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 Post subject: Invented Spells
Unread postPosted: Thu May 31, 2007 11:59 pm
  

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In my Heroes Unlimted game, I have borrowed spell categories such as Fleshscuptor spells and Mirror Magic from Nightbane, but these also inspired me to create new spells like Painter magic. I mentioned this in a thread on Heroes Unlimited's boards, but thought if I posted them it should be in an area appropriate for such tings. Is there a specific thread intended for the posting of spells similar to what HU@ has with the New Powers thread? If not, how should I go about posting them?

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Unread postPosted: Fri Jun 01, 2007 12:09 am
  

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 12:52 am
  

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Mark Hall wrote:
Start below this post.


Okay, cool. I will begin posting them as I have time over the next several days.

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 1:57 am
  

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Palladin

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AcreRake did some nice additions to Mirror Magic which he sent me via email.

I did 60+ Techmagic spells for Phase World setting, but some of them need to be re-worked.

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 9:50 am
  

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Knight

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perhaps we should do something similar to the new powers thread then as so many of us have developed the odd spell or 2?

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 12:51 pm
  

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Damian Magecraft wrote:
perhaps we should do something similar to the new powers thread then as so many of us have developed the odd spell or 2?


Go for it. I am more than willing to share this thread.

That said, most of the powers I will be posting are based around the concept of spells by profession due to magic being controlled by secret societies like the freemasons who started out as a labor guild. The Painter OCC is exclusive like the Mirror Magic, but the Tailor spells would be more accessible, just cost twice the PPE for non-Tailor mages.

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 1:24 pm
  

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Stone Gargoyle wrote:
but the Tailor spells would be more accessible, just cost twice the PPE for non-Tailor mages.


sew far, sew good :lol:

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 1:30 pm
  

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gadrin wrote:
Stone Gargoyle wrote:
but the Tailor spells would be more accessible, just cost twice the PPE for non-Tailor mages.


sew far, sew good :lol:


Behave. 8)

The Painter magic assumes the existance of several new subrealms similar to the Mirrorwall and Astral Plane, referred to as the Gallery and the Paintscape.

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 9:28 pm
  

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Painting Magic
Level One

Manipulate Image
Range: 20 feet
Duration: One day per level
Saving Throw: none
P.P.E. cost: 4
Effect: This causes subtle changes in a painting. The painting will react to the person looking at it, smirking in judgement, glaring, eyes following the person, fidgeting slightly or making slight movements. This can be unnerving and bothersome, especially if the people looking at it are slightly superstitious or paranoid.
It can include making a cigarette smolder, grass or leaves in the painting appear to blow, or any other effect desired by the caster.

Portrait Speech
Range: Special
Duration: Half hour per level
Saving Throw: none
P.P.E. cost: 4
The mage can yell into a painting the name of a friend and have it echo across the Paintscape. When it is heared, the message will be relayed by the Portraits when next the friend walks in front of a painting, This is not reliable, as Portraits will not relay the message until sure of the person they are to deliver it to, so this can take months or even years, if at all.

Destroy Painting
Range: 10 feet
Duration: Permanent
Saving Throw: none
P.P.E. cost: 1 per square foot
The mage can cause a painting to self-destruct. Depending on the mage, the painting may crumble, the paint may run and smear, or the painting may burst into flames. Call it an artistic fit.
Limit: cannot affect any painting magically protected

Create Painting
Range: Touch
Duration: Permanent
Saving Throw: none
P.P.E. cost: 4
The mage can touch an empty canvas and have images from his imagination or subconscious mind form in paint instantly. This will be be a static, unmoving image unless other sspells are cast as well. In addition, created by magic, this painting cannot be destroyed by anyone but the mage who created it. This can be done by the mage without expending P.P.E. at a moment's thought.

Artist's Nude
Range: 10 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 4
The mage can cause the clothing of any target to unfasten and unbuckle, falling to the ground. If used as an attack, the stripped person losses initiative and one attack, as well as any bonuses to armor provided by the clothing.

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 9:46 pm
  

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Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level One

Sense Fabric
Range: 100 feet
Duration: 1 melee round
Saving throw: none
P.P.E. cost: 6
The mage can sense fabrics of the appropriate size, color, texture, etc.
Limits: Spell ignores clothing being worn by individuals unless the mage wills it otherwise

Cloud of Steam
Range: 90 feet
Duration: 4 m4lee rounds
Saving Throw: none
P.P.E. cost: 2
Size Max: 30 X30 X30 feet
This magic enables the sorcerer to create an area of steamy air (probably developed as a fabric cleaning method). This makes the mage immune to cold attacks while in the area and allows him to travel in cold areas for a short time without weather protection.

Destroy Fabric
Range: 10 feet
Duration: Permanent
Saving Throw: none
P.P.E. cost: 1 per 20 lbs
This spell utterly destroys fabric, leaving it a pile of dust.
Limit: Has no effect on magically protected fabric or clothing, or anything being worn.

Preserve Fabric
Range: Touch
Duration: 1d4 weeks
Saving Throw: none
P.P.E. cost: 2
This keeps fabric from getting moldy, being eaten by moths, burning or having anything natural happen to it.
Limit: It does not protect against an animal taking it or a person cutting into it.

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 10:23 pm
  

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Painting Magic
Level Two

ReplaceCanvas
Range: Touch
Duration: Permanent
Saving Throw: none
P.P.E. cost: 5
This allows a mage to repair damage artist's canvas instantly.

See Through Painted Eyes
Range: 5 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 4
This spell allows the mage to see anything "viewed" by the portrait within the last 24 hours, but it is limited to faces. This can be important if trying to find someone who defaced art or may have committed a crime within a museum.

Life Painting
Range: Touch
Duration: Special
Saving Throw: none
P.P.E. cost: 8
The mage paints a portrait of a person. As a result, the painting shows the person at all times doing whatever they are doing as if constantly on film, except the scene is limited to the space around the person as painted and the portrait is always the same angle and size. So if a ortrait is of the head, it only shows the head but the scene behind it would change. Likewise, if a full body portrait is done, the body would always be visible with other people passing, stepping into and out of frame.
Destruction of the painting would not harm the person in any way, just limit the ability to monitor them. The person's distance is irrelevent to to its ability to show them.
Effectively, this shows if a person is under attack, injured, etc., allowing others to come to their aid. Or it could be used to monitor a child.

Landscape Painting
Range: Touch
Duration: Special
Saving Throw: none
P.P.e. cost: 8
The mage paints a landscape portrait where there are no people around (otherwise works the same as Life Painting) so as to monitor a house or location. Destruction of the painting will not affect the location in any way, just limit the ability to watch the location.
Effectively, this allows the mage to watch who comes and goes or events taking place. The distance is always set; the mage cannot zoom in or out.

Object Painting
Range: Touch
Duration: Special
Saving Throw: none
P.P.E. cost: 8
The mage paints an object with no background to monitor object.
Destruction of the painting has no effect on the object, just limits the ability to see the object. The object always appears the same size and at the same angle, even if flipped over, so seeing people around it can sometimes be difficult. Can be used to track thefts if allowing the object to be stolen, or to protect valuables.

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 10:46 pm
  

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Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level Two

Resize Clothing and Armor (Lesser)
Range: 20 feet
Duration: Permanent
Saving Throw: none
P.P.E. cost: 5 for cloth, 10 for leather, 15 for metal
This incantation causes an article of worn material or a garment to shrink.
Note: This spell cannot be reversed except with a Modify Garment Spell, and even then Modify clGarment will not work on metal.

