Invented Spells

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Stone Gargoyle
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Invented Spells

Unread post by Stone Gargoyle »

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 post by Stone Gargoyle »

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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Unread post by Damian Magecraft »

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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Unread post by Stone Gargoyle »

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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Unread post by Stone Gargoyle »

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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Unread post by Stone Gargoyle »

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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Unread post by Stone Gargoyle »

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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Unread post by Stone Gargoyle »

Painting Magic
Level Two

Replace Canvas
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.
Last edited by Stone Gargoyle on Wed Oct 04, 2023 6:33 pm, edited 1 time in total.
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Unread post by Stone Gargoyle »

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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Unread post by Damian Magecraft »

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

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

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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Unread post by Stone Gargoyle »

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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Unread post by Stone Gargoyle »

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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Unread post by Stone Gargoyle »

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.
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Unread post by Stone Gargoyle »

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.
Last edited by Stone Gargoyle on Fri Apr 24, 2015 1:18 pm, edited 1 time in total.
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Unread post by rat_bastard »

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.


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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
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Unread post by Stone Gargoyle »

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.
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Unread post by Damian Magecraft »

Stone Gargoyle wrote:What level is this Ludicrous Spell, Damian?
fixed spell level in edit
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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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.
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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.
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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.
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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.
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Unread post by Stone Gargoyle »

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.
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Unread post by drewkitty ~..~ »

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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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:
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Unread post by Northern Ranger »

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)
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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:
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Unread post by Library Ogre »

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.
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Northern Ranger
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Unread post by Northern Ranger »

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!)

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Stone Gargoyle
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Unread post by Stone Gargoyle »

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
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Stone Gargoyle
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Unread post by Stone Gargoyle »

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
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Painter Spells

Level Thirteen

Painted Lady
Range: Touch
Duration: Special, Indefinite
Saving Throw: None
P.P.E. cost: 90
This spell allows the mage to combine the images from several paintings to define a single dwelling within the Paintscape (which is normally hit and miss results) where the mage can store belonings and even sleep! The benefit of this is that the mage will not be found using normal search methods and can live without needing to eat or drink within the Paintscape! This also allows the mage to enter a safe area of the Paintscape before venturing out, with the entrances possibly hundreds of miles apart in normal reality!

Level Fourteen

Walking the Gallery: Greater
Range: Special
Duration: One Hour
Saving Throw: none
P.P.E. cost: 140
The mage can create a stable corridor when entering the Gallery by Portal, allowing him to bring up to 10 people with him, maximum weight being 2000 pounds. They must remain together withing 20 feet on either side of the mage and pass through with him into the Paintscape. If the Group gets seperated from the mage, or if the duration of the spell elapses, the walkway will collapse and the group will "fall" through paintings into the Paintscape, potentially lost forever if the mage cannot guide them out.

Level Fifteen

Picasso's Castle
Range: Touch
Duration: Indefinite
Saving Throw: none
P.P.E. cost: 300, 15 of which is permanently lost from the mage
This ritual enchants a painting with such confusing imagery that it leads to a different plane other than the Paintscape, in a little known reality beyond it. Patterns are then painted on a victim matching those of the painting on the canvas, which will not have a frame.
The physics of the new reality basically suck the victim in, incorporating him into its design, making the victim unable to be extracted, ever. The person remains technically alive, but must roll a new permanent insanity each melee round in the new dimension.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Coming Soon: Spell of Legend: Create Clergy/Cultists! :lol:
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Northern Ranger
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Unread post by Northern Ranger »

Stone Gargoyle wrote:
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.


What is this, get the ranger day? :lol: Me and clowns seriously don't mix! (You might say they're my Racial Hostility!)
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!)

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Unread post by taalismn »

I have to admit...I'm quite taken with StoneGargoyle's Painting and Tailoring spells...they can serve as both the basis of 'domestic' mage-classes as well as provide more serious mages with useful and entertaining spells for their own use(face it, being a Almighty Mage stinks until you can get to higher levels and acquire wealth to redecorate and hire/impress some servents to darn your socks, unless you've taken the time and effort to learn the necessary skills....the availability of Tailoring and Painting magic allows one to dress to impress and have something to cover up those cold stone walls, while practicing one's First Art)...

Excellent...perfect for fixing those ratty old robes or whipping up something for that lady who's caught your eye...

Good work!
-------------
"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
------------
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Northern Ranger wrote:
Stone Gargoyle wrote:
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.


What is this, get the ranger day? :lol: Me and clowns seriously don't mix! (You might say they're my Racial Hostility!)


No, I am just saying you might be running in terror in my little universe. :demon:
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Stone Gargoyle
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Unread post by Stone Gargoyle »

taalismn wrote:I have to admit...I'm quite taken with StoneGargoyle's Painting and Tailoring spells...they can serve as both the basis of 'domestic' mage-classes as well as provide more serious mages with useful and entertaining spells for their own use(face it, being a Almighty Mage stinks until you can get to higher levels and acquire wealth to redecorate and hire/impress some servents to darn your socks, unless you've taken the time and effort to learn the necessary skills....the availability of Tailoring and Painting magic allows one to dress to impress and have something to cover up those cold stone walls, while practicing one's First Art)...

