricting a caster's sorcery. It can only be used in part of an armor-enhancing spell chain, and does count as an armor enhancement.
Identify
Level: 7
Range: Touch
Duration: 1 minute/lvl
PPE: 35
Tool Needed: Multimeter
This will allow a mage to identify a magical item's properties. One item per level can be identified.
This spell will instantly identify the properties of any Techno-Wizard item (complete with spell chains) and regular magical items. Rune items will only read the weapon's base damage and alignment. Entity-powered weapons will leave the caster open to possession (straight save vs Possession, no bonuses whatsoever), but will reveal all of the item's properties.
Mine Sweeper
level 7
Range: 20' +10' per level
Area: 10' x10' area per level
Duration: instant
PPE: 52
Tool Needed: Paint Roller
This spell sets off any damage causing traps in the area of effect. Does not set off damage causing devices till they are set up as traps.
Re: Invented Spells
Posted: Fri Feb 01, 2013 2:14 pm
by Stone Gargoyle
I notice that the spell Attune refers to the damage capacity only in terms of MDC, but I take it that it could be converted to SDC on a 1 to 1 basis? I know that TW characters are primarily for Rifts, but since I play games based on SDC it is preferred that conversion notes are provided, especially in a topic thread such as this where spells are generally made available for all settings.
Re: Invented Spells
Posted: Fri Feb 01, 2013 2:18 pm
by wyrmraker
Stone Gargoyle wrote:I notice that the spell Attune refers to the damage capacity only in terms of MDC, but I take it that it could be converted to SDC on a 1 to 1 basis? I know that TW characters are primarily for Rifts, but since I play games based on SDC it is preferred that conversion notes are provided, especially in a topic thread such as this where spells are generally made available for all settings.
We usually don't permit conversions or crossovers in our games, but I can add that in. It would be armor up to 750 SDC
Re: Invented Spells
Posted: Fri Feb 01, 2013 2:20 pm
by wyrmraker
Eighth Level
Refitting
Level: 8
Range: Touch
Duration: Permanent
PPE: 45
Tool Needed: Tailor's Tape
This spell allows a body armor to be mystically re-sized to a recipient without any loss of structural integrity or function. Up to 100% size difference can be made.
A roll on Armorer or Weapons Engineer is required.
Ninth Level
Convert Element
Level: 9
Range: Tool
Duration: Perm
PPE: 45
Tool Needed: Smelting Pot or Vacuum Bell
This spell will transmute 99.5% pure elements into 99.5% pure different elements. Only pure elements can be converted, and only one element per casting. 1 oz/lvl can be converted in this manner.
The actual conversion is not as directly equal as it seems. This is a re-arrangement on the atomic level. The volume will be different due to the different masses between the two elements. For example, one cubic inch of lead will become .58 cubic inch of gold. This can be looked up on the internet.
This spell will only create stable elements (i.e., not radioactive elements). However, it can create stable elements from radioactive ones, if a pure radioactive element can be found or manufactured. Also, this cannot be used to convert a solid element into a gaseous one and vice-versa.
A roll on Analytical Chemistry is required.
Tenth Level
Factory
Level: 10
Range: Tools
Duration: Perm
PPE: 10/100 lbs
Tool Needed: Blueprints, Tools
This spell is the ultimate version of Fabricate, in that it can assemble pre-fabricated parts into the design of the blueprints on a large scale. 100 pounds of materials per level can be assembled this way.
This spell is only limited by it's caster's level. It can also be cast as a multiplied ritual by several techno-wizards, each with their own focal tool kits, and the effective caster level will be the sum total of the levels of the casters in the ritual.
Large items can be assembled with this spell, but truly massive production runs (such as a Behemoth Explorer or the like) takes several castings to assemble each individual section, and the large chunks must be assembled the old-fashioned way.
The appropriate Engineering rolls must be made.
Re: Invented Spells
Posted: Fri Feb 01, 2013 2:22 pm
by wyrmraker
And here are the last of the utilities. I hope that you enjoy them
Twelfth Level
Reverse Engineer
Level: 12
Range: Touch
Duration: Permanent
PPE: 270, 12 ISP
Tool Needed: Optics Band, Object Read, Telemechanics
This spell enables a Techno-Wizard to know the precise manufacturing process of any item. It is considered to be the ultimate in industrial espionage. This spell will overcome any non-magical protections built into the device to prevent analysis. It will show the precise methods of repair, maintenance, and manufacture of anything, including techno-wizard devices, alien technologies, and even Chromium Armor.
Note that while the caster knows exactly how an item is built, he/she may not have the materials, ingredients, or methods to actually perform the act of construction.
This spell can only be cast on one item per casting.
Vessel of Tomorrow
Level: 12
Range: Touch
Duration: Special
PPE: 120
Tool Needed: Special
This spell, somewhat related to PPE Batteries and the Talisman spell, is designed to enchant a TW construct capable of holding PPE for future usage. Note that this is NOT a stand-alone spell, but a portion of a larger TW construction procedure. This unit itself is designed for TW device construction.