Summon String and Thread
Range: 100 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 5
This incantation causes loose string and threads to migrate towards the mage. Does not affect whole garments or clothing.

Unseamly Spell
Range: 100 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 5
This spell causes the seams of clothing to split and fall apart.

Sew Be It
Range: 100 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 15
The mage can instantly join fabrics, mend clothing and create garments by setting the edges to be connected together, as long as the pieces are precut in segments.

Mend Cloth
Range: Touch
Duration: Instant
Saving Throw: none
P.P.E. cost: 4-6
Same as wizard/sorcery spell, but with less P.P.E. cost.

Join Leather
Range: Touch
Duration: Instant and Permanent, once spell cast, the ability last 5 minutes
Saving Throw: none
P.P.E. cost: 4-6
Basically a Fleshsculptor Spell which makes the leather heal itself to close holes in the skin. The Tailor mage cannot use this power on living skin, however.

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 Post subject:
Unread postPosted: Fri Jun 01, 2007 11:29 pm
  

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Knight

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New Ludicrous spell

with apologies to "the frantics"
Boot to the Head
level: five
PPE cost: 15
save: dodge of 16+ only
spell magically causes a boot to appear from out of thin air and strike the target soundly in the side of the head. a failed save will result in the victim suffering effects similar to the Befuddle spell. Victim also suffers 1d4 points of damage, and has a splitting head ache for 1d4 hours afterward.

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DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"


Last edited by Damian Magecraft on Sun Jun 03, 2007 2:18 am, edited 1 time in total.

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 Post subject:
Unread postPosted: Sat Jun 02, 2007 7:05 pm
  

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Virtuoso of Variants

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What level is this Ludicrous Spell, Damian?
==============================================

Painter Mage Terminology

Portraits: For the purposes of Painter magic, a Portrait is a magical construct having mental attributes each equal to 3 and physical attributes each equal to 10. SDC is 1d4X10 or the P.P.E. invested in creating it (if by use of a spell to create the painting), whichever is greater.

Framework: A mage portal formed through the use of a picture frame leading into either the Gallery or Paintscape.

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Last edited by Stone Gargoyle on Wed Jun 06, 2007 4:09 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Sat Jun 02, 2007 7:33 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Painting Magic
Level Three

Self-Portrait
Range: Cast upon Portrait painting up to 20 feet; affects all who look at it.
Duration: Half hour per level
Saving Throw: None, thoough the person looking at the painting may save vs. illusion(standard)
P.P.E. cost: 10
For the duration of the spell, whosoever loks upon the portrait sees themselves in their true nature. Each individual looking looking at the painting wil see only themselves in the picture even if amongst a group looking at the portrait. More often than not, the person will see their deeds reflected back upon them in the picture, grinning demonically, with blood-caked hands, etc., similat to the Mirror Spell Dorian's Mirror.
Note: Not all characters will see a portrait of themselves as monsers and may simply wonder how someone could have painted their picture, or they will think it is a painting of someone who looks like them.

Impression of a Painter
Range: 10 feet, line of sight
Duration: Instant
Saving Throw: none
P.P.E. cost: 5
The mage can look at any painting and get a psychic impression of the artist.
- General Alignment (Good, Selfish or Evil)
- Human or not
- Old or Young
- Male or Female
- Healthy, sick or hurt
- Reason for creating painting
- Whether the painter liked the painting or not

Paintball
Range: 150 feet
Duration: Instant
Saving Throw: Dodge of 18 or higher (combat bonuses apply)
P.P.E. cost: 5
This incantation allows the painter to shoot a ball of paint (1d4 damage) and mess up an opponent's clothing. Requires paintbrush.

Increase Paint
Range: 100 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 5
Doubles the amount of paint available without thinning it at all.

Ignite Paint
Range: 40 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 6
This causes any paint or painted surfece to ignite as if hit by Ignite Fire spell, causing 2d6 damage per melee until dispeled

Drinkable Paint
Range: Touch
Duration: Instant and Permanent
Saving Throw: none
P.P.E. cost: 5
Te caster negates the Poisons and Toxins in paint as Negate Poisons/Toxins spell, making it drinkable.

_________________
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 Post subject:
Unread postPosted: Sat Jun 02, 2007 7:51 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level Three

Summon Fabric
Range: 100 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 15
This incantation causes all loose fabric in range to pull itself loose and race towards the mage. This includes loose clothing, fabrics, non-magical tapestries, tents, etc. If worn it will leave the person naked unless the person makes a successful grab. It does not release buckles or belts and cannot pull tight or well-fastened clothing. Total yards equal to the caster's spell level.

Dye Cast
Range: 100 feet
Duration: Permanent
Saving Throw: none
P.P.E. cost: 20
This incantation alters the color of selected garments within range.

Threadbear
Range: Touch
Duration: Instant
Saving Throw: none
P.P.E. cost: 20
This incantation causes loose threads to form into a small magical construct described by the mage while casting. It is a neat trick to entertain children.

Expand Space
Range: Touch
Duration: Until Dispelled
Saving Throw: none
P.P.E. cost: 20
This incantation requires a coin placed in the opening of a tent or satchel to make the inside larer than the outside (size multiplies times three). Thus a 5X5 sq. foot tent becomes 15X15 sq. feet, and a bag 8X8 sqare inches becomes 24X24 sq. inches on the inside.

_________________
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 Post subject:
Unread postPosted: Sat Jun 02, 2007 8:18 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Painting Spells
Level Four

Color Me Beautiful
Range: Self or other by touch
Duration: 6 melee rounds per level
Saving Throw: Standard if unwanted
P.P.E. cost: 7
By applying paint to his/her face, or the face of someone else, the person's PB goes up 8 points

Traitorous Brush
Range: 30 feet
Duration: 1 melee round per level
Saving Throw: none
P.P.E. cost: 10
The mage can take control of another artist's brush. This can be used to cause them to mess up or to improve what would have otherwise been a disaster.

Crawling Paint
Range: 5 feet
Duration: one hour
Saving Throw: none
P.P.E. cost: 15
This creepy spell causes paint to get up and spontaneously move and writhe as if alive.

Scrying Picture
Range: 2 miles
Duration: 1 minute per level
Saving Throw: Standard
P.P.E. cost: 20
This spell requires the mage to stare into a painting (preferably an abstract swirl pattern or cubist piece) and see out the eyes of any Portrait in range (MUST be a Portrait).
This spell is not restricted to painting the mage has created, but in the case of foreign paintings, the Portrait may save vs. this invasive spell.

Alter Painting
Range: Touch
Duration: One day per level
Saving Throw: none
P.P.E. cost: 12
The mage can alter a painting to give it a different look and texture without otherwise altering the layout or structure of the picture (note that this spell does not alter magically protected paintings). This can be to the betterment of the painting or to ruin it temporatily, or to make a thief think it is a couterfeit or a worthless picture.

_________________
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 Post subject:
Unread postPosted: Sat Jun 02, 2007 8:31 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level Four

Unbuckle
Range: 100 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 10
This incantation causes clothing to unbuckle, unsnap, unfasten and come loose of the wearer. It can be used on Weapons' straps to disarm opponents or on armor straps.

