Invented Spells

Diabolists, Techno-Wizards & Psionicists, Oh my! All things that are Magics and Psionics in all Palladium Games.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

It is more like the charm & dominate spells then a illusion spell.
I know it is a bare bones spell text. but what was written was the idea I had in total. Didn't think about any side effects cause was dead tired when I wrote it.

The reason I put the PPE cost so high is the range of the spell/ which does not have a LoS limit in it.

Now note, that the spell does not say that those effected think that the target of the spell think that he/she is 'their' monarch…just 'a' monarch.

Yep, an Aura of Authority spell would look ver similar. …..so similar that I might as well post it out.

Aura of Authority
"Boss, Boss!"

Level: 7
Range: one other by touch
Effects Range: 500 feet per level
Duration: 2 hours
Saving Throw: -4 to the standard roll.
PPE: 102

Makes everyone within the effect range that fail their save vs magic believe the target of the spell is the person 'In Charge'. Those effected will follow the instructions of the individual as if they believe that person has the authority to be 'in command'. The caster of the spell is immune to the magic.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Okay, that works better.

As is, if the people around the target had no concept of what a 'monarch' is, it would fall flat. An authority or even a celebrity? THat works better.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Glistam
Megaversal® Ambassador
Posts: 3631
Joined: Tue Apr 05, 2005 2:09 pm
Comment: The silent thief of Rozrehxeson.
Location: Connecticut
Contact:

Re: Invented Spells

Unread post by Glistam »

Mlp7029 wrote:Globe of Daylight, Extended
Level: One Three
Range: Near self or up to 30 feet (9.1 m) away.
Duration: 3 minutes days per level of experience.
Saving Throw: None.
P.P.E.: Two Eight
A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12 foot (3.6 m) area per each level of its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.

There is already an existing "upgrade" to the Globe of Daylight spell- it is an Air Warlock spell in Mysteries of Magic called "Globe of True Sunlight." That would be another good spell to review when considering what this upgrade to Globe of Daylight should be.
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:Okay, that works better.

As is, if the people around the target had no concept of what a 'monarch' is, it would fall flat. An authority or even a celebrity? THat works better.

For those people with no concept of a monarch it would just turn out that <this person is very important>. *shrugs* it is not like the spell is making the effected think the person has authority over them.

After thinking about it a while I would think the AoR would be more for the PF setting, while AoA would be more for other settings.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
13eowulf
Megaversal® Ambassador
Posts: 1150
Joined: Tue Nov 24, 2009 6:15 pm
Location: Ontario, Canada

Re: Invented Spells

Unread post by 13eowulf »

drewkitty ~..~ wrote:
taalismn wrote:Okay, that works better.

As is, if the people around the target had no concept of what a 'monarch' is, it would fall flat. An authority or even a celebrity? THat works better.

For those people with no concept of a monarch it would just turn out that <this person is very important>. *shrugs* it is not like the spell is making the effected think the person has authority over them.

After thinking about it a while I would think the AoR would be more for the PF setting, while AoA would be more for other settings.


That spell is a bit of a double edged sword is it not? Some people just want to kill those in power, or kidnap them for ransom, etc.
Oderint Dum Metuant.
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

13eowulf wrote:
drewkitty ~..~ wrote:
taalismn wrote:Okay, that works better.

As is, if the people around the target had no concept of what a 'monarch' is, it would fall flat. An authority or even a celebrity? THat works better.

For those people with no concept of a monarch it would just turn out that <this person is very important>. *shrugs* it is not like the spell is making the effected think the person has authority over them.

After thinking about it a while I would think the AoR would be more for the PF setting, while AoA would be more for other settings.


That spell is a bit of a double edged sword is it not? Some people just want to kill those in power, or kidnap them for ransom, etc.

[the AoR spell] :twisted: yup

Got a "Sodium Block" spell here that changes salt into it components to make the sodium block. Which has different sort of 'user be ware'.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

13eowulf wrote:[

That spell is a bit of a double edged sword is it not? Some people just want to kill those in power, or kidnap them for ransom, etc.


Even anarchists have leaders. Though, admittedly, if you already know who your leadership is, and you're utterly totally devoted to them, I imagine you'd be less likely to be swayed by this spell, especially if your leader was in the immediate vicinity. On the other hand, if your leader was also affected, you might decide the person HE was looking up to was worthy of your attention, and thus transfer of loyalties.
Or, if you were a TOTAL wackjob, you might decide your leader just betrayed you all.
That's provided you didn't just save versus magic in the first place.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:
13eowulf wrote:[

That spell is a bit of a double edged sword is it not? Some people just want to kill those in power, or kidnap them for ransom, etc.


Even anarchists have leaders. Though, admittedly, if you already know who your leadership is, and you're utterly totally devoted to them, I imagine you'd be less likely to be swayed by this spell, especially if your leader was in the immediate vicinity. On the other hand, if your leader was also affected, you might decide the person HE was looking up to was worthy of your attention, and thus transfer of loyalties.
Or, if you were a TOTAL wackjob, you might decide your leader just betrayed you all.
That's provided you didn't just save versus magic in the first place.

The Aura of Royalty spell Only make the target of the spell look to be a monarch to the effected. What it does not do is make the effected think that the target is Their monarch.
Which is what 13 was commenting on.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:[The Aura of Royalty spell Only make the target of the spell look to be a monarch to the effected. What it does not do is make the effected think that the target is Their monarch.
Which is what 13 was commenting on.



Still getting the Monty Python vibe where the peasants find out it's King Arthur...and are duly unimpressed because they've formed a socialist collective. :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:
drewkitty ~..~ wrote:[The Aura of Royalty spell Only make the target of the spell look to be a monarch to the effected. What it does not do is make the effected think that the target is Their monarch.
Which is what 13 was commenting on.



Still getting the Monty Python vibe where the peasants find out it's King Arthur...and are duly unimpressed because they've formed a socialist collective. :P

*chuckles* :wink:
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:
taalismn wrote:[

Still getting the Monty Python vibe where the peasants find out it's King Arthur...and are duly unimpressed because they've formed a socialist collective. :P

*chuckles* :wink:

"Oh! Come and see the violence inherent in the system! ---HELP! HELP! I'm being repressed"!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Fertility(Invocation/Ritual)
Level: 5
Type: (Invocation/Ritual)
Range: Touch
Duration: Two hours per level of experience if cast as an invocation, effectively permanent if cast as a ritual
Saving Throw: Standard
PPE Cost: 50 as an Invocation, 100 as a ritual. Biomancers can cast this spell at HALF PPE cost.
Effects:
This spell increases the likelihood of successful sexual conception, raising the normal chance of a pregnancy by 20% per level of experience(10% if the subject of the spell was previously considered low-virile). This spell also renders chemical contraception measures ineffective.
Casting this spell as a ritual makes the effect more or less permanent, as long as the subject lives, and remains biologically viable as a parent.
Though normally used as a medical spell, it has also been known to be used as a curse on more than occasion(“Hah! I can think of no more poetic way to end your days of adventuring and meddling in my affairs than to tie you down with a dozen, no, knowing you, a HUNDRED, paternities! Let the hordes of expectant mothers, angry parents, jilted lovers, and cuckholded husbands occupy your time.! Oh, and let’s not forget all the screaming brats! Enjoy changing diapers, oh-so-noble swordsman! Bwhahahaahahhahahahhhaha!!!”)

Bubble Wall(Ocean Magic)(Invocation)
Level: 3
Type: Invocation
Range: 100 ft +10 ft per level of experience. Creates a curtain-wall 20 ft long and 5 ft deep per level of experience. Generally, the height the bubbles can rise and still remain effective is 1d6x100 ft, before they peter out.
Duration: 1 minute per level of experience
Saving Throw: None(see below)
PPE Cost: 8
Effects:
Creates a roiling, turbulent curtain of rising bubbles that most sea animals will not cross. Gill breathers attempting to pass through the wall must roll versus magic or be stunned, -1d4 to initiative, strike, dodge, and parry for 1d4 melees (the effect is akin to getting a hard shot of compressed air through the ears or straight up the nose).
The violent bubbling makes a hash of sonar readings through it. -60% to sonar rolls, while sonar-guided weapons are -10 to strike.
Also has the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned (-10 to strike, parry, dodge, and lose initiative)for 1d4 melees.
The Bubble Wall can be shaped as a straight line or curved around the caster(or a target, such as a school of fish) as long as it falls within the casting range.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

Spell of Legend
Create Life
Range: 10 ft
Duration: Permanent
Saving Throw:Not applicable
PPE: 1600 (Half as a Ritual, and see below)

This Legendary spell was created by a wizard seeking to emulate the power of the gods. Though he succeeded the spell has a heavy price requiring the sacrifice of HALF the wizards HP and SDC (or MDC) in addition to the massive PPE required. This damage can NOT be healed by magical means, its loss a sacrifice to create life. The minion is designed using either a monster, animal, player race or lesser supernatural as the base. The mage can boost two stats by 2d6 points, bestow the creature with 2 of his natural abilities (if he has them), and either 4 psionics (ISP is M.E. x3) or be given 2 magic powers ( can be performed twice a day, equal to 4th lvl spells). If performed as a Ritual this spell requires 8 hours of uninterrupted casting as he slowly bleeds his blood into the spell and molds the being within. whether cast as a ritual or as a spell the life created by this spell views the mage as its parent/creator and acts accordingly.

so...no idea if anyone has done this before but my spellcasters are jealous of the gods getting all the fun...and may have made this spell at great risk to their lives...or not...they couldn't be found to comment
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

Might add a perm PPE sacrifice to. In addition to the loss of the HP&SDC.
While not a token (2d6) amount, but not 50% ether.
.
.
.
Or maybe the spell takes all of the mage's PPE….since a deity might have tampered with the spell because of the mage's hubris (stupid pride) in creating the spell.


