Magically Storing Weapons

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Prodigy
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Magically Storing Weapons

Unread post by Prodigy »

Evening everyone. Outside of the power Instant Weapon, is there a magic spell that could hide and summon a specific magic weapon?
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flatline
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Re: Magically Storing Weapons

Unread post by flatline »

Dimensional Pockets, assuming you GM is willing to let you use Temporal spells from Rifts...

--flatline
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Re: Magically Storing Weapons

Unread post by Glistam »

The spell Concealment (from the HU Game Master's Guide) lets you keep a weapon out of sight.
The spells Fingers of the Wind (from HU2), Telekinesis (from the HU Game Master's Guide), and Animate Object (also from the HU Game Master's Guide) can bring a nearby item to you.
The spell Time Slip (from the HU Game Master's Guide) lets you can disappear for a few moments, and in the several seconds available you could either draw or put away a weapon and then re-appear.
The spell Dimensional Pocket (in the HU2 main book) will let you store "about" 30 lbs - allowing you to pull a weapon out of an unlikely place or put it away.

In the Heroes Unlimited game system there's no other spells that I can think of, and none of them allow you to just summon the weapon into your hand.
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flatline
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Re: Magically Storing Weapons

Unread post by flatline »

I wasn't aware that HU2 had Dimensional Pocket in it. Excellent.

--flatline
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Re: Magically Storing Weapons

Unread post by drewkitty ~..~ »

flatline wrote:Dimensional Pockets, assuming you GM is willing to let you use Temporal spells from Rifts...

--flatline

The D-pocket spell is just a normal spell in HU2. No need to bring Rifts into the discussion.
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The Oh So Amazing Nate
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Re: Magically Storing Weapons

Unread post by The Oh So Amazing Nate »

There is a spell that allows you to summon things to you. Accio Unfortunately it does not exist in the megaverse.
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Glistam
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Re: Magically Storing Weapons

Unread post by Glistam »

flatline wrote:I wasn't aware that HU2 had Dimensional Pocket in it. Excellent.

--flatline

Yeah, a few of the "lower level" temoral magics from Rifts have made their way into the general invocation list in both Heroes Unlimited and Palladium Fantasy.
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Re: Magically Storing Weapons

Unread post by eliakon »

Glistam wrote:
flatline wrote:I wasn't aware that HU2 had Dimensional Pocket in it. Excellent.

--flatline

Yeah, a few of the "lower level" temoral magics from Rifts have made their way into the general invocation list in both Heroes Unlimited and Palladium Fantasy.

Hrmmm....perhaps this is how Zombie and the like migrated on from Necromancer Lists to Invocation :P
(Yes, yes I know that's not how it worked...but it does present an interesting in universe explanation.)
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Re: Magically Storing Weapons

Unread post by Sir_Spirit »

eliakon wrote:
Glistam wrote:
flatline wrote:I wasn't aware that HU2 had Dimensional Pocket in it. Excellent.

--flatline

Yeah, a few of the "lower level" temoral magics from Rifts have made their way into the general invocation list in both Heroes Unlimited and Palladium Fantasy.

Hrmmm....perhaps this is how Zombie and the like migrated on from Necromancer Lists to Invocation :P
(Yes, yes I know that's not how it worked...but it does present an interesting in universe explanation.)

So, did the zombie learn pocket dimension in HU-earth or Palladium?
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Razorwing
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Re: Magically Storing Weapons

Unread post by Razorwing »

Actually, there are a number of Spells that appear both as Invocations and on spell lists for more specialized spellcasters. Generally, they are lower level spells in those specialized areas, but cost more PPE for those who don't specialize in their magics to cast (or rather the specialist spellcasters can cast them at a reduced cost).

It's sort of the Jack of all Trades deal... Mystic Study characters have a wide variety of spells they can use, but specialists sacrifice that versatility to cast a smaller number of spells more efficiently or effectively (lower cost and/or to greater effect). There are some spells that only the Specialists can use, regardless of how knowledgeable in the mystic arts a generalist like the Mystic Study character becomes.
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Re: Magically Storing Weapons

Unread post by SpiritInterface »

flatline wrote:I wasn't aware that HU2 had Dimensional Pocket in it. Excellent.

--flatline


From Heroes Unlimited 2nd Ed - Powers Unlimited 3

Dimensional Pocket
The character can create a true "pocket" dimension that
only the hero can access at will. To access the Dimensional
Pocket, the super being must put his hand into a
real pocket or small bag of some kind. When the power is
activated, a glowing soft white light radiates from the
opening of the pocket or bag. To those watching, it is as if
the character's hand disappears as it enters the pocket,
but in reality, he is just reaching into his personal dimensional
pocket. When he removes his hand from the
pocket, it comes out holding whatever object the hero was
attempting to retrieve. Putting an object into the dimensional
pocket is done the same way.
Since the Dimensional Pocket requires an actual
pocket or small bag - limited to the size of a woman's
pocket bag or man's trouser pocket - the items that can
be placed inside the dimension must be handheld and
able to fit through the opening. The advantage is that
many small items can be contained within the dimensional
pocket, such as a note pad, pen, marker, pencil, calculator,
PDA, cell phone, digital camera, wallet & money,
wrench, screwdriver, knife, gun, hand grenade, bottled
water, can of soda, and similar. To retrieve a particular
item, the super being must remember the item and concentrate
on removing it from the pocket. If he forgets what
is in the pocket, he is unable to mentally summon up that
item when he reaches into the pocket. There is no limit to
how long the character can store items safely inside the
pocket.
Range: Touch, and must reach into a real pocket to use
this power.
Duration: The Dimensional Pocket is permanent and its
contents are locked in stasis, frozen in time.
Damage: None. The character cannot use the Dimensional
Pocket to harm others and cannot place even tiny
living creatures, like a mouse, into the pocket.
Attacks per Melee: Retrieving an item takes 7 seconds
and uses up half the character's attacks for that melee
round. If there are more than 12 items contained inside
the pocket, it will take a full melee round (15 seconds) to
locate and remove a specific item.
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