Alterations
Range: 100 feet
Duration: Instant and lasts while clothing is being worn; when removed will return to original shape.
Saving Throw: none
P.P.E. cost: 10
The mage can cause any worn garment to fold, shift and reshape its appearance and fit. This can be used for disguise purposes or simply change the look of what one has on.

Resize Clothing and Armor(Greater)
Range: 20 feet
Duration: Permanent
P.P.E. cost: 10/20/30
Same as lesser spell, but can also be used to enlarge.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject:
Unread postPosted: Sat Jun 02, 2007 8:40 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Here is one that probably could be classified as Ludicrous magic:

Karloff's Lingering Lactation
Spell Level: 3
Range: Touch
Duration: Permanent or until dispelled
Saving Throw: Standard
P.P.E. cost: 60
This spell taints milk so that it curses those who drink it. This applies to any dairy product.
The individual who ingests any part of the milk so enchanted will discover that they sprout breasts within a matter of 1d4 days, after which they permanently produce an ample supply of mother's milk.
This might be embarassing to a male magistrate or official, or aid in the nursing of a female who cannot produce milk. This spell will work on any person or animal capable of producing milk, regardless of gender.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Last edited by Stone Gargoyle on Fri Apr 24, 2015 1:18 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Sat Jun 02, 2007 8:54 pm
  

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Kreelockian

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Stone Gargoyle wrote:
Here is one that probably could be classified as Ludicrous magic:

Karloff's Lingering Lactation
Spell Level: 3
Range: Touch
Duration: Permanent or until dispelled
Saving Throw: Stndard
P.P.E. cost: 60
This spell taints milk so that it curses those who drink it. This applies to any dairy product.
The individual who ingests any part of the milk so enchanted will discover that they sprout breasts within a matter of 1d4 days, after which they permanently produce an ample supply of mother's milk.
This might be embarassing to a male magistrate or official, or aid in the nursing of a female who cannot produce milk. This spell will work on any person or animal capable of producing milk, regardless of gender.


:thwak:

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 Post subject:
Unread postPosted: Sat Jun 02, 2007 9:16 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level 5

Animate Doll
Range: 60 feet
Duration: 30 seconds per level
Saving Throw: none
P.P.E. cost: 15
The mage can make a poppet move and dance around without strings and even use it to retrieve small objects. Must be under 50 lbs. Can attack equal to the spell caster's number of attacks per round, but the spell caster loses an attack due to concentration and can perform no other actions while animating the doll. The mage can animate a number of dolls, each a separate spell, equal to his number of attacks, and attacks must be divided amongst all the dolls and all must remain within his line of sight.

Concealing Cloak
Range: Touch
Duration: 3 minutes per level
Saving Throw: none
P.P.E. cost: 25
The mage can hide inside a piece of fabric and let it drop over him, effectively entering a pocket dimension to hide.

Daryl's Disrobement
Range: Touch
Duration: One day per level
Saving Throw: none
P.P.E. cost: 20
The caster can store a second spell within a worn item which is triggered when one attempts to remove the garment.
The second spell is under the influence of the person wearing the item, so they are able to direct the effect or aim it. The second spell can be any spell the tailor knows and is placed on the item the same as if cast, for the same P.P.E. cost.

Daryl's Disintegrating Garment
Range: Touch
Duration: 1 day per level
Saving Throw: none
P.P.E. cost: 25
The caster creates a timed spell within the garment which holds it together for the duration after the spell is cast. Once the duration of the spell or at any time the caster wishes, the garment falls apart, reduced to threads.

At level 5, the Tailor mage may elect to specialize as a Weaver or simply remain a Tailor, but he cannot choose spells from both categories once is specialization is decided.

Weaving Spells

Dream Weaver
Range: Special
Duration: Effect is 10 minutes per level; effects repeat anytime the target sleeps until the tapestry is dispelled or destroyed
Saving Throw: vs. Mind Control
P.P.E. cost: 15
This requires the caster to weave hairs of the target into a tapestry. The victim will have nightmares related to the images depicted on the tapestry

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject:
Unread postPosted: Sat Jun 02, 2007 9:44 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Painting Spells
Level 5

Summon Painting
Range: Unlimited
Duration: 2d4 minutes per level, or permanent
Saving Throw: none
P.P.E. cost: 10 if temporary, 30 if permanent
The mage can summon any painting he can remember in detail by drawing it across the Paintscape. It will appear on a blank canvas prepared for its arrival and has no harmful effect. The canvas the painting is removed from will become blank or empty until its return, that is if the extra P.P.E. is not spent to keep it in the mage's possession.
Limitation: This spell does not work on paintings that are magical or have protection spells placed on them.

Pull from the Paintscape
Range: Touch
Duration: Instant
Saving Throw: N/A
P.P.E. cost: 10
The mage can draw upon magical energy of this dimension by touching a painting and siphoning off mystical energy, drawing 5d6 P.P.E.
This can be done once per day.

Portrait of the Artist
Range: Self
Duration: one minute per level
Saving Throw: none
P.P.E. cost: 25
The spellcaster can literally step into a painting to hide, appearing to all who look at it to be a portrait of him. While in the painting, the mage can see and hear normally everything as if standing in front of the painting. The danger of this is that if the painting is destroyed the mage will become trapped in the Paintscape and become lost if not having the Walking the Paintscape spell. Otherwise the mage will have to seek another Portrait to lead him to a different Framework.
Note: In the Paintscape, the mage becomes a Portrait. hit Points and Sdc are added together as one total SDC amount. The only magic that works in the Paintscape is Painting magic, also.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Sat Jun 02, 2007 10:15 pm
  

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Palladin

Joined: Fri Mar 08, 2002 2:01 am
Posts: 8916
Location: Port Eclipse
just rough drafts/ideas...for Mirror Magic

Mirror of the Past -- allows the mage to cast the spell and then view whatever has been
reflected in the surface for the last 1 minute per level. Great for security and surveillance
as well as seeing something a 2nd or 3rd time, as long as the time limit is observed.

For an additional 50 PPE, the mage can whisper or shout to those images in the mirror, such that
when the actual actions took place they hear him! Works just like the Fear spell so that
past actions can be interrupted via Horror Factor ! <last part might be too freaky>.
Either 8th or 9th level spell. Combat in the mirror ? Both sides would hear.

Silver Second -- like the Id Self spell, the mage is able to conjure a duplicate of
himself from a parallel dimension by casting the spell while he sits in front of a
mirror. However it's highly likely the Second, will have the opposite alignment of the
summoner. Despite this, especially the first time or two, the duplicate will cooperate
with the summoner, such as by pooling PPE or teaching spells to the other, bartering
magic items. The summoned duplicate will only appear with what he's wearing and has
on him at the time. The spell lasts for 24 hours + 1 hour per level of the caster.

Once returned the duplicate will have only missed 1D4 melees on his own dimension! The
trip will seem like a flight of fancy or hallucination, and will act as though he's a
victim of Horror Factor for 1D4 melees as his mind tries to comprehend what took place.
He could be in trouble especially if he's used all his PPE or left behind something
valuable! Whatever the duplicate does in the other dimension has consequences on his real
home plane. Furthermore, the summoning will have a chilling effect on the duplicate,
causing him sleepless nights and questing to figure out what really happened to him,
to the point where he'll become consumed with developing his own version of the spell
and catching the summoner -- which eventually he'll do -- usually after gaining 3 or 4
additional levels. GMs can approach this from either side, such that the player does
the summoning or the duplicate summons the player! Bwhahahaahaha! Probably 12th to
14th level spell.