Nightmartree wrote:Spell of Legend
Create Life
Range: 10 ft
Duration: Permanent
Saving Throw:Not applicable
PPE: 1600 (Half as a Ritual, and see below)

This Legendary spell was created by a wizard seeking to emulate the power of the gods. Though he succeeded the spell has a heavy price requiring the sacrifice of HALF the wizards HP and SDC (or MDC) in addition to the massive PPE required. This damage can NOT be healed by magical means, its loss a sacrifice to create life. The minion is designed using either a monster, animal, player race or lesser supernatural as the base. The mage can boost two stats by 2d6 points, bestow the creature with 2 of his natural abilities (if he has them), and either 4 psionics (ISP is M.E. x3) or be given 2 magic powers ( can be performed twice a day, equal to 4th lvl spells). If performed as a Ritual this spell requires 8 hours of uninterrupted casting as he slowly bleeds his blood into the spell and molds the being within. whether cast as a ritual or as a spell the life created by this spell views the mage as its parent/creator and acts accordingly.

so...no idea if anyone has done this before but my spell casters are jealous of the gods getting all the fun...and may have made this spell at great risk to their lives...or not...they couldn't be found to comment
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

drewkitty ~..~ wrote:Might add a perm PPE sacrifice to. In addition to the loss of the HP&SDC.
While not a token (2d6) amount, but not 50% ether.

Nightmartree wrote:Spell of Legend
Create Life
Range: 10 ft
Duration: Permanent
Saving Throw:Not applicable
PPE: 1600 (Half as a Ritual, and see below)

This Legendary spell was created by a wizard seeking to emulate the power of the gods. Though he succeeded the spell has a heavy price requiring the sacrifice of HALF the wizards HP and SDC (or MDC) in addition to the massive PPE required. This damage can NOT be healed by magical means, its loss a sacrifice to create life. The minion is designed using either a monster, animal, player race or lesser supernatural as the base. The mage can boost two stats by 2d6 points, bestow the creature with 2 of his natural abilities (if he has them), and either 4 psionics (ISP is M.E. x3) or be given 2 magic powers ( can be performed twice a day, equal to 4th lvl spells). If performed as a Ritual this spell requires 8 hours of uninterrupted casting as he slowly bleeds his blood into the spell and molds the being within. whether cast as a ritual or as a spell the life created by this spell views the mage as its parent/creator and acts accordingly.

so...no idea if anyone has done this before but my spellcasters are jealous of the gods getting all the fun...and may have made this spell at great risk to their lives...or not...they couldn't be found to comment


If i was being totally in line with rifts current magic i probably would. But I've always felt permanent PPE sacrifices are...a bit much. If you feel like it should go for it, but I personally object to permanent PPE loss. Maybe halve his available PPE until he recovers his HP/SDC? he after all isn't a god so it seems like am acceptable but severe loss.

But he is already paying double what a god does unless he goes through a long term ritual (which i also feel like should require some cost to make but wasn't sure what to put down), i based this on a power from dragons and gods
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Second Wind(Invocation)
Level: 2
Type: Invocation
Range: 50 ft and covers a 5 ft wide area per level of experience
Duration: 1 melee
Saving Throw: None
PPE Cost: 4(2 for Air Elemental Warlocks)
Effects:
This creates a brief, bracing, refreshingly cool breeze that disipates smoke and gases, but also provides temporary relief from fatigue, restoring 1d8 points’ worth of P.E.(these will last until used up again, but do not add to a person's rated P.E.). It will also clear stress-related aches and pains, and generally pep the person up, allowing them to work/run longer.
This spell can only be cast on a person once per 24 hours. A second casting will only provide 1d4 points of P.E. relief, and a third casting will result in nothing at all(except dust-off or smoke dispersal), and should not be considered a substitute for real rest/sustenance/medical relief.
Last edited by taalismn on Mon Sep 04, 2017 8:31 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

taalismn wrote:Second Wind(Invocation)
Level: 2
Type: Invocation
Range: 50 ft and covers a 5 ft wide area per level of experience
Duration: 1 melee
Saving Throw: None
PPE Cost: 4(2 for Air Elemental Warlocks)
Effects:
This creates a brief, bracing, refreshingly cool breeze that disipates smoke and gases, but also provides temporary relief from fatigue, restoring 1d8 points’ worth of P.E.. It will also clear stress-related aches and pains, and generally pep the person up.


can we get a Third Wind? or rather now that I think about it is there a limit to the number of winds you can catch?

Is the relief temporary for the 1 melee or does the wind last for one melee and the relief provided is permanent (as in lasts till you wear out again). And is there a limit to the effect of multiple casts? or can you be refreshed indefinitely.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Nightmartree wrote:[

can we get a Third Wind? or rather now that I think about it is there a limit to the number of winds you can catch?

Is the relief temporary for the 1 melee or does the wind last for one melee and the relief provided is permanent (as in lasts till you wear out again). And is there a limit to the effect of multiple casts? or can you be refreshed indefinitely.



All very good points, thank you, and hopefully addressed in the revision posted above. ;)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

taalismn wrote:
Nightmartree wrote:[

can we get a Third Wind? or rather now that I think about it is there a limit to the number of winds you can catch?

Is the relief temporary for the 1 melee or does the wind last for one melee and the relief provided is permanent (as in lasts till you wear out again). And is there a limit to the effect of multiple casts? or can you be refreshed indefinitely.



All very good points, thank you, and hopefully addressed in the revision posted above. ;)


Cool, and so I was inspired by all this talk of wind to put one of my personal problems into a spell

Long Winded(Invocation)
Level: 4
Type: Invocation
Range: 20 ft
Duration: 1 minute +1 minute per lvl of the mage
Saving Throw: Standard
PPE Cost: 8
Effects:
This spell causes the person targeted to become INCREDIBLY long winded, requiring a much long time to reach the point of his speech and get ideas across. Any attempt by this person to communicate is lengthened and delayed turning even simple warnings such as "STOP!" into such lines as "My fellow soldier ceases your actions at this moment for ahead of you is danger!", delaying any communication by 1d4 actions in battle as the person launches into a lengthy, and heartfelt communication that may or may not stray off topic midway before finally returning to the point. "My fellow soldier ceases your actions at this moment, why you ask? Do you even know the purpose of asking questions? If Karl Prosek was here would you ask why or would you offer to shine his boots? I'm not our mighty leader but still its an interesting point to ponder, would you shine his boots? oh and beware for ahead of you is danger! Ah but I was too late, now if only i'd said my point a little bit faster poor Bitsy would still be alive, poor Bitsy, the most unfortunate new grunt in the line". This does NOT prevent the target from fighting or acting as normal, though any attempts to listen to others or cast magic will be greatly impaired. This will double cast times of any magic while under the influence of the spell. This spell also impacts social interactions and speeches given, effectively halving the percentage chance of social skills, or the effects of MA as well as making any speech or interaction far more boring and long winded than it should be.

I have no idea if this is remotely good or not, I can't even think of anything remotely like it in the book except maybe a silence? need to find that now
Last edited by Nightmartree on Mon Sep 11, 2017 2:01 am, edited 1 time in total.
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

Nightmartree wrote:
Cool, and so I was inspired by all this talk of wind to put one of my personal problems into a spell

Long Winded(Invocation)
Level: 4
Type: Invocation
Range: 20 ft
Duration: 1 minute +1 per lvl of the mage
Saving Throw: Standard
PPE Cost: 8
Effects:
This spell causes the person targeted to become INCREDIBLY long winded, requiring a much long time to reach the point of his speech and get ideas across. Any attempt by this person to communicate is lengthened and delayed turning even simple warnings such as "STOP!" into such lines as "My fellow soldier ceases your actions at this moment for ahead of you is danger!", delaying any communication by 1d4 actions in battle as the person launches into a lengthy, and heartfelt communication that may or may not stray off topic midway before finally returning to the point. "My fellow soldier ceases your actions at this moment, why you ask? Do you even know the purpose of asking questions? If Karl Prosek was here would you ask why or would you offer to shine his boots? I'm not our mighty leader but still its an interesting point to ponder, would you shine his boots? oh and beware for ahead of you is danger! Ah but I was too late, now if only i'd said my point a little bit faster poor Bitsy would still be alive, poor Bitsy, the most unfortunate new grunt in the line". This does NOT prevent the target from fighting or acting as normal, though any attempts to listen to others or cast magic will be greatly impaired. This will double cast times of any magic while under the influence of the spell. This spell also impacts social interactions and speeches given, effectively halving the percentage chance of social skills, or the effects of MA as well as making any speech or interaction farm more boring and long winded than it should be.

I have no idea if this is remotely good or not, I can't even think of anything remotely like it in the book except maybe a silence? need to find that now

sounds more like a Lud. Magic spell, or from the same mage that cerated the R9.5 spells.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

drewkitty ~..~ wrote:sounds more like a Lud. Magic spell, or from the same mage that cerated the R9.5 spells.


don't know either of those, so cant comment.
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

Nightmartree wrote:
drewkitty ~..~ wrote:sounds more like a Lud. Magic spell, or from the same mage that cerated the R9.5 spells.


don't know either of those, so cant comment.


Lud. Magic (note the abbreviation): there are some spells made for it in this topic. Sort of hard to miss if looking for them.