The device itself is a cluster of gems wired together with platinum fittings and silver wire, connected to a custom-cast, solid gold electrical plug. In addition, a braid of copper is woven into a glove, with an attached copper electrical outlet, which is used to transfer the PPE into and out of the device.
The gem types, in this case, do not matter. However, the maximum amount of PPE the device can store will be equal to the total carats of the device. If the device is made entirely of emeralds, then 10 PPE/carat may be stored, but the construct must be all emeralds wired together. The same rule goes for diamonds, at a storage rate of 5 PPE/carat. Once the device is built, and the spell cast, the device has a PPE reserve of 20. More PPE can be added at a later time, but not gemstones.
The construct itself requires 1 carat (200 Mg) of gems per PPE stored, plus 1/4 oz Silver and 1/4 oz Platinum per carat of gem. Casting time is 60 hours, cast in 12 4-hour stretches with 1 hour breaks between steps.
The device can hold PPE for TW device construction (not for any other sort of spellcasting, excluding fuelling TW devices) almost indefinitely.
While this can be used to fuel a large PPE device, remember that this is not a small, hand-held device. It is also very delicate. Increase Durability can be cast on it, but not Heat Treat. Also, for a 1000 PPE storage unit, it would take 1000 carats, or 200 grams (6.5 oz) of gemstones. Assuming (optimistically) that each gem is roughly 4 carats, that means an additional 3.15 pounds each of silver and platinum are required, giving a rough total weight of 6.65 pounds. Good for a vehicle mounted construct, but less so for a weapon or TW powered armor. However, the powering matrix is so delicate that it can easily fall out of alignment. When not actively supplying PPE, the matrix is extremely stable. However when the PPE begins to flow, the entire construct begins to vibrate slightly. In terms of game mechanics, if this device is powering a vehicle or armor, every time the vehicle takes damage there is a percentage chance equal to the amount of damage taken by the vehicle that the matrix will misalign, causing it to shut down until a jeweler resets the matrix, and the base spell is recast (the construct itself loses no stored PPE; it is merely inaccessible). Even the slight armor ablation from laser fire will do this.
Re: Invented Spells
Posted: Fri Feb 01, 2013 3:14 pm
by Stone Gargoyle
wyrmraker wrote:Stone Gargoyle wrote:I notice that the spell Attune refers to the damage capacity only in terms of MDC, but I take it that it could be converted to SDC on a 1 to 1 basis? I know that TW characters are primarily for Rifts, but since I play games based on SDC it is preferred that conversion notes are provided, especially in a topic thread such as this where spells are generally made available for all settings.
We usually don't permit conversions or crossovers in our games, but I can add that in. It would be armor up to 750 SDC
Part of posting in a forum such as this is writing for more than just your game.
So the spells only go to level 12, then?
Re: Invented Spells
Posted: Fri Feb 01, 2013 3:23 pm
by wyrmraker
Stone Gargoyle wrote:wyrmraker wrote:Stone Gargoyle wrote:I notice that the spell Attune refers to the damage capacity only in terms of MDC, but I take it that it could be converted to SDC on a 1 to 1 basis? I know that TW characters are primarily for Rifts, but since I play games based on SDC it is preferred that conversion notes are provided, especially in a topic thread such as this where spells are generally made available for all settings.
We usually don't permit conversions or crossovers in our games, but I can add that in. It would be armor up to 750 SDC
Part of posting in a forum such as this is writing for more than just your game.
So the spells only go to level 12, then?
You are correct. I wasn't thinking properly.
And I have only written the TW utilities for up to 12th level. Later on I may write more.
I was originally inspired to write this because there weren't any reliable ways for a techno-wizard to get wire without either scavenging or buying it. The idea kind of stampeded out from there.
And I didn't want to create any new combat spells. As far as I am concerned, Palladium has more than enough. But it has always been sorely lacking in utility-oriented spells.
Re: Invented Spells
Posted: Fri Feb 01, 2013 4:07 pm
by Stone Gargoyle
I don't typically write combat magic, either. There are lots of interesting ways magic can be used without making different ways of attacking people.
Re: Invented Spells
Posted: Fri Feb 01, 2013 4:13 pm
by wyrmraker
I agree. My current character, a TW known as the Nerf Warrior (because he uses a ton of Nerf gear as his combat foci) doesn't like to hurt people. His preferred tech weapon is the Zapper Pistol, from Juicer Uprising.
Instead, he will be using these spells to help out random people out in the wilds.
Re: Invented Spells
Posted: Wed Feb 06, 2013 11:11 pm
by drewkitty ~..~
Tent of the Underseas: Once closed up this tent fills with breathable seawater for aquatic base life. From the outside the tent appears to be normal except in windy times, in that it is not blown about by the wind(s) as other tents. The tent will fill up once the enterance flap is closed, three times per day. The water drains from the tent as magically as it is filled. Opening the door flap while filled has a 28% change of the water being discharged their the door flap. The insides of the tent are usually decorated to depict a coral reef.
Re: Invented Spells
Posted: Thu Feb 07, 2013 3:33 am
by drewkitty ~..~
I for one like to see them in standard PB Spell formate.
Name
Level
Range
Duration
Saving Throw
PPE
(spell descriptive text)