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
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 Post subject:
Unread postPosted: Sun Jun 03, 2007 2:20 am
  

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Knight

Joined: Sun May 12, 2002 1:01 am
Posts: 4274
Location: chillicothe, ohio; usa
Comment: Evil GM
Master of Magics
Defender of the Faith
Stone Gargoyle wrote:
What level is this Ludicrous Spell, Damian?
fixed spell level in edit

_________________
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"


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 Post subject:
Unread postPosted: Sun Jun 03, 2007 1:31 pm
  

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Palladin

Joined: Fri Mar 08, 2002 2:01 am
Posts: 8916
Location: Port Eclipse
more "under construction" Mirror magic spells...

MIRROR LINK

Range: Unlimited by touch or line of sight
Duration: 1 hour per level
Saving Throw: None
P.P.E. Cost: 20

Allows a mirror mage to link two mirrors so that he may see through them and talk with anyone
reflected in its surface. Distance between the two mirrors is irrelevant as the mage can use
the mirror wall to connect two mirrors on different dimensions or planes, by walking through
the mirror wall and touching each of them. Alternatively if the mage doesn't want to spend
PPE to walk the mirror wall he can hold them, or if they're too big simply link them via a
visual link (line of sight).

Once linked the pair will act as windows through which the mage and anyone else may communicate,
however the mirror mage can remain hidden if desired.


REFLECTIVE PROJECTION

Range: 5 feet per level
Duration: 1 melee per level
Saving Throw: Save vs Illusion -2
P.P.E. Cost: 6

The mirror mage may take anything reflected in the mirror and project its double anywhere within
range. Despite being a reflection, it won't look backwards, rather it will look normal. This means
people or objects (but only singular items) can be duplicated. They're projections and have no
substance, but they'll be very convincing.

Other mirror mages can tell it's a projection with a glance (easy Perception roll at +4) but most others
including other mages can be fooled.

SENSE MIRROR

Range: 50 feet per level
Duration: 1 melee per level
Saving Throw: None
P.P.E. Cost: 10

Allows the mirror mage to sense the approximate location of any mirrors within range. These will be
mirrors that can be used in casting mirror mage spells, all "false" mirrors will be ignored. This is
extremely helpful in helping the mage find his way around a place he's unfamiliar with. It will not
work inside the Mirror Wall.

GRASPING PORTAL

Range: 50 feet per level
Duration: 1 melee per level
Saving Throw: None
P.P.E. Cost: 15

Allows the mage to reach from a mirror and extend his hand out one within range. This
can be used to grasp items or deliver objects with his hand and is limited to non-living
substances. Reach is limited to the length of the caster's arm and only his arm may be
used. The caster must know the position of the destination mirror, either by firsthand
knowledge or via the Sense Mirror spell. Often used to deliver messages, plant listening
devices or explosives. The mirror mage may use this to break the destination mirror
if he desires. The items must be relatively small, such that the mage can grasp them
with a single hand.

CHROME PLATING

Range: Touch
Duration: 1 hour per level or permanent.
Saving Throw: None
P.P.E. Cost: 5 or 75

Strictly for looks, the mirror mage can use this spell to chrome plate anything the GM
feels is appropriate, like weapons, cigarette cases, lighters, etc. The surface can't
be used for mirror magic spells, it's just done to make things look cool. Weight doesn't
change, so plastic sunglasses can be chromed to look like metal, but otherwise remain the
same (S.D.C. too, etc). By spending 75 P.P.E. the mirror mage can make it permanent. Large
items like refrigerators or cars, walls, houses, etc cannot be affected by the spell. Windows,
no larger than the mage will work.

TRAPPING MIRROR

Range: Touch and within 5 feet for those trapped
Duration: 5 minutes per level
Saving Throw: Standard
P.P.E. Cost: 15

Non-mirror mages who gaze into mirrors enchanted with this spell must save versus magic or
fall under the effects of a Charm or Domination spell, as determined when cast. Anyone standing
within 5 feet who see their reflection will become obsessed with their appearance and looks,
usually to their great like and become absorped with viewing themselves. Furthermore, if the
mirror mage is using this as trap, like a flame to moths, and is also using the mirror via MIRROR
LINK, he may cast either Charm or Domination. Ignore the durations of those spells and use the
one above. This is a great method for getting people to reveal secrets or giving them ideas.
Other mages save at +2 and get an additional save every melee round to snap out of the trap.
See the Razoredged Prowler in Creatures of Chaos from the Chaos Earth series for more info.

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
Multiple Image
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Last edited by gadrin on Sun Jun 03, 2007 3:25 pm, edited 1 time in total.

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 Post subject:
Unread postPosted: Sun Jun 03, 2007 2:01 pm
  

User avatar
Palladin

Joined: Fri Mar 08, 2002 2:01 am
Posts: 8916
Location: Port Eclipse
and more "under construction" Mirror Magic...

Silver Hammer -- a powerful spell that gives the Mirror Mage OCC a bit of "bite". Silver
hammers are conjured by the mage and do normal melee damage, but only miss on a roll
of 1. They can't be thrown or given to other characters. Against creatures vulnerable
to silver weapons they do double damage. Also the roll for critical hits change: as
the mirror mage does a critical hit on a roll equal to 20 minus his level (against any
opponent). So a 3rd level mirror mage can roll a critical between 20 and 17; a 10th
level mirror mage between 20 and 10 and so on. Lasts for 1 melee round per level,
is a 10th level spell and costs 50 PPE. Hammers do 1-8 damage as per Rifts RPG. At
the GMs option, this spell might be able to conjure any melee weapon the GM feels is
appropriate (silver sword, silver dagger, silver mace). The mirror mage does not need
the WP for this weapon.

Backspeak, Backwrite -- additional skills that come with the Mirror Mage
OCC. Both function at 75% + 3% per level of the mage. They allow the mage to talk or
write backwards effortlessly and understand it as well. Other characters can develop
these skills (treat as another normal language) but at the usual 50% + 5% per level,
they must also meet the mental requirements for IQ of the Mirror Mage OCC, that is
ME of 13, MA of 9 in order to maintain the discipline. PE is irrelevant. .sretcarahc
revelc rehto yb detrevbus eb nac sdohtem eseht esruoc fO (print the last line out and
stick it in a mirror, the only difference is the characters will be backwards too).

Break Mirror -- allows the mage to use the Shatter spell, but only to break
mirrors. He can break mirrors by casting the spell and snapping his fingers or using a
keyword so it's no so obvious. He can break mirrors he's using in mirror magic spells
too. The mirror must be visible, or he must be utilizing it via mirror magic. The GM
may opt to allow this spell to break MD mirrors in MD environments. This will work
in shattering mirrors inside the mirror wall. FREX: a mirror mage uses Grasping
Portal
to place a nasty note beside a mirror in an opponent's apartment. He then
casts this spell, snaps his fingers and shatters the mirror there for effect. This
should be a 1st or 2nd level spell.