Lud. Magic….is clowning magic…and is a specialty magic.
The invocations in rifter 9.5….You're It (as in 'tag'), Base, banana peel (as in slipping on a…), speaking in tongues (opposite of the tongues spell what make the spoken word of the target gibberish), the deviator (temp. alinement change), shout, ears of the bat.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

taalismn wrote:Liquify PPE(Invocation)
Level: 9
Type: Invocation
Range: Self
Duration: Varies; depending on how the liquid PPE is stored.
Saving Throw: None
PPE Cost: Varies. 55 PPE baseline, +2 PPE per 1 PPE liquified under normal conditions. It costs 60 PPE baseline, and 1 PPE per 1 point liquified on a Ley Line, and costs only 30 PPE baseline, and 1 PPE per 1 point liquified at a nexus point.
Effects:
This spell allows the caster to convert PPE into a stabilized liquid form. This allows the spellcaster to store magical energy for longer periods of time, though the liquid state is not permanent, and evaporates away over time. This provides a cheaper(PPE cost-wise), if shorter-term, alternative to the more expensive Create Talisman spell as a PPE reservoir. Liquified PPE is a light blue-green or gold liquid that seems to glow. 10 PPE occupies the same volume as an ounce of water, and a container of some sort MUST be ready to receive the liquid when it is created.
Liquid PPE has an effective shelf-life as follows:
Paper cartons, clay, metal, or plastic containers: 2 days per level of experience.
Glass Containers: 3 days per level of experience.
MDC Metal Containers: 4 days per level of experience.
MDC Glass Containers: 6 days per level of experience.
Silver-lined Containers: 10 days per level of experience.
Specially enchanted containers can hold the liquid PPE for longer, or even in a permanent state.

Liquid PPE CANNOT be frozen.

Liquid PPE can be used to replenish magic users’ PPE reserves simply by drinking it. It is also useful as a stock component in potions, healing baths, and other magical concoctions. For non-magic users drinking the liquid PPE, there is no effect other than a tingling feeling, a mild sense of well-being, and possible mild hallucinations if a quart or more is drunk(save versus magic or be effectively stoned for 1d4 hours), though the imbiber will show up to those with the ability to sense magic as having a much higher PPE than they should, at least until the liquid passes through their system. Psi-stalkers and other PPE-utilizers can also drink the liquid and derive nourishment from it. Splashing the liquid on vampires and other beings susceptible to water has NO effect.

Well of Magic
Level: 15
Type: Invocation (ritual)
Range: Touch
Duration: 10 years + 1 years per level of the mage or permanent
Saving Throw: None
PPE Cost: Varies. 550 PPE +1 PPE per PPE the well is to contain at a nexus, 1100 +1 Per 1 PPE in well on leyline, 2200 +2 per 1 PPE in well elsewhere

Effects: This spell was inspired by liquefy PPE. It uses powerful magic to create a pool or well of Liquefied PPE that is replenished daily at dawn. The PPE can be used by anyone with access to the well and will work as explained under liquify PPE, and will lose potency only once removed from the well. This spell is sometimes used by powerful beings or communities of mages to provide a ready source of power. Only one of these wells may be on a nexus, one per 10 miles of leyline or one per 20 miles of nonmagical land or else the wells powers to replenish are HALVED per every extra well made. The well can still hold the max amount of energy but replenishes slower. To create a permanent well requires special materials including the remains of creatures of magic and blood sacrifice. Usually the creatures of magic are worked into the well as it is physically constructed, not a requirement for the nonpermanent well which will form on its own, usually requires something along the lines of a dragon or hundreds of the smaller fey or similar beings, the blood of a god or supernatural intelligence will also work. Then at least 1 HP per 10 PPE in the well must be sacrificed. By the end the well is empowered and becomes a near indestructible existence akin to rune weapons with a life of its own, and in time may develop true sentience and power of its own.

Well (ha ha) i couldn't resist writing this
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Nightmartree wrote:
taalismn wrote:
Nightmartree wrote:[

can we get a Third Wind? or rather now that I think about it is there a limit to the number of winds you can catch?

Is the relief temporary for the 1 melee or does the wind last for one melee and the relief provided is permanent (as in lasts till you wear out again). And is there a limit to the effect of multiple casts? or can you be refreshed indefinitely.



All very good points, thank you, and hopefully addressed in the revision posted above. ;)


Cool, and so I was inspired by all this talk of wind to put one of my personal problems into a spell

Long Winded(Invocation)
Level: 4
Type: Invocation
Range: 20 ft
Duration: 1 minute +1 minute per lvl of the mage
Saving Throw: Standard
PPE Cost: 8
Effects:
This spell causes the person targeted to become INCREDIBLY long winded, requiring a much long time to reach the point of his speech and get ideas across.


I didn't realize President Warren Harding was a mage...he coined the term 'bloviation' to describe this sort of speech...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Nightmartree wrote:[q
Well of Magic
Level: 15
Type: Invocation (ritual)
Range: Touch
Duration: 10 years + 1 years per level of the mage or permanent
Saving Throw: None
PPE Cost: Varies. 550 PPE +1 PPE per PPE the well is to contain at a nexus, 1100 +1 Per 1 PPE in well on leyline, 2200 +2 per 1 PPE in well elsewhere

Effects: This spell was inspired by liquefy PPE. It uses powerful magic to create a pool or well of Liquefied PPE that is replenished daily at dawn. The PPE can be used by anyone with access to the well and will work as explained under liquify PPE, and will lose potency only once removed from the well. This spell is sometimes used by powerful beings or communities of mages to provide a ready source of power. Only one of these wells may be on a nexus, one per 10 miles of leyline or one per 20 miles of nonmagical land or else the wells powers to replenish are HALVED per every extra well made. The well can still hold the max amount of energy but replenishes slower. To create a permanent well requires special materials including the remains of creatures of magic and blood sacrifice. Usually the creatures of magic are worked into the well as it is physically constructed, not a requirement for the nonpermanent well which will form on its own, usually requires something along the lines of a dragon or hundreds of the smaller fey or similar beings, the blood of a god or supernatural intelligence will also work. Then at least 1 HP per 10 PPE in the well must be sacrificed. By the end the well is empowered and becomes a near indestructible existence akin to rune weapons with a life of its own, and in time may develop true sentience and power of its own.

Well (ha ha) i couldn't resist writing this


I approve. :ok:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

Nightmartree wrote:Well of Magic
Level: 15
Type: Invocation (ritual)
…snip...
Well (ha ha) i couldn't resist writing this

*yells in frustration and just has to rewrite this*

Well of Magic
Level: 15
Type: Invocation (ritual)
Range: Touch. [On a existing container if cast as invocation.]
Duration: 1 year per level of the casting mage (10 years + 1 year per level of the mage as a ritual.)
Saving Throw: None
PPE Cost: Varies. 550 PPE at a nexus, 1100 if on leyline, 2200 if the well is created anywhere else. As a ritual, costing 50% more then invocation cost. A part of the ritual is the building of the catch basin for the spell.

Effects: This spell uses powerful magic to create a pool (or well) of Liquefied PPE that replenishes the pool daily at dawn. The PPE can be used by anyone with access to the well, and will lose potency only once removed from the well. How long it can be stored is dependant on the type of container it stored in. (See the following table.) This spell is sometimes used by powerful beings or communities of mages to provide a ready source of power. However, only one of these wells may be on a nexus, one per 10 miles of leyline or one per 20 miles of nonmagical land. If another well is placed within the teritory of the existing well, the amount produced by all the wells is HALVED for every extra well within the teritorial range. Even thou, each well can hold up to it's maximum capacity even thou it replenishes slower. The rate of replenishment and the maximum holding capacity are determand by an additional cost to the base cost of 1 PPE per point of PPE repentished and held. Double that if not on a LeyLine or LeyLine Nexus.

To create a permanent well requires special materials including the remains of creatures of magic as blood sacrifice and life force sacrifice from the casting mage(s). The creature's remains are worked into the well as it is physically constructed. The amount of Creatures of magic needing to be killed for the creation of the well is based of their base PPE. 600 to 700 base PPE of CoM are needed. The blood of a god or supernatural intelligence will also work as well as their blood is already almost liquid PPE. The life force sacrifice is at least 1 HP per 10 PPE (fractions are rounded up) in the well must be sacrificed. (When cast as a ritual each mage participating looses at least one Hit Point. Otherwise, the HP cost is divided equally between the mages within the ritual.) When this process has been compleated the well is empowered and becomes a indestructible akin to rune weapons. Only vunerable to magic that can destroy rune weapons. In time the well may develop a sentience of its own and able to use the PPE it produces one it's own to create magic.

All wells made via this magic are anchored to the site at which they are enchanted at.

Liquid PPE, which can never be frozen, has an effective shelf-life as follows:
Paper cartons, clay, metal, or plastic containers: 4 days.
Glass Containers: 6 days.
MDC Metal Containers: 8 days.
MDC Glass Containers: 12 days.
Silver-lined Containers: 20 days.
Specially enchanted containers: can hold the liquid PPE for 1 month per level of the mage, or even permanently if specilly made for holding the liquid PPE by an alchemist.

Liquid PPE can be used to replenish magic users’ PPE reserves simply by drinking it. It is also useful as a stock component in potions, healing baths, and other magical concoctions. For non-magic users drinking the liquid PPE, there is no effect other than a tingling feeling, a mild sense of well-being, and possible mild hallucinations if a quart or more is drunk (save versus magic or be effectively stoned for 1d4 hours). Though the imbiber will show up, to those with the ability to sense magic, as having a much higher PPE than they should. At least until the liquid passes through their system.
Psi-stalkers and other PPE-utilizers can also drink the liquid and derive nourishment from it. Splashing the liquid on vampires and other beings susceptible to water has NO effect.

A additional catch basin can be constructed by a alchemist to hold any overflow Liquid PPE produced by the well. Otherwise any overflow liquid PPE will soak into the ground promoting the growth of the plants in the area. As such abandoned wells are concealed by overgrowth that has grown up around it. And is likely to contain mystic plants, such as those listed in the rifts england and elsewhere within the published books.
Last edited by drewkitty ~..~ on Mon Sep 11, 2017 8:11 pm, edited 1 time in total.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Ah, parallel spell development...the bane of the intensely private culture of most schools of magic!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Bond Magic

“We are closer than close, we are two, yet one, and through the bonding of our souls, we are greater together than we are alone.”

Bond Magic is a school of ritual that may be related to Tattoo Magic and Demon Binding, but may also have come about from studies of Familiars and the linkage they share with their masters. Bond Magic creates a semi-permanent linkage between two individuals, allowing them to share certain abilities or information, to varying degree. Depending on the ritual used, the Mystic Bond can be mutual, with both members able to draw mutually on each other, or it can be decidedly one-sided, with one member of the Bond being ‘dominant’. Some Bonds have limited range and duration, while others seem to take advantage of the phenomenon of ‘quantum entanglement’, and can last as long as the members of the Bond do, and reach across space/time without limit.
Bond Magic can be used to seal a mutual friendship, alliance, or marriage, or it can be used to enforce a penal probation or slave contract.
A Bonding Ritual frequently involves the mingling of blood in a ritual circle, and leaves both members marked with a distinctive tattoo or bond mark. However, shorter duration and lower-powered Bonds are also possible that mark the participants with much less distinctive markings.

Bond Limitations:
An individual can carry one Bond with a different person for every 5 points of their M.E. Carrying any more beyond that is possible, but strains the person’s mental endurance. Each additional Bond beyond the ME limit imposes a cumulative -1 to save versus psionics, insanity, and Horror Factor.


Breaking a Bond
Breaking a Bond is possible, but difficult. Note that if one member of the Bond attempts to break it, the other Bond-partner will instantly know that an effort is being made.
- The easiest way is if the dominant member of a one-sided Bond decides to end it. By voluntarily reciting encantations of cancellation and meditating on breaking the Bond, the dominant member relinquishes their Bond.
- Two-way Bonds may be broken by one or both members. If only one member wants the Bond broken, it becomes a battle of wills with the other member(s), ME vs ME.
-The spell Thrall Breaker will permanently break a Bond spell. However, if the Bond is mutually voluntary, the Bond saves as standard against being broken by a third party using the spell.
-The spell Sunder Bond(see below) is designed specifically to break Bonds.

-(Psionic) Mind Block and AutoDefense MindBlock can temporarily break Bond-links.

TEMPORARY(Evocation) Bonds are +1 to break.
PERMANENT(Ritual) Bonds are -1 to break.

Optional:
*Feedback---Feedback is a risk in improperly insulated Bond magic. It is the possibility of psyhic damage inflicted in one member of a Bond bleeding over it to affect the other people in it. Thus, a Mental Shock attack on one person might carry over to affect the others. Note that in the cases of magic and psionics that have a saving roll, the other people in the Bond get a save versus the attack, and in any event the effects will be HALF that as done to the original target of the attack.


Bond of Communication
“...two cartons eggs, one gallon milk, bread, cheese, and something from the mystic deli...right! Got it!”

This Bond forms the equivalent of a closed circuit line of communication between the members. This Bond CAN be combined with other Bonds.
Level: 8th
Type: Invocation or Ritual
Range: 10 miles per level of experience for the invocation, effectively unlimited for the ritual.
Duration: 1 day per level of experience if cast as an invocation, permanent if cast as a ritual.
Saving Throw: Standard
PPE Cost: 40 for an invocation, 80 if a ritual
Effects:
The members of this Bond can converse with one another as if via telepathic speech.
This Bond can be cast as a temporary invocation or a longer-lived ritual.

Bond of Empathy
“Gotta go, boss, something just made my partner go gibbering bannanas!”

This Bond allows the members of it to know how each other is feeling. This Bond CAN be combined with other Bonds.
Level: 8th
Type: Invocation or Ritual
Range: 6 miles per level of experience for the invocation, effectively unlimited for the ritual.
Duration: 1 day per level of experience if cast as an invocation, permanent if cast as a ritual.
Saving Throw: Standard
PPE Cost: 40 for an invocation, 80 if a ritual
Effects:
The members of this Bond can sense the feelings and mental state of the others as if via the Empathy psionic ability.
This Bond can be cast as a temporary invocation or a longer-lived ritual.

Bond of Karma
“Because you felt SOME guilt over this...this travesty, -doctor-, you will not be executed as many would demand you be. You will be released, instead, so that your skills as a physician may help heal people. But if you -ever - break faith with your oath as a healer, I WILL KNOW, and I will not be so merciful in my judgement!”

The Bond of Karma lets members of the Bond know if the other member has done things contrary to the first member’s alignment. This Bond is often forced upon another as a probationary measure, a criminal being bonded to a more powerful ‘minder’. This Bond CAN be combined with other Bonds.
Level: 9th
Type: Invocation or Ritual
Range: 5 miles per level of experience for the invocation, effectively unlimited for the ritual.
Duration: 1 day per level of experience if cast as an invocation, permanent if cast as a ritual.
Saving Throw: Standard
PPE Cost: 50 for an invocation, 100 if a ritual
Effects:
The members of this Bond will sense if and when the other commits an act contrary to the first member’s alignment. Thus a Principled character Bonded to a Miscreant character will sense when the latter has committed a crime, while the latter will sense when the former has committed an act of heroism or charity. This Bond can be FORCED on another person.

Bond of Senses
“You gotta open your eyes sometime, Albar, and when you do, I’ll see what you see, and I’ll know where you are.”

This Bond CAN be combined with other Bonds.
Level: 9th
Type: Ritual only
Range: 6 miles per level of experience for the invocation, effectively unlimited for the ritual.
Duration: 1 day per level of experience if cast as an invocation, permanent if cast as a ritual.
Saving Throw: Standard
PPE Cost: 60 for an invocation, 120 if a ritual
Effects:
This Bond allows the members to co-opt the other’s senses, to see and sense what the other member is at the time. This Bond has two forms, specified at the time of the Bonding ritual; a MUTUAL form in which the partners in the Bond can sense what each other are sensing, or an EXCLUSIVE form in which the flow of sensory information is one-way to one member of the Bond.
This Bond(usually the exclusive form) can be FORCED on another person.
Note that members viewing the sensory feed from the other member will be distracted by the incoming information; while looking through the other’s senses, the person will be at HALF normal initiative, perception, and all other bonuses when dealing with their own immediate surroundings.

Bond of Life
“You are NOT dying on me, Rhianna d’ Tesos! ‘Til death do us part’, remember? I want to share my life with you, literally!!”
This Bond allows members to share a common pool of health, transfering life essence to each other and bolstering each others’ lifeforce. This Bond CAN be combined with other Bonds.
Level: 10th
Type: Invocation or Ritual
Range: 5 miles per level of experience for the invocation, effectively unlimited for the ritual.
Duration: 1 day per level of experience if cast as an invocation, permanent if cast as a ritual.
Saving Throw: Standard
PPE Cost: 80 for an invocation, 160 if a ritual
Effects:
This spell enables members of the pair to transfer Hit Points to their partner. The donating partner can donate all but ONE of their H.P.(they must retain at least ONE point).
If one of the members of the Bond dies anyway, the survivor gains back the lost Hit Points normally, but permanently loses HALF of them.
Note: This Bond must be MUTUAL, and cannot be forced on an unwilling participant. Even if a successful Bond of Life is established, the participants may withhold transfering life essence to one another.

Bond of Vengeance
“By Blood are we bound, until the death of the vermin Lord Calafax!”
This is a Bond that can be taken by more than two people, and is taken as part of an oath of vengeance against a particular individual. This Bond CANNOT be combined with other Bonds.
Level: 12th
Type: Ritual only
Range: Effectively unlimited
Duration: 1 year per level of experience of the caster
Saving Throw: Standard
PPE Cost: 250 +30 per additional member beyond 2.
Effects:
This MUTUAL Bond requires something from the body of the target of the vengeance, such as a sample of blood, pieces of hair, nail clippings, etc, that are burned in the center of the mystic circle, and the participants clasp cut and bleeding hands over the fire.
Members of the Bond of Vengeance enjoy a +2 to Strike and Parry when engaged in combat against the target of their revenge. They will also sense the presence of their target within a 500 ft radius.
Those in the Bond will instantly know if another member of the Bond has died, or whether they have succeeded in fulfilling the Bond Oath, as the Bond will be dispelled for all of them upon the death of the target.
The dark side of this Bond is that it is a Bond Oath of VENGEANCE, and it carries a compulsion aspect. If a member of this Oath is in a position to take vengeance against the target of the oath, but, for whatever reason, refuses, they must roll versus the averaged M.E. of the other members of the Bond. Upon a failed roll, the dissenter MUST carry through the act of vengeance/continue the pursuit.

Bond of Power
“Tina, I gotta borrow your mindreading abilities for a moment; I think this guy’s trying to scam me.”

This Bond allows members to use the powers of their partners in the Bond. This covers magic, psionics, and superpowers.
Level: 11th
Type: Ritual only
Range: Effectively unlimited
Duration: 1 year per level of experience of the caster
Saving Throw: Standard
PPE Cost: 300
Effects:
This MUTUAL spell allows members to use the psionic, magical, or super abilities of another member, provided they have the permission of that member. PPE and ISP draw comes from the ‘donor’ member FIRST, though if the ‘borrower has PPE and ISP of their own, they can kick that in to use the powers/abilities as well.
The ‘donor’ may withhold or cut off the use of their powers at will.