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
Multiple Image
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 Post subject:
Unread postPosted: Sun Jun 03, 2007 4:24 pm
  

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Palladin

Joined: Fri Mar 08, 2002 2:01 am
Posts: 8916
Location: Port Eclipse
and a spell version that actually works... :lol:

DRAW UPON THE MIRRORWALL

Range: Self
Damage:
Duration: Instant
Saving Throw: None
PPE: Special: 10 P.P.E. the first time, but add 1D6 for each subsequent use within a 12 hour period.

The Mirrormage can draw upon a limited amount of the mystical energy that flows in
the Mirrorwall by gazing into a mirror, concentrating and expending 10 P.P.E. of his
own. This creates a pinhole to the Mirrorwall in which the character can attempt to
draw additional P.P.E. energy to supplement his or her own. It is somewhat random:
giving back 5D6 P.P.E. + 2 P.P.E. per level of the mage, so an experienced Mirrormage
can use his experience to get better results. If it's not used in magic
before that time elapses, the P.P.E. syphoned from the Mirrorwall disappears.

Note: Frequent use of this spell may tear a hole into the Mirrorwall and/or open a
dimensional portal (Too? G.M.'s choice).

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
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 Post subject:
Unread postPosted: Sun Jun 03, 2007 8:56 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Regarding Weaving Magic

This was originally intended as its own school, but I have developed insufficient spells as of yet to allow it to stand on its own merits. The spell category could be expanded, but I have not really worked out how as of yet.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject:
Unread postPosted: Sun Jun 03, 2007 9:19 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Karloff's Constricting Jacket
Level: 5
Casting Time: One Hour
Range: Touch
Duration: 12 hours per level
Saving Throw: none
P.P.E. cost: 12
This invocation temporarily enchants a garment to, once donned, pull the wearer's arms around and act as a straightjacket. The jacket has a PS of 30 and is Supernatural. The Escape spell can be used to escape this bonding magic.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject:
Unread postPosted: Sun Jun 03, 2007 9:22 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Weaving Spells
Level Six

Straw Into Gold
Range: Touch
Duration: Permanent
Saving Throw: none
P.P.E. cost: 20
This spell enchants a spinning wheel to perform alchemical alterations upon straw.

==============================================
Tailoring Spells
Level six

Leather To Lace
Range: Touch
Duration: Permanent
Saving Throw: none
P.P.E. cost: 20
This spell alters fabric texture and density as preferred by the mage.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Sun Jun 03, 2007 9:45 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Painting Spells
Level Six

Walking the Paintscape
Range: Touch
Duration: 1 minute per level
Saving Throw: none
P.P.E. cost: 30
This spell allows the mage to step into the paintscape, becoming a Portrait (HP and SDC combine for new SDC). Only Painting Spells work within the Paintscape. This spell differs from Portrait of the Artist in that the mage can immediately locate a nearby Framework and exit. If a Portrait is in the way, he may push past to get out.
If the character is not out of the Paintscape before the duration of the spell is up, he loses all sense of direction and will have to enlist the aid of of a Portrait in locating a Framework to exit, although he will probably be nowhere near where he expected.

Summon and Control Portrait
Range: Not Applicable
Duration: 12 hours per level
Saving Throw: none
P.P.E. cost: 60 (Ritual)
Casting Time: Varies
This spell temporarily summons a Portrait from the nearest painting to cross into another painting close to the mage. The Portrait becomes controlled by the mage, who can then use it to deliver messages across the Paintscape, dpy on individuals (+10 extra P.P.E. to call a specific Portrait from someone's home), or retrieve an item from another painting, etc.

Restore Painting
Range: Touch
Duration: Instant and Permanent
Saving Throw: none
P.P.E. cost: 35
The mage can restore paintings as long as a small fragment of the original canvas and some of the original paint is intact. It is useless on art reduced to ash or totally destroyed by use of paint thinner. It can erase grafitti and other damage from vandalization. It can repair holes in canvas or damage due to age or mistreatment, improving color and vividness.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject:
Unread postPosted: Sun Jun 03, 2007 10:06 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level Seven

Poppet of Pain
Range: Special
Duration: 10 minutes per level
Saving Throw: Standard
Cating Time: duration; must be actively casting to amintain spell using doll.
P.P.E. cost: 30
The mage uses the ritual to create a doll and to use it to control the target to a degree. The mage basically creates a doll using a piece of the target's clothing or hair. If the target fails a save, the mage can poke the doll to make the target feel pain and agony, losing initiative and reducing them to half attacks, as well as inflicting a -4 penalty to all combat rolls. This spell affects the target regardless of range.

===============================================
Painting Spells
Level Seven

Remove Paint
Range: 30 feet
Duration: Instant and Permanent
Saving Throw: none
P.P.E. cost: 30
The mage can cause the removal of paint on any nearby surfaces.

Ghost Image
Range: Touch
Duration: Special
Saving Throw: Standard
P.P.E. cost: 40
This ritual involves mixing the blood drained from a corpse with paint and using it to paint a portrait, binding the ghose to the picture. A ghost which does not wish to be bound may make a saving throw.
Once this picture is created, the ghost will animate it and even speak from it. The spell lasts unless the painting is destroyed and the ghost is freed.

Hide Painting
Range: Touch
Duration: three minutes per level
Saving Throw: none
P.P.E. cost: 20
The mage can hide a painting, frame and all, from all forms of detection.

Color Drain
Range: 30 feet
Duration: 2 melees
Saving Throw: Standard
P.P.E. cost: 25
The mage can literally drain the color out of garments and skin, leaving shades of white and gray. This can be Frightening to some, making them lose initiative and one attack. The objects drained will turn back to normal following the spell's duration.

Purify Colors
Range: Touch or 3 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 20
The mage can purify colors, basically allowing him to instantly clean clothes and objects in range.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Sun Jun 03, 2007 10:33 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level Eight

Power Tie
Range: Touch
Area of Efftect: 20 foot radius
Saving Throw: none; Save vs. mind control to couter efect of tie once created
Duration: 1 hour per level
This incantation affects a garment which, when worn, will give 20% to Trust/Intimidate and Charm/Impress to the character unless those looking at hime save vs. mind control.

===============================================
Painting Spells
Level Eight

Gallery Portal
Range: Touch
Duration: 1 minute
Casting Time: one hour
Saving Throw: none
P.P.E. cost: 50
This spell allows the mage to access a plane outside the Paintscape where he can leap into a painting to enter the Paintscape and then jump back through the Framework. The caster must prepare an empty frame for this purpose. When entering it, he must then focus on the painting he wishes to appear in, leap through it, and then jump back to arrive at his destination.
If he is unable to focus on a painting, the mage will fall until eventually "falling" into a random painting and becoming lost in the Paintscape.

Capturing the Essence (Ritual)
Range: Touch
Duration: Permanent
Saving Throw: Standard
P.P.E. cost: 60
This spell allows the mage to capture half of the victim's souls in a Portrait. When the target gains P.P.E. and I.S.P., half of it goes to the part of the person trapped in the picture, making only half of it available to the victim. Memories are foggy gor the target and skills are performed at -10%.
Bonuses to target: +5 vs. magic, illusion, mind control, empathic attacks and possession.
Dangers: Psychic and magical effects can be cast on the painting with no bonuses to protect it. Images can be painted on it which the victim will then see and believe are real. If the painting is destroyed, the soul fragment will eander searching for itrs lost half. Can rejoin if it gets within 100 feet of the subject it was removed from.