Bond of Subservience(Domination)
“I, Llasana A’han, do pledge myself, body and soul, to Ranamas Asario, the Black Stallion of Neran, my will to bend to his, my powers that I have abused, now his to command. May the Winds of Han serve him to greater and better purpose than I have done with them.”

This Bond is a one-sided version of the Bond of Power that allows the dominant member of the Bond to absorb and use the powers of the subservient member. This spell is often used to bind the powers of captured mages and psychics(whose cooperation with the ritual is typically coerced, although there are a few cases of zealots voluntarily giving up control of their powers to their perceived leige).
Level: 13th
Type: Ritual only
Range: Effectively unlimited
Duration: 1 year per level of experience of the caster
Saving Throw: Standard
PPE Cost: 360
Effects:
Similar to the Bond of Power, the Bond of Subservience allows the dominant member to transfer and use any special powers of the subservient member. PPE and ISP draw comes from the subservient member FIRST, though if the ‘master’ has PPE and ISP of their own, they can kick that in to use the powers/abilities as well.
The subservient member may only use their original powers if the dominant member allows them to. This must be a conscious decision on the part of the dominant member, and they can re-assert control whenever they wish.
If the subservient member of the Bond is killed, the dominant member loses the powers the Bond allows access to.
If the subservient member of the Bond is weakened or sick, the transferred power is also affected; any condition that takes the subservient member down to 1 Hit Point
If the dominant member of the Bond is slain, the subservient member gets their former powers back, but range, power, and available PPE and ISP will be permanently reduced by 25%.

Bond of Control(Domination)
“I warned you, Forsyth, what would happen if you disobeyed me! Now I’m going to have to do this myself, through you!”
Another Domination Bond, Bond of Control allows the ‘master’ of the Bond to take control of the other member, similar to a Domination spell.
Level: 14th
Type: Ritual only
Range: Effectively unlimited
Duration: 1 year per level of experience of the caster
Saving Throw: Standard
PPE Cost: 400
Effects:
The recipient of this spell is effectively POSSESSED by the ‘master’ member of the Bond and their body becomes a puppet of the other intellect. However, the dominant member can only maintain control for 10 minutes per level of experience, + the dominant member’s M.E. in minutes, at a time. During this time, the dominant is oblivious to his own surroundings. The dominant member can re-establish control after 5 minutes out of the circuit.

Sunder Bond
“What was once two, then one, now is two again! What bound, is now cut!”
This ritual was developed specifically to break Bond spells.
Low level and ‘young’ Bonds are fairly easy to break, but the more powerful and older Bonds are more resistant to being broken.
Level: 6
Type: Ritual
Range: Touch
Duration: Ritual takes fifteen minutes of preparation. Effects are permament.
Saving Throw: Bonds get a +1 to save versus this spell for every three levels of experience(average them between the members of the Bond) of their existence.
PPE Cost: 36
Effects:
The ritual itself involves the members of the Bond standing in separate magic circles. connected by a single line. The spell caster summons the magic, then cuts the line between the two circles, cutting the Bond.
The Sundering ritual may be tried once a week.


Assimilation(Spell of Legend)

“Nice of you to let me out every once and a while. It’s cold and dark and boring inside your soul. What do you need me to do now, fatso? Wash your chariot? Clip your toenails? Kill your in-laws?”

Level: Spell of Legend
Type: Ritual
Range: Touch(Ritual Circles)
Duration: 5 years per level of experience of the caster
Saving Throw: Normal beings get no save, Magic Users and Psychics get a +1 to save versus the ritual, Supernatural creatures such as sphinxes save at +6 . God-beings and Alien Intelligences are IMMUNE to this ritual. CANNOT be used on cyborgs or robots.
PPE Cost: 600
Effects:
This extremely powerful Bond ritual effectively turns one member of it into an energy form that is absorbed into the dominant member of the Bond. The dominant master can draw upon the absorbed member’s powers and PPE/ISP base at will, and can cast their assimilated slave out of their bodies and materialize them to act as a Summoned beast.
A rematerialized assimilatee has all the actions/attacks/bonuses they had when they were absorbed, and their powers, but is constrained by the directives of their master. Note that while a summoned assimilatee may appear to be dressed, it is a magic illusion; they are limited to their innate physical powers and characteristics. For all other intents and purposes, they are naked, though if the summonee has the skills, and the equipment is available, they can don and use such gear as power armor.
The enslaved being CAN fight the directives of its master, especially if the directed actions go against their alignment, but is at -2 in saves against the dominant will.
A Dominant can forcibly Assimilate and hold one other being per every 10 points of M.E. . Going over the limit is possible, but for each additional being so assimilated there is the risk of the assimilated being able to mentally overpower their host and break free. Once a month, an assimilatee can match their will(M.E.) against their host-captor’s. Upon successfully breaking the hold, the assimilatee is still trapped inside the host, but now no longer has to obey their orders and lend them their stregth/power. The now-disconnected former assimilatee can make a second roll versus magic; a successful roll here means the assimilated person now rematerializes outside the host in a physical body.
Using the spell Thrall Breaker on a person with an Assimilated bondsbeing is possible, and causes them to rematerialize in a physical body.

Body Swap(Spell of Legend)
“Like slipping into a luxury car...you really took good care of yourself, Tarsos, and I appreciate that! Thanks! Have fun with my old clunker...because it’s not going to last much longer!”

Type: Ritual
Range: One designated target within the transferral matrix(no more than 10 ft distance)
Duration: Permanent
Saving Throw: Normal beings get no save, Magic Users and Psychics get a +1 to save versus the ritual, Supernatural creatures such as sphinxes save at +6 . God-beings and Alien Intelligences are IMMUNE to this ritual. CANNOT be used on cyborgs or robots.
PPE Cost: 800
Effects:
This horrible mind transferral ritual is used to swap bodies between two people. Typically this is an involuntary procedure for one of the participants, though sometimes cults use this spell to extend the life of a leader, with a willing cultist sacrificing sacrificing their continued youth, health, and physical identity.
The good news is that the ritual can be reversed at HALF the preparation time and PPE cost as the original transferral, provided that both bodies are present.
Last edited by taalismn on Thu Oct 05, 2017 4:31 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Glistam
Megaversal® Ambassador
Posts: 3631
Joined: Tue Apr 05, 2005 2:09 pm
Comment: The silent thief of Rozrehxeson.
Location: Connecticut
Contact:

Re: Invented Spells

Unread post by Glistam »

I love everything about Bond Magic - this is some amazing stuff!
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image

Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station

Let Chaos Magic flow in your campaigns.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Glistam wrote:I love everything about Bond Magic - this is some amazing stuff!


Thanks. I was stepping onto unfamiliar ground with this one.
I'm also working on a Bond Mage(sounds kinky, don't it?).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
drewkitty ~..~
Monk
Posts: 17737
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Re: Invented Spells

Unread post by drewkitty ~..~ »

One ring to rule them all.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:One ring to rule them all.


Bah, forget Facebook! Bond Magic means you can keep BOTH your friends and your enemies closer!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 9990
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Re: Invented Spells

Unread post by Stone Gargoyle »

So Bond Magic starts at level 8 or are there lesser spells you haven't added yet? If the Bond Mage starts at level 8, that would be specialization. If so, would there be spells a mage would have to study to prepare to be a Bond Mage?
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Stone Gargoyle wrote:So Bond Magic starts at level 8 or are there lesser spells you haven't added yet? If the Bond Mage starts at level 8, that would be specialization. If so, would there be spells a mage would have to study to prepare to be a Bond Mage?


The Bond Mage, which I'm still working the particulars out on, will be a specialized class that learns PPe-discounted Bond Magic from the get-go, but in general those spells that allow one to mentally link/commune/influence others at a distance are good runner-ups for rank and file magic users.
Spells like Ley Line Transmission, Domination, Instill Knowledge, Compulsion, Memory Bank, and Words of Truth are all good examples.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

taalismn wrote:Ah, parallel spell development...the bane of the intensely private culture of most schools of magic!


I know...it makes me giddy just thinking about it!


drewkitty ~..~ wrote:*yells in frustration and just has to rewrite this*


:) good work, i'm actually happy it got enough attention to grab a rewrite
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Fists of Flurry(Invocation)
Level: 3
Type: Invocation
Range: Self
Duration: 1 melee(15 seconds) per level of experience
Saving Throw: Standard, but at -3.
PPE Cost: 4
Effects:
A lesser version of Multiple Image, this illusion spell causes the caster’s limbs(including legs) and handheld weapons to appear in a flurry of multiple images, making it difficult to make out exactly where an attack is coming from out of a virtual cloud of onrushing fists/weapons/feet. Opponents in close combat are -2 to dodge and -3 to parry attacks. Ranged(including point blank gunshots) attacks are NOT affected by this spell, only melee attacks.
Last edited by taalismn on Sun Mar 11, 2018 12:43 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

taalismn wrote:Fists of Flurry(Invocation)
Level: 3
Type: Invocation
Range: Self
Duration: 1 melee(15 seconds) per level of experience
Saving Throw: Standard, but at -3.
PPE Cost: 4
Effects:
A lesser version of Multiple Image, this illusion spell causes the caster’s limbs(including legs) and handheld weapons to appear in a flurry of multiple images, making it difficult to make out exactly where an attack is coming from out of a virtual cloud of onrushing fists/weapons/feet. Opponents in close combat are -2 to dodge and -3 to parry attacks.