Cursed Image
Range: 100 feet
Duration: Instant
Saving Throw: Standard
P.P.E. cost: 50
This spell allows a mage to torture someone by mixing their blood with the paint and then painting the person's image, adding wounds or deformities which manifest themselves on the victim. The subject being painted must be within 100 feet (so remember to strap them down).
Limits: This magic will not kill, but you would be surprised what you can live through.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject:
Unread postPosted: Mon Jun 04, 2007 7:32 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Dut to my time on the New Powers thread, I will only be posting one set of spells today.
===============================================
Tailor Spells
Level Nine

Emperor's New Clothes
Range: Touch, or by sight up to 10 feet
Duration: Special
Saving Throw: none
P.P.E. cost: 50
This complex illusion creates a false perception in the target making them think clothing is being made for them. If successful, the target will believe he or she is having expensive clothing made, feeling softer and looking more beautiful than anything ever seen before. Through the encouragement of the mage, the victim will don the "clothing", removing all other garments in favor of these "better clothes". They will do so even if others protest or tell them that they are naked until they either save vs. mind control or it is dispelled. Indeed, weak minded individuals may be locked up for indecent exposure or run around naked for a long time.
===============================================
Painting Spells
Level Nine

Power in the Portrait
Range: Touch or 10 feet
Duration: 1 hour per level
Saving Throw: Standard
P.P.E. cost: 50
The mage can use this spell to temporarily transfer some of his mystic essence into the portrait (all but P.P.E.). This includes memory also, allowing spells and powers that see Aura to reveal no magic power in the mage. It is an excellent way for the mage to hide his power.

Curse: Color Delusion
Range: Touch or 20 feet
Duration: 24 hours per level
Saving Throw: Standard
P.P.E. cost: 45
This invocation causes the victim to see colors in their mind, making them delusional and distracted. Can be removed by Remove Curse (25% chance).

Old Paint
Range: Special
Duration: 5 hours per level
Saving Throw: Standard
P.P.E. cost: 50
The spellcaster can summon a Horse of Many Colors when in the Paintscape, allowing him to travel greater distances and for a longer period of time within the Paintscape.
Limits: Horse cannot leave the Painscape, spell only usable within that realm

Familiar Portrait
Range: Self and Portrait within painting up to 10 feet away
Duration: Indefinite; mage can maintain link for only 2 hours per day per level
Saving Throw: Standard for Portrait being made a Familiar
P.P.E. cost: 55
The mage can use this spell to mentally link to a Portrait or Painted Animal. The two become one, with the mage as friend and master. He will be able to sense everything the Portrait does and send it on errands. It will obey all commands, verbal and mental, but since most Portraits are very unintelligent, it will not be very good at reporting to the mage verbally.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Wed Jun 06, 2007 3:01 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Sorry for the delay in posting more. I was quite busy yesterday.

===============================================
Tailoring Spells
Level 10

Clothing With Personality
Tange: Touch
Duration: 1 month per level, but can be made permanent
Saving Throw: none
P.P.E. cost: 120, plus 5 permanently lost to make the spell permanent
This spell creates a arment, usually a hat, which has the ability to speak, its folds forming a face, and which moves by slithering or hopping around. It has a personality and knowledge determined by the mage (roll stats for IQ, MA and ME), but will always be less than those of the mage creating it. It can automatically read the aura of the wearer and may be inclined to proudly announce them and their good qualities (if good) or shiver in fear (if evil). It will possess one skill per level of the caster also.
Other spells may be cast on the garmant item may save against magic at a +2 and is immune to illusion.

_________________
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Unread postPosted: Wed Jun 06, 2007 3:30 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Painting Spells
Level Ten

It Just Speaks To Me
Range: Touch
Duration: one month per level for increased intelligence, after which it becomes a normal portrait, unless spell is made permanent
Saving Throw: none unless using an existing Portrait
P.P.E. cost: 120, plus 5 permanently lost to make spell permanent
This spell allows the mage to create an intelligent Portrait with a personality and knowledge determined by the mage (normally the creation of normal Portraits is done automatically when a portrait is painted and they have the mind of a newborn child and personality is random). One skill per level is given, equal in proficiency to the caster at the time it is created. The image can also speak (rather than a normal Portrait's ability to repeat words or babble jibberish) in complex sentences. Roll stats for IQ, MA and ME (cannot be greater than those of the mage creating it).
It may be used by the mage as an advisor, tormentor or friend. It can also be used as a spy which can communicate more than an ordinary Portrait can.

Create Living Portrait
Range: Touch
Duration: 2 minutes per level
Saving Throw: Standard
P.P.E. cost: 70
This spell allows the mage to bring things out of the Paintscape into the mage's dimension, solidifying it into a physical animal.
Once the being has bveen summoned, it simply stands there until commanded by the mage. Animals will obey the will and desires of the mage but otherwise have no motivation to do anything. It will act as the mage believes it should, so if the mage tells it to behave as something other than what it looks like, it will.
Objects like daggers and such will act as normal, but complex items like guns, although they can be brought forth, will not work.
If pressed back toward the canvas, the summoned object or animal will revert to normal and pass through the Framework into the Paintscape. If pressed into a wall, as by a truck or unable to escape, it can survive by turning into a mural. If it is killed or in water or unable to paint itself onto anything, the image dissolves as a splatter of paint which is useless for painting anything ever again, as it is effectively dead.

Hellacious Painting
Range: Touch
Duration: Permanent
Saving Throw: none
P.P.E. cost: 80
The mage literally covers a person in paint and spat5ters them onto a canvas, allowing them to be pulled into the Paintscape without the benefit of a Framework, rolling up the painting and storing it in a dry place. The person will wander the painscape as a Portrait, unable to free himself.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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Unread postPosted: Wed Jun 06, 2007 4:06 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level Eleven

The Clothes Make The Man
Range: Touch
Duration: One Hour per Level
Saving Throw: none
P.P.E. cost: 180
Casting Time: One hour
This ritual takes a hair from the subject to be impersonated. The mage uses it when he animates a pile of clothing to make it appear to be the subject the hair was taken from, and has it impersonate the person long enough to steal something or perform a simple errand. It cannot speak unless unless this spell is combined with the Clothing With Personality spell. IQ, MA and ME are 6; PS, PP and PE are 10 to the magical construct.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Wed Jun 06, 2007 4:26 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Painting Spells
Level Eleven

Walking the Gallery: Lesser
Range: Special
Duration: One Hour
Saving Throw: none
P.P.E. cost: 80
The mage creates a stable corridor when entering the Gallery bu Portal, allowing him time to browse and select new paintings to view and pass through. While on the walkway, the mage can only carry 30 extra pounds of gear. Paintings still lead into the Paintscape and he has to travel back via a Framework as normal.
If spending too much time on the "Bridge", the mage will "fall" through the nearest painting, potentially becoming lost in the Paintscape.

Paint the Town
Range: Up to 10 miles per level
Saving Throw: none; people and animals, standard
P.P.E. cost: 140
The mage can influence the colors of all things in range via this spell or selectively pick things he wishes to change.
This might be used by an eccentric mage who wants to see red water and purple birds, by a thief who wishes to quickly change the color of stolen cars, or to confuse and torment people. Used creatively, it could camoflage an area by making everything the same color (viewer is -5 to Percertion rolls) or a pattern of colors (-10 to Perception). In combat, the color factor might make an enemy blind, making them -4 to strike and -2 to combat rolls.
The mage can also paint others to look like himself, paint his image on walls, etc. Combined with other spells, this makes the painter highly dangerous.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Fri Jun 08, 2007 12:38 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Tailoring Spells
Level Twelve

Man of the Cloth
Range: Self
Duration: 20 minutes per level
Saving Throw: none
P.P.E. cost: 250
The mage can change himself into a magical construct of fabric. As such, he retains his mental abilities but all physical attributes are reduced to 10. He can still see and hear, but the body can completely collapse as if clothing and has no heat emissions, breathing by air hitting the fabric. SDC of mage as construct is equal to the mage's HP and SDC added together. Damage to the fabric form may be fixed by sewing, but any damage not repaired transfers to the mage's normal form when he reverts to normal.
===============================================
Painting Spells
Level Twelve

At One With the Medium
Range: Self, or others through ritual magic
Duration: 20 minutes per level
Saving Throw, or Standard if unwilling
P.P.E. cost: 250
The mage can transform himself or someone else into paint even when in the physical world. As such, he can pass under doors or cling to surfaces.
Note: Highly flammable in paint form. Of course, he can return to human form, though naked, with a thought. He cannot communicate in this form, but is aware of things around him as a normal human being.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Fri Jun 08, 2007 2:10 pm
  

Hero

Joined: Tue Oct 12, 2004 3:29 pm
Posts: 1064
Location: Winnipeg, Canada
The Spell Invention Spell ... Spell of Legend

Range Self/Entire Megaverse
Duration Instant
PPE 42
Saving Throw None

with this spell, the caster is able to convince the Game Master that a brand new made up spell that doesn't appear in any printed form anywhere is actually okay to use for their game and the character automatically starts with that spell beginning at level one. no matter what that spell might be or how ridiculous it is.

once cast, the new spell just invented is also to be automatically included in every magicians spell list no matter where in the megaverse they might be. whether they actually take the time to learn the new spell or not is up to them.

_________________
diagonally parked in a parallel universe

One book to rule them all. One book to find them. One book to bring them all and in the Megaverse bind them.

As you sit down with your players and start to unfold your story, remember one thing: plot never survives contact with players.


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 Post subject:
Unread postPosted: Sat Jun 09, 2007 11:30 am
  

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Virtuoso of Variants

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Comment: "Your inferiority complex might be justified."
Epic wrote:
The Spell Invention Spell ... Spell of Legend

Range Self/Entire Megaverse
Duration Instant
PPE 42
Saving Throw None


I know, I know. Had to be done. Seems to me the PPE cost is a little low for so widespread a spell, though.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Sun Jun 10, 2007 12:18 pm
  

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Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15094
Location: Eastvale, calif
EPIC wrote:
The Spell Invention Spell ... Spell of Legend

Range Self/Entire Megaverse
Duration Instant
PPE <case of beer of the GM's liking>
Saving Throw None

with this spell, the caster is able to convince the Game Master that a brand new made up spell that doesn't appear in any printed form anywhere is actually okay to use for their game and the character automatically starts with that spell beginning at level one. no matter what that spell might be or how ridiculous it is.

once cast, the new spell just invented is also to be automatically included in every magicians spell list no matter where in the megaverse they might be. whether they actually take the time to learn the new spell or not is up to them.


:D

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 Post subject:
Unread postPosted: Mon Jun 11, 2007 11:13 am
  

Hero

Joined: Tue Oct 12, 2004 3:29 pm
Posts: 1064
Location: Winnipeg, Canada
Stone Gargoyle wrote:
Epic wrote:
The Spell Invention Spell ... Spell of Legend

Range Self/Entire Megaverse
Duration Instant
PPE 42
Saving Throw None


I know, I know. Had to be done. Seems to me the PPE cost is a little low for so widespread a spell, though.


but 42 is "the" answer to life.

_________________
diagonally parked in a parallel universe

One book to rule them all. One book to find them. One book to bring them all and in the Megaverse bind them.

As you sit down with your players and start to unfold your story, remember one thing: plot never survives contact with players.


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 Post subject:
Unread postPosted: Tue Jun 12, 2007 7:41 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
EPIC wrote:
Stone Gargoyle wrote:
Epic wrote:
The Spell Invention Spell ... Spell of Legend

Range Self/Entire Megaverse
Duration Instant
PPE 42
Saving Throw None


I know, I know. Had to be done. Seems to me the PPE cost is a little low for so widespread a spell, though.


but 42 is "the" answer to life.


:frust:

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Thu Jun 14, 2007 11:31 am
  

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Hero

Joined: Sun Sep 17, 2006 2:17 pm
Posts: 1042
Location: Washington State
Comment: Twenty year player of PF.
Fifteen year GM.
Creator and writer.
All around good guy.
Stone Gargoyle wrote:
Tailoring Spells
Level 5

Animate Doll
Range: 60 feet
Duration: 30 seconds per level
Saving Throw: none
P.P.E. cost: 15
The mage can make a poppet move and dance around without strings and even use it to retrieve small objects. Must be under 50 lbs. Can attack equal to the spell caster's number of attacks per round, but the spell caster loses an attack due to concentration and can perform no other actions while animating the doll. The mage can animate a number of dolls, each a separate spell, equal to his number of attacks, and attacks must be divided amongst all the dolls and all must remain within his line of sight.


SG, you've just hit on one of the few... true phobia's in my life. Living dolls. I'm probably one of the few people in the world who was actually scared by the movie Child's Play! (Please tell me you don't have any demonic clown spells?) 8)

_________________
This world is far too small not to want to see it all, but life is far too short to allow that to happen. - Falcon, Ranger (My primary hero in PFRPG setting)

"Unhand me you slobbering son of an Orcish whore!" - Ariana Moonstone, Palladin (Another primary character of mine.)

"Bastard!" War cry of Strut, Barbarian Mercenary. (That's for you James!)

300 Geek Points (So Far)


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 Post subject:
Unread postPosted: Thu Jun 14, 2007 6:21 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Northern Ranger wrote:
Stone Gargoyle wrote:
Tailoring Spells
Level 5

Animate Doll
Range: 60 feet
Duration: 30 seconds per level
Saving Throw: none
P.P.E. cost: 15
The mage can make a poppet move and dance around without strings and even use it to retrieve small objects. Must be under 50 lbs. Can attack equal to the spell caster's number of attacks per round, but the spell caster loses an attack due to concentration and can perform no other actions while animating the doll. The mage can animate a number of dolls, each a separate spell, equal to his number of attacks, and attacks must be divided amongst all the dolls and all must remain within his line of sight.


SG, you've just hit on one of the few... true phobia's in my life. Living dolls. I'm probably one of the few people in the world who was actually scared by the movie Child's Play! (Please tell me you don't have any demonic clown spells?) 8)


I will have to check... :lol:

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Thu Jun 14, 2007 8:11 pm
  

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Palladium Books® Freelance Writer

Joined: Wed Aug 22, 2001 1:01 am
Posts: 9066
Location: Houston, TX
Comment: My comments do not necessarily represent the views of Palladium Books.
Northern Ranger wrote:
Stone Gargoyle wrote:
Tailoring Spells
Level 5

Animate Doll
Range: 60 feet
Duration: 30 seconds per level
Saving Throw: none
P.P.E. cost: 15
The mage can make a poppet move and dance around without strings and even use it to retrieve small objects. Must be under 50 lbs. Can attack equal to the spell caster's number of attacks per round, but the spell caster loses an attack due to concentration and can perform no other actions while animating the doll. The mage can animate a number of dolls, each a separate spell, equal to his number of attacks, and attacks must be divided amongst all the dolls and all must remain within his line of sight.