True Fists of Flurry(Invocation)
Level: 9
Type: Invocation
Range: Self
Duration: 1 melee(15 seconds) per level of experience
Saving Throw: None
PPE Cost: 400
Effects:
A reality warping spell that causes the caster’s limbs(including legs) and handheld weapons to appear in a flurry of multiple images, making it difficult to make out exactly where an attack is coming from out of a virtual cloud of onrushing fists/weapons/feet. Opponents in close combat are -2 to dodge and -3 to parry attacks. Unless they successfully block the real fist then all of the "false" fists landing on their bodies exert the same amount of force as the real one! This acts as a damage multiplier of 3+1 per every 2 levels of the mage. This spell however does have some limitations, notably it primarily accounts for kinetic forces, any energy or magical weapons or effects have their multiplier cut in half (laser swords, magic swords, flaming firsts ect. all only get half multipliers under this spell). Ranged attacks may be used with this spell though it should be noted that this spell does not fire a "Spread" of attacks, only one attack is real, the rest are illusionary until the main attack hits and then they "manifest" momentarily to land multiple blows. This is why parrying the real attack parries all of them (they all his the same general area due to reality "bending") and the real attack must land to deal any damage. Kinetic Guns and Explosives suffer similar penalties to those of energy or magic due to the power required to "launch them", energy weapons ignore this but automatically do reduced damage anyway. If you are punching someone with explosives I applaud you, because at point blank range they and guns will do full damage, now you likely need to go roll up a new character. Thrown weapons do full normal damage, in this case the spell is not having to simulate the launch of the projectile, its like a melee attack as far as the spell is concerned.

I kinda stole your spell for this, too much anime in the world to pass it up though. Also it's not explicitely stated but can you use ranged weapons in yours? I'm assuming so because it accounts for handheld weapons, though i'm also assuming it doesn't effect ranged dodge because even if its pointing at a person they will still be dodging the action not one of the half dozen illusionary and one real hand aiming at them...
Last edited by Nightmartree on Sun Mar 11, 2018 2:58 am, edited 3 times in total.
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Nightmartree wrote:[
True Fists of Flurry(Invocation)
Level: 9
Type: Invocation
Range: Self
Duration: 1 melee(15 seconds) per level of experience
Saving Throw: None
PPE Cost: 400
Effects:
A reality warping spell that causes the caster’s limbs(including legs) and handheld weapons to appear in a flurry of multiple images, making it difficult to make out exactly where an attack is coming from out of a virtual cloud of onrushing fists/weapons/feet. Opponents in close combat are -2 to dodge and -3 to parry attacks. Unless they successfully block the real fist (causing the spell to trigger on empty air) then all of the "false" fists landing on their bodies exert the same amount of force as the real one! This acts as a damage multiplier of 3+1 per every 2 levels of the mage. This spell however does have some limitations, notably it primarily accounts for kinetic forces, any energy or magical weapons or effects have their multiplier cut in half (laser swords, magic swords, flaming firsts ect. all only get half multipliers under this spell).

I kinda stole your spell for this, too much anime in the world to pass it up though. Also it's not explicitely stated but can you use ranged weapons in yours? I'm assuming so because it accounts for handheld weapons, though i'm also assuming it doesn't effect ranged dodge because even if its pointing at a person they will still be dodging the action not one of the half dozen illusionary and one real hand aiming at them...


Yes. And I'll clarify that.

And True Fists of Flurry reminds me of my favorite spell: Spinning Blades, which I used as the basis of Whip of Hydra and SplinterCast.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

taalismn wrote:Yes. And I'll clarify that.

And True Fists of Flurry reminds me of my favorite spell: Spinning Blades, which I used as the basis of Whip of Hydra and SplinterCast.


Alright I fiddled with true fists of fury to represent that it may function with guns and ranged attacks, as it is working on different principles than the fists of furry spell. And its mostly because how many shows have we seen a character do a "barrage" of punches and all we getta see is a blur? I was aiming to duplicate that look without the dozens of attack rolls
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Slime(Invocation)
“WWWAAAHHHH!!!!! I’LL NEVER BE CLEAN AGAIN!!!!”
Level: 3
Type: Invocation
Range: 50 ft per level of experience. Covers a 5 ft diameter area +1 ft per level of experience.
Duration: 5 minutes per level of experience
Saving Throw: None, but the target gets a Dodge roll to avoid getting spattered with goo.
PPE Cost: 7
Effects:
A Ludicrous Magic spell, Slime covers the target with a noxious slimy form of ectoplasm that looks like goopy mucus and smells like $#!+. It manages to both cling and run places stuff isn’t supposed to go, and the reek LINGERS. Those(the target and those coming within 5 ft of the area of effect) without respiratory protection, make a roll under ME or be nauseated(-1 to initiative, -1 dodge/parry, -5% to skill rolls) for the duration of the spell. The slime is also slippery, and those covered in the slime must roll under their P.P. every melee of the spell’s duration, to retain a firm grip on anything they’re holding(-1 to strike and parry with handheld weapons). Soap and water will not wash the slime off, but Telekinesis can be used to remove the slime(and throw it at other targets) and Cleanse and Summon Rain/Water spells clean it right up.
Last edited by taalismn on Fri May 11, 2018 7:59 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

taalismn wrote:Slime


...how could you?

Now however at least we know what psychic/mage monkeys throw in the zoo....

Honestly i feel like this should be a spell found in magic items way more than it ever gets cast...magic items that cast it when you touch them or are used to fire it at people....people a long way away...

I'd say it's a spell that delivers on what it was made for, and so is good, but also bad from the point of view of a person who likes to be clean
Shark_Force
Palladin
Posts: 7128
Joined: Fri Jun 26, 2009 4:11 pm

Re: Invented Spells

Unread post by Shark_Force »

Nightmartree wrote:
taalismn wrote:Slime


...how could you?

Now however at least we know what psychic/mage monkeys throw in the zoo....

Honestly i feel like this should be a spell found in magic items way more than it ever gets cast...magic items that cast it when you touch them or are used to fire it at people....people a long way away...

I'd say it's a spell that delivers on what it was made for, and so is good, but also bad from the point of view of a person who likes to be clean


it has a range. a rather decent one, as level 3 spells go, in fact. no need for it to be exclusively in items, you can slime someone from far away.

the one thing i dislike most is the area of 5 feet. that isn't an area, that's a line. do you mean a 5 foot radius per level? if so, that's getting exponentially bigger every time you gain a level. or perhaps it means 5 square feet, or a 5 foot square (as in a 5x5 square, or 25 square feet), or a square 5 feet long on each side for every level (so at level 2 10x10 or 100 square feet, at level 3 15x15 or 255 square feet, etc).

also, i would add that it could use some clarification in whether the whole thing needs to be connected; if there are two people standing 20 feet apart, do i need enough slime to hit everything in between, or just enough slime to hit the two people?
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Shark_Force wrote:[
the one thing i dislike most is the area of 5 feet. that isn't an area, that's a line. do you mean a 5 foot radius per level? if so, that's getting exponentially bigger every time you gain a level. or perhaps it means 5 square feet, or a 5 foot square (as in a 5x5 square, or 25 square feet), or a square 5 feet long on each side for every level (so at level 2 10x10 or 100 square feet, at level 3 15x15 or 255 square feet, etc).

also, i would add that it could use some clarification in whether the whole thing needs to be connected; if there are two people standing 20 feet apart, do i need enough slime to hit everything in between, or just enough slime to hit the two people?


Fixed it...it's a 5 ft diameter of effect....wide enough to nail a single person (or several bunched up together) at 1st level. Go up high enough, and you can foul a whole crowd.
Thanks for catching that flaw, SF.....I'll do better in the future.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
The Oh So Amazing Nate
Hero
Posts: 1455
Joined: Tue Oct 02, 2007 1:29 am
Location: West Central region of Indiana

Re: Invented Spells

Unread post by The Oh So Amazing Nate »

taalismn wrote:Slime(Invocation)
“WWWAAAHHHH!!!!! I’LL NEVER BE CLEAN AGAIN!!!!”
Level: 3
Type: Invocation
Range: 50 ft per level of experience. Covers a 5 ft diameter area +1 ft per level of experience.
Duration: 5 minutes per level of experience
Saving Throw: None, but the target gets a Dodge roll to avoid getting spattered with goo.
PPE Cost: 7
Effects:
A Ludicrous Magic spell, Slime covers the target with a noxious slimy form of ectoplasm that looks like goopy mucus and smells like $#!+. It manages to both cling and run places stuff isn’t supposed to go, and the reek LINGERS. Those(the target and those coming within 5 ft of the area of effect) without respiratory protection, make a roll under ME or be nauseated(-1 to initiative, -1 dodge/parry, -5% to skill rolls) for the duration of the spell. The slime is also slippery, and those covered in the slime must roll under their P.P. every melee of the spell’s duration, to retain a firm grip on anything they’re holding(-1 to strike and parry with handheld weapons). Soap and water will not wash the slime off, but Telekinesis can be used to remove the slime(and throw it at other targets) and Cleanse and Summon Rain/Water spells clean it right up.


If this doesn't get used in a ghost hunting BTS game to comic effect the GM has wasted his potential and the players time.
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

I wonder if I should add some blindness penalties if the stuff gets in unprotected eyes...or just leave that and other side effects(like choking hazard) to the GM's perogative.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Nightmartree
Adventurer
Posts: 497
Joined: Wed Aug 16, 2017 12:49 am
Comment: I don't know what i'm doing, that's for realities GM to figure out
Location: Garden of Dreams

Re: Invented Spells

Unread post by Nightmartree »

taalismn wrote:I wonder if I should add some blindness penalties if the stuff gets in unprotected eyes...or just leave that and other side effects(like choking hazard) to the GM's perogative.


I feel like as of now neither of those apply, maybe an in built safety feature of the spell? since it seems to find its way places...

Maybe a higher level one would include the ability to suffocate/crawl to a persons eyes/throat and...well...scary stuff
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Run! It’s the attack of the lufahs!


*Create Sponge Golem(Ritual)
Level: 11
Type: Ritual
Range: Touch
Duration: Exists until destroyed
Saving Throw: None
PPE Cost: 250 PPE to enchant natural sponges, 320 PPE to enchant artificial sponges
This ritual allows the mage to create an ambulatory servant made of absorbent sponge material. The mage needs to collect either 200 lbs of natural sponge, or 400 lbs of sponge-rubber/artificial sponge(sponge cake will NOT work), a pumice or soap stone carved into the shape of a heart, and several drops of his own blood. The sponges are assembled and stitched into a roughly humanoid shape, the blood dripped into the pumice stone, and then inserted into into the center of the inert golem, and the whole placed in the center of the ritual circle. When animated, the sponge golem comes to life, ready to take orders.


Sponge Golem
(aka ‘Foambot’)
“Like the bathing accessories, Lady Kitlin? Nothing like a nice bath to drain away the tensions of a day of plotting treason, no?”
“-mmmmffppphtttttt!!!------”
#merg#

A roughly humanoid pile of absorbent sponge. Sponge Golems are naturally mute and very simple-minded(can understand and carry out commands such as ‘Clean this’, ‘FIGHT!’, ‘Grab him!’, ‘Fetch this’, and ‘Put out the fire’.). While not the powerhouses that Stone or Metal Golems are, nor as quick and agile as Magic Manikins, or has all-out horrifying as zombies, Sponge Golems have a number of special properties that can make them very effective prowlers and ambushers. They are quite strong, their porous structure giving them the equivalent of hydraulic or pneumatic musculature. Their greatest abilities are based on their absorbent nature. They can also be modified to mystically drain and absorb various aspects of the world around them. Sponge Golems are arguably as terrifying in their own way as zombies, their misshapen appearances and quiet movements often leading them to be mistaken for bizarre alien beings or fungoid abominations.

Size: 7-9 ft tall
SDC/MDC
(Natural Sponges) 140 SDC
(Artificial Sponges) 180 SDC
Physical Attributes: I.Q. 5, P.S. 25, Speed: 9
Horror Factor: 10
Magic Abilities:
*Prowl---The golem’s spongy construction allows it to move virtually noiselessly. Effective Prowl ability of 80%.

*Absorb Water---Takes NO damage from water-based attacks, and can absorb twice its weight in water.
If soaked(50% saturation or more), the Sponge Golem takes HALF damage from fire-based attacks. DOUBLE hand to hand damage.
The golem can also squeeze itself out, spurt-spraying water up to 10 ft away(does 1d8 HP per gallon to vampires).
A fully saturated Sponge Golem weighs three times its normal weight, and is -25% to its Prowl skill(makes a lot of *squish*squish*squish noise).

*Regeneration----Regenerates at a rate of 10 SDC per hour; Natural Sponges regenerate at 18 SDC an hour if immersed in water.

*Takes HALF damage from physical impact and blunt-force attacks, and NO damage from falls and collisions.

*Immune to toxins, poisons, psionics and bio-manipulation magic.

Vulnerabilities:
*Clumsy----Sponge Golems’ paws are large and thick and cannot do fine work, and are only capable of the most basic grasping and grappling.

*Takes DOUBLE damage from energy-based attacks.

*Dessicate the Supernatural does FULL SDC damage. Essentially reduces the sponge to crumbly fiber.

Actions/Attacks Per Melee: 3
+1 Initiative
+1 Entangle
Punch/Kick/Body Block does 2d4 SDC

Options:
These are abilities that be added at the time of creation of the golem. Multiple special abilities can be added, as long as the PPE is available.
Note: Drain abilities require contact with exposed flesh, so even heavy/covering clothing(let alone armor) will prevent the Sponge Golem from being able to use many of the following abilities.

*(Spell) Life Drain---Exactly as it sez: the victim feels ill and enfeebled after coming into contact with the golem. Save vs magic or lose HALF SDC and Hit Points, -1 APM, HALF Speed, and skills are -10% for 1 minute per strike. Victim regains 8 SDC per hour, 4 HP per hour, while Speed remains diminished for six hours. 50 PPE to add at the time of creation.

*(Spell) Desiccate the Supernatural---Sucks the water out of supernatural opponents. Save vs magic(at -1) or be drained of 3d6x10 MDC/HP instantly. Water Elementals take DOUBLE damage. 100 PPE to add at the time of creation.

*(Spell) Giant----Expands on the water absorption abilities of the Sponge Golem. If immersed in water, the golem can magically swell into a giant an additional 10 ft tall and an extra 1,000 lbs in weight(increase water absorption capability accordingly). +1 APM, +1 strike/parry. -3 to dodge, P.S. becomes 38, and -Supernatural-, SDC is TRIPLED and becomes MDC, and Speed drops to 7. Works only on golems made of natural sponge. 160 PPE to add at the time of creation.

*(Spell) Drain Consciousness---Modified Sleep spell, only it uses contact to sap wakefulness and adrenaline. Save vs magic or fall asleep for 15 minutes. 20 PPE to add at the time of creation.

*(Spell) Drain Strength----With a touch, the golem can gradually rob an opponent of their strength. Save vs magic or lose 1d6 points of P.S.(1d4 if possessing Extraordinary P.S. and 1 point if Supernatural P.S.). At ZERO P.S.. points, the victim is limp as an overcooked noodle, unable to move. Once the drain ceases, the victim regains 1d4 points of P.S. every 30 minutes. 30 PPE to add at the time of creation.

*(Spell) Drain Intelligence---With a touch, the golem can gradually erode the IQ of an opponent. With every point of lost IQ, reduce skill proficiencies by -5%. At ZERO IQ, the victim is reduced to blank-eyed, slack-mouthed incomprehension, unable to do anything. Once the drain ceases, the victim regains 1 point of IQ every 30 minutes. Save vs magic or 40 PPE to add at the time of creation.

*(Spell) Drain Mobility---Essentially Paralysis: Lesser, with each sponge-to-flesh touch the golem can paralyze an opponent’s limbs. Save vs magic or lose the use of the affected limb for 2 minutes. This costs only PPE for golems made of natural sponge, since it may copy microscopic envenomation cells in the organic organism. 10 PPE to add at the time of creation.

*(Spell) Drain Focus---Befuddle, in other words. Save vs magic or become confused and disoriented; -2 to strike, parry, dodge, HALF APMs, , and -20% to skills for 2 minutes per strike. 12 PPE to add at the time of creation.

*(Spell) Drain Sound---The Sponge Golem can absorb sound from around itself, creating a Globe of Silence, 10 ft in radius. The Golem can also reverse the process, expelling absorbed sound in the equivalent of a Thunderclap spell. 60 PPE to add at the time of creation.

*(Spell) Whisper of Wind---This gives the Sponge Golem some basic speech abilities, though the effect is of a low wheezing or moaning whisper, as the golem speaks from hundreds of tiny cells inhaling and exhaling. Sponge Golems tend to be rather laconic, simple, conversationalists, speaking mostly in one- or two-syllable words, and only in basic concepts. 20 PPE to add at the time of creation.

*(Spell) Absorb Light----This yellowish sponge somehow absorbs light from the area immediately around it, rendering the area dark, like a Cloak of Darkness(5 ft radius). Squeezing the sponge hard will cause a burst of luminescence similar to a Blinding Flash(10 ft radius), while squeezing it more slowly will release light in a more controlled manner(equivalent to Lantern Light). 22 PPE to add at the time of creation.

*(Spell) Sponge Trap----A variant of Magic Net, the sponge grows around a grappled opponent, trapping them in its grasp. Dodge at 16 or higher, or be trapped helpless in the golem’s spongy grasp; megadamage weapons will cut free of the sponge trap, but takes 2 melees to do so. 14 PPE to add at the time of creation.

*(Spell) Cleanse----Allows the golem to clean up dirt and grime with ease. 12 PPE to add at the time of creation.

*(Spell) Drain PPE---- Save vs magic or lose 1d6 PPE per touch-strike. PPE is regained naturally. 40 PPE to add at the time of creation.

*(Spell) Brain Drain----The Sponge Golem can, by grabbing a target’s head, drain any ISP from psychic powers. Save vs magic or lose 1d8 ISP per touch or melee of entanglement. ISP is regained naturally. 30 PPE to add at the time of creation.

*(Spell) Spawn Sponge Sucker----The Sponge Golem can grow and detach smaller sponges, the size of hand sponges. If the Sponge Golem has any special spell-power options, a spawned sponge can have one of the powers, and can be stuck to a target. The smaller sponges each have 5 SDC, and require a combined PS of 15 to pry off. Each spawn-sponge costs the Sponge Golem 5 SDC and it lasts 1 hour before breaking down into dust. The Sponge Golem regenerates the lost SDC as normal. 100 PPE to add at the time of creation.

*(Spell) Multiple Limbs----This is the equivalent of the Ocean Magic spell Grow Tentacles, and adds both extra limbs and extra attacks to the Sponge Golem. Can be taken up to three times for a total of six extra limbs. Each pair adds +1 APM, +1 initiative, +1 to strike, and +1 to parry. 60 PPE per added pair to add at the time of creation.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
The Oh So Amazing Nate
Hero
Posts: 1455
Joined: Tue Oct 02, 2007 1:29 am
Location: West Central region of Indiana

Re: Invented Spells

Unread post by The Oh So Amazing Nate »

taalismn wrote:Run! It’s the attack of the lufahs!