SG, you've just hit on one of the few... true phobia's in my life. Living dolls. I'm probably one of the few people in the world who was actually scared by the movie Child's Play! (Please tell me you don't have any demonic clown spells?) 8)


Actually, I'm working on an article on the clowns of Palladium Fantasy.

_________________
When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Whiskerbutt (n): homemade RPG materials found in secondhand RPG materials.
[T]he Republicans [are] unique relics of the past. - Sourcebook 1 (revised, p. 6)

The Truth About Ogres: Posted 2019.09.04
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 Post subject:
Unread postPosted: Fri Jun 15, 2007 1:02 pm
  

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Hero

Joined: Sun Sep 17, 2006 2:17 pm
Posts: 1042
Location: Washington State
Comment: Twenty year player of PF.
Fifteen year GM.
Creator and writer.
All around good guy.
Mark Hall wrote:
Northern Ranger wrote:
Stone Gargoyle wrote:
Tailoring Spells
Level 5

Animate Doll
Range: 60 feet
Duration: 30 seconds per level
Saving Throw: none
P.P.E. cost: 15
The mage can make a poppet move and dance around without strings and even use it to retrieve small objects. Must be under 50 lbs. Can attack equal to the spell caster's number of attacks per round, but the spell caster loses an attack due to concentration and can perform no other actions while animating the doll. The mage can animate a number of dolls, each a separate spell, equal to his number of attacks, and attacks must be divided amongst all the dolls and all must remain within his line of sight.


SG, you've just hit on one of the few... true phobia's in my life. Living dolls. I'm probably one of the few people in the world who was actually scared by the movie Child's Play! (Please tell me you don't have any demonic clown spells?) 8)


Actually, I'm working on an article on the clowns of Palladium Fantasy.


By the Gods! (Why does it always have to be clowns?) :eek:

_________________
This world is far too small not to want to see it all, but life is far too short to allow that to happen. - Falcon, Ranger (My primary hero in PFRPG setting)

"Unhand me you slobbering son of an Orcish whore!" - Ariana Moonstone, Palladin (Another primary character of mine.)

"Bastard!" War cry of Strut, Barbarian Mercenary. (That's for you James!)

300 Geek Points (So Far)


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Unread postPosted: Fri Jun 15, 2007 1:17 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Sorry to be so long in getting back to this. Personal business and all.
==============================================
Weaving Spells
Level Twelve

Merlin's Terrifying Tapestry
Range: Touch; effect range 10 feet of tapestry
Duration: Permanent for warding of tapestry; 4 rounds per level of spellcaster for effect
Saving Throw: none
P.P.E. cost: 500
Casting Time: However long it takes to weave the tapestry. Usually 2d4 days.
This enchantment creates a protective ward which activates if someone tries to leave using a door covered by the tapestry. The ward automatically summons two dragons whose images are woven into the tapestry.
Roll or select from the following elemental dragons( use d10 if rolling)
1- Earth/Stone Dragon: Has the following abilities and attacks:
PS 40, Speed of 5mph, AR 15, SDC: 150, Punch damage: 3d6, Constricting Attack Damage: 4d6, Slam Attack Damage: 5d6
2- Gas/Air Dragon: Has the following abilities and attacks:
SDC: 20, Speed 20mph, Impervious to physical attacks, Vulnerable to wind, Obscures Vision (standard penalties for temporary blindness), Poisonous Gas Attack: 3d6 per round if unable to make saving throw.
3- Fire Dragon: Has the following abilities and attacks:
SDC: 120, Speed of 120mph, Impervious to physical attack, Vulnerable to Water Attack, Anything touching it takes 4d6 damge and then 2d6 damage per round until extinguished, Fire Blast Damage: 2d6 +1d6 per level of caster.
4- Water Dragon: Has the following abilities and attacks:
SDC: 120, Speed of 30mph, Impervious to Physical Damage, Vulnerable to cold and heat attacks, Water Blast Damage: 4d6, Immersion/Drowning Attack: 2d6 per round direct to Hit Points.
5- Electrical Dragon: Has the following abilities and attacks:
SDC: 120, Speed of 300 mph, Impervious to Physical Attack, Anything it touches takes damage of 5d6 and must roll vs. Shock/Stun to be knocked out (Critical Failure means damage goes direct to Hit Points), Electrical Blast: 4d6, Vulnerable to Magnetic Attacks and Energy Dampening Effects.
6- Shadow/Darkness Dragon: Has the following abilities and attacks:
SDC: 50, Speed of 5mph, Impervious to Physical Attacks, Vulnerable to Light Attacks, Obscures Vision (standard penalties for blindness), Anything it Touches takes 2d6 damage to Hit Points and feels a slight chill.
7- Molten Lava Dragon: Has the following abilities and attacks:
SDC: 100, Speed of 80mph, Impervious to Physical Attacks, Anything it Touches takes 1d4X10 damage plus sd6 per round for 2d4 rounds, Lave Blast : 4d6 initial damage, plus 1d4 per round following for 1d4 rounds.
8- Metal Dragon: Has the following abilities and attacks:
AR 17, SDC: 240, Speed of 5mph, Constricting Attack Damage: 5d6, Bite Damage: 2d6, Claw Damage: 2d4
9- Ice Dragon: Has the following abilities and attacks:
AR 14, SDC: 250, Speed of 5mph, Invulnerable to Cold Attacks, Vulnerable to Water and Heat Attacks, Ice Blast: 4d6 + 1d6 per round following for 2d4 rounds unless saves vs. chilling cold.
10- Chaos Dragon: Has the following abilities and attacks:
AR 12, SDC: 120, Speed of 120mph, Force Blast Damage: 46d, Tongue Whip Damage: 2d6, Touch does 2d6 and victim must Save vs. Insanity with Standard Bonuses.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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 Post subject:
Unread postPosted: Fri Jun 15, 2007 1:19 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6684
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Northern Ranger wrote:
Mark Hall wrote:
Northern Ranger wrote:
Stone Gargoyle wrote:
Tailoring Spells
Level 5

Animate Doll
Range: 60 feet
Duration: 30 seconds per level
Saving Throw: none
P.P.E. cost: 15
The mage can make a poppet move and dance around without strings and even use it to retrieve small objects. Must be under 50 lbs. Can attack equal to the spell caster's number of attacks per round, but the spell caster loses an attack due to concentration and can perform no other actions while animating the doll. The mage can animate a number of dolls, each a separate spell, equal to his number of attacks, and attacks must be divided amongst all the dolls and all must remain within his line of sight.


SG, you've just hit on one of the few... true phobia's in my life. Living dolls. I'm probably one of the few people in the world who was actually scared by the movie Child's Play! (Please tell me you don't have any demonic clown spells?) 8)


Actually, I'm working on an article on the clowns of Palladium Fantasy.


By the Gods! (Why does it always have to be clowns?) :eek:


Send in the Clowns! This is kind of off topic, but I once invented a series of robots called the Bozoids (android Clowns) and Vampire Clowns called the Bozerks.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
http://wiki.thedeificnmi.com/index.php?title=Main_Page


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