*Create Sponge Golem(Ritual)
Level: 11
Type: Ritual
Range: Touch
Duration: Exists until destroyed
Saving Throw: None
PPE Cost: 250 PPE to enchant natural sponges, 320 PPE to enchant artificial sponges
This ritual allows the mage to create an ambulatory servant made of absorbent sponge material. The mage needs to collect either 200 lbs of natural sponge, or 400 lbs of sponge-rubber/artificial sponge(sponge cake will NOT work), a pumice or soap stone carved into the shape of a heart, and several drops of his own blood. The sponges are assembled and stitched into a roughly humanoid shape, the blood dripped into the pumice stone, and then inserted into into the center of the inert golem, and the whole placed in the center of the ritual circle. When animated, the sponge golem comes to life, ready to take orders.


Sponge Golem
(aka ‘Foambot’)
“Like the bathing accessories, Lady Kitlin? Nothing like a nice bath to drain away the tensions of a day of plotting treason, no?”
“-mmmmffppphtttttt!!!------”
#merg#

A roughly humanoid pile of absorbent sponge. Sponge Golems are naturally mute and very simple-minded(can understand and carry out commands such as ‘Clean this’, ‘FIGHT!’, ‘Grab him!’, ‘Fetch this’, and ‘Put out the fire’.). While not the powerhouses that Stone or Metal Golems are, nor as quick and agile as Magic Manikins, or has all-out horrifying as zombies, Sponge Golems have a number of special properties that can make them very effective prowlers and ambushers. They are quite strong, their porous structure giving them the equivalent of hydraulic or pneumatic musculature. Their greatest abilities are based on their absorbent nature. They can also be modified to mystically drain and absorb various aspects of the world around them. Sponge Golems are arguably as terrifying in their own way as zombies, their misshapen appearances and quiet movements often leading them to be mistaken for bizarre alien beings or fungoid abominations.

Size: 7-9 ft tall
SDC/MDC
(Natural Sponges) 140 SDC
(Artificial Sponges) 180 SDC
Physical Attributes: I.Q. 5, P.S. 25, Speed: 9
Horror Factor: 10
Magic Abilities:
*Prowl---The golem’s spongy construction allows it to move virtually noiselessly. Effective Prowl ability of 80%.

*Absorb Water---Takes NO damage from water-based attacks, and can absorb twice its weight in water.
If soaked(50% saturation or more), the Sponge Golem takes HALF damage from fire-based attacks. DOUBLE hand to hand damage.
The golem can also squeeze itself out, spurt-spraying water up to 10 ft away(does 1d8 HP per gallon to vampires).
A fully saturated Sponge Golem weighs three times its normal weight, and is -25% to its Prowl skill(makes a lot of *squish*squish*squish noise).

*Regeneration----Regenerates at a rate of 10 SDC per hour; Natural Sponges regenerate at 18 SDC an hour if immersed in water.

*Takes HALF damage from physical impact and blunt-force attacks, and NO damage from falls and collisions.

*Immune to toxins, poisons, psionics and bio-manipulation magic.

Vulnerabilities:
*Clumsy----Sponge Golems’ paws are large and thick and cannot do fine work, and are only capable of the most basic grasping and grappling.

*Takes DOUBLE damage from energy-based attacks.

*Dessicate the Supernatural does FULL SDC damage. Essentially reduces the sponge to crumbly fiber.

Actions/Attacks Per Melee: 3
+1 Initiative
+1 Entangle
Punch/Kick/Body Block does 2d4 SDC

Options:
These are abilities that be added at the time of creation of the golem. Multiple special abilities can be added, as long as the PPE is available.
Note: Drain abilities require contact with exposed flesh, so even heavy/covering clothing(let alone armor) will prevent the Sponge Golem from being able to use many of the following abilities.

*(Spell) Life Drain---Exactly as it sez: the victim feels ill and enfeebled after coming into contact with the golem. Save vs magic or lose HALF SDC and Hit Points, -1 APM, HALF Speed, and skills are -10% for 1 minute per strike. Victim regains 8 SDC per hour, 4 HP per hour, while Speed remains diminished for six hours. 50 PPE to add at the time of creation.

*(Spell) Desiccate the Supernatural---Sucks the water out of supernatural opponents. Save vs magic(at -1) or be drained of 3d6x10 MDC/HP instantly. Water Elementals take DOUBLE damage. 100 PPE to add at the time of creation.

*(Spell) Giant----Expands on the water absorption abilities of the Sponge Golem. If immersed in water, the golem can magically swell into a giant an additional 10 ft tall and an extra 1,000 lbs in weight(increase water absorption capability accordingly). +1 APM, +1 strike/parry. -3 to dodge, P.S. becomes 38, and -Supernatural-, SDC is TRIPLED and becomes MDC, and Speed drops to 7. Works only on golems made of natural sponge. 160 PPE to add at the time of creation.

*(Spell) Drain Consciousness---Modified Sleep spell, only it uses contact to sap wakefulness and adrenaline. Save vs magic or fall asleep for 15 minutes. 20 PPE to add at the time of creation.

*(Spell) Drain Strength----With a touch, the golem can gradually rob an opponent of their strength. Save vs magic or lose 1d6 points of P.S.(1d4 if possessing Extraordinary P.S. and 1 point if Supernatural P.S.). At ZERO P.S.. points, the victim is limp as an overcooked noodle, unable to move. Once the drain ceases, the victim regains 1d4 points of P.S. every 30 minutes. 30 PPE to add at the time of creation.

*(Spell) Drain Intelligence---With a touch, the golem can gradually erode the IQ of an opponent. With every point of lost IQ, reduce skill proficiencies by -5%. At ZERO IQ, the victim is reduced to blank-eyed, slack-mouthed incomprehension, unable to do anything. Once the drain ceases, the victim regains 1 point of IQ every 30 minutes. Save vs magic or 40 PPE to add at the time of creation.

*(Spell) Drain Mobility---Essentially Paralysis: Lesser, with each sponge-to-flesh touch the golem can paralyze an opponent’s limbs. Save vs magic or lose the use of the affected limb for 2 minutes. This costs only PPE for golems made of natural sponge, since it may copy microscopic envenomation cells in the organic organism. 10 PPE to add at the time of creation.

*(Spell) Drain Focus---Befuddle, in other words. Save vs magic or become confused and disoriented; -2 to strike, parry, dodge, HALF APMs, , and -20% to skills for 2 minutes per strike. 12 PPE to add at the time of creation.

*(Spell) Drain Sound---The Sponge Golem can absorb sound from around itself, creating a Globe of Silence, 10 ft in radius. The Golem can also reverse the process, expelling absorbed sound in the equivalent of a Thunderclap spell. 60 PPE to add at the time of creation.

*(Spell) Whisper of Wind---This gives the Sponge Golem some basic speech abilities, though the effect is of a low wheezing or moaning whisper, as the golem speaks from hundreds of tiny cells inhaling and exhaling. Sponge Golems tend to be rather laconic, simple, conversationalists, speaking mostly in one- or two-syllable words, and only in basic concepts. 20 PPE to add at the time of creation.

*(Spell) Absorb Light----This yellowish sponge somehow absorbs light from the area immediately around it, rendering the area dark, like a Cloak of Darkness(5 ft radius). Squeezing the sponge hard will cause a burst of luminescence similar to a Blinding Flash(10 ft radius), while squeezing it more slowly will release light in a more controlled manner(equivalent to Lantern Light). 22 PPE to add at the time of creation.

*(Spell) Sponge Trap----A variant of Magic Net, the sponge grows around a grappled opponent, trapping them in its grasp. Dodge at 16 or higher, or be trapped helpless in the golem’s spongy grasp; megadamage weapons will cut free of the sponge trap, but takes 2 melees to do so. 14 PPE to add at the time of creation.

*(Spell) Cleanse----Allows the golem to clean up dirt and grime with ease. 12 PPE to add at the time of creation.

*(Spell) Drain PPE---- Save vs magic or lose 1d6 PPE per touch-strike. PPE is regained naturally. 40 PPE to add at the time of creation.

*(Spell) Brain Drain----The Sponge Golem can, by grabbing a target’s head, drain any ISP from psychic powers. Save vs magic or lose 1d8 ISP per touch or melee of entanglement. ISP is regained naturally. 30 PPE to add at the time of creation.

*(Spell) Spawn Sponge Sucker----The Sponge Golem can grow and detach smaller sponges, the size of hand sponges. If the Sponge Golem has any special spell-power options, a spawned sponge can have one of the powers, and can be stuck to a target. The smaller sponges each have 5 SDC, and require a combined PS of 15 to pry off. Each spawn-sponge costs the Sponge Golem 5 SDC and it lasts 1 hour before breaking down into dust. The Sponge Golem regenerates the lost SDC as normal. 100 PPE to add at the time of creation.

*(Spell) Multiple Limbs----This is the equivalent of the Ocean Magic spell Grow Tentacles, and adds both extra limbs and extra attacks to the Sponge Golem. Can be taken up to three times for a total of six extra limbs. Each pair adds +1 APM, +1 initiative, +1 to strike, and +1 to parry. 60 PPE per added pair to add at the time of creation.


"Exfoliate them my minion. Exfoliate them to the bone!!"
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 9990
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Re: Invented Spells

Unread post by Stone Gargoyle »

taalismn wrote:Run! It’s the attack of the lufahs!
*Create Sponge Golem(Ritual)
You, my friend, have way too much free time.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 47908
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Invented Spells

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:Run! It’s the attack of the lufahs!
*Create Sponge Golem(Ritual)
You, my friend, have way too much free time.



True, all too painfully true...I just found out that, thanks to the latest budget, they cut an hour off my weekly four-hour reference desk position...just when I needed to buy a new computer, and I was down to that one job. So I now have even more time to go mad by inches...


I never thought I'd hear myself say it...but I MISS working 30 hours a week... :(

So, yeah, 'Create Cardboard Golem' is probably next...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Post Reply

Return to “Guild of Magic & Psionics”