Excellent...perfect for fixing those ratty old robes or whipping up something for that lady who's caught your eye...

Good work!


Thank you. There seemed enough basis for them in mythology and I really was lacking for spells when starting my HU2 campaign, even though I had Nightbane books to work from. The spells were created using the guidelines from Through a Glass Darkly and modeled after spells found in the Nightbane books and in some cases other games.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Stone Gargoyle
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Unread post by Stone Gargoyle »

Chaos Magic

This appeared in a post for another thread by Mephisto and is repeated here for completeness.

Mephisto wrote:Note that these are the most common Chaos spells that exist. Some special variants of these spells may exist similar to the Corruptor's variant of Black Channels. These spells came from Marcanthony's site http://users.chariot.net.au/~marcof/ with some minor tweaking, mostly adding levels to the spells and adjusting some of the numbers.

Fear (1st Level)
Range: Line of Sight
Duration: Instant
Save: Standard
P.P.E.: 25
This spell causes any one character to become so fearful that he fights at -6 on all combat rolls and will not attack instead attempting to retreat.

Raven (2nd Level)
Range: N/a
Duration: One hour per level of experience
Save: None
P.P.E.: 20
The caster creates a a large black bird of prey, which he can control and use for spying on an area. He has a telepathic connection to the bird, and can see and hear what it sees and hears (it also has night vision). The caster however cannot use other spells through the bird.

Acid Spray (3rd Level)
Range: Line of Sight
Duration: one round per level of experience
Save: Standard for half damage
P.P.E.: 10
This spell causes the caster's hands to emit a spray of corrosive acid. This acid does 2D6 damage per melee round.

Danse (3rd Level)
Range: Line of Sight
Duration: one round per level of experience.
Save: None
P.P.E.: 50
The spellcaster enables the horde of undead with a surge of energy. The spell allows the caster to add one attack per melee and give them +2 to damage.

The Dark (3rd Level)
Range: Self
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 25
The spellcaster’s body begins to dissolve into smoke. That caster may then move through any solid object on his next move as if it weren’t there. If the caster ends his movement in a solid object or wall, he is instantly destroyed. In this form he may not attack or be harmed, but he can cast spells.

Awaken Wight or Wraith (4th Level)
Range: Line of Sight
Duration: Instant
Save: None
P.P.E.: 15
The caster must break into a tomb, barrow, or grave to initiate the spell. Once this spell has been cast, a single inhabitant of the barrow will awaken and become a Wight or Wraith. This however does not confer control.

Bane (4th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience
Save: Standard for half damage
P.P.E.: 30
This spell will create a cloud of poisonous gas that will envelope a 36 metre area. All characters in that room will suffer 2D6 damage per melee round they are in that area.

Drain Life (4th Level)
Range: Touch
Duration: Instant
Save: Standard
P.P.E.: 60
The Wizard fiercely grasps a single adjacent enemy in a vice-like grip in an attempt to drain its life-force. This spell automatically does 1D4 SDC and transfers it into himself giving him energy and vigor. Once there is no SDC left then begin draining HPs.

Banefire (5th Level)
Range: Line of Sight
Duration: Instant
Save: None
P.P.E.: 40
The caster's open palms fill with unearthly black fire and as he completes the invocation he hurls a searing sphere of burning darkness that engulfs and consumes his opponents, causing terrible pain and agony. All within a 36 metre radius suffer 5D6 damage.

Bounce back (5th Level)
Range: Line of Sight
Duration: Instant
Save: None
P.P.E.: 40 (plus the cost of the spell being rebounded)
This enables the spellcaster to reflect any spell back at the caster. The victim then suffers the effect of the spell that was intended for the spellcaster. This spell can only be used if the mage has enough P.P.E. to both power the spell and the spell to be rebounded.

Phase Shift (5th Level)
Range: Self
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 40
This spell will allow the caster to become intangible. While intangible, the character may not attack or be attacked. Magical proficiency and resistance are not affected. If the Warlock becomes tangible in rock, the character is trapped forever.

Rot (5th Level)
Range: Touch
Duration: One melee round per level of experience.
Save: Standard
P.P.E.: 35
This curse rapidly rots the body of the intended victim, at a rate of one Hit Point (not S.D.C.) per level of experience.

Black Widow (6th Level)
Range: Self
Duration: Until thrown
Save: None
P.P.E.: 20
This spell creates 2D4 magical spider-shaped blades. When thrown, these blades do 1D6 damage per blade to any creature in the casters line of sight.

Chaos Bolt (6th Level)
Range: Line of Sight
Duration: Instant
Save: Standard for half damage
P.P.E.: 20 per magical missile (caster does not control the number of missiles conjured)
This spell conjures up 2D6 magical missiles, which may be fired at any target the spellcaster can see. The missiles do 4D6 damage each.

Chaotic Aura (6th Level)
Range: Self
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 40
The spellcaster seems to grow horns and fangs as his fingers lengthen into great talons and huge scales fall over his eyes. Until he is slain, the spellcaster gains +3 attacks, +6 to strike, +30 SDC and +3 on all saves.

Destabilize Daemon (6th Level)
Range: Line of Sight
Duration: Instant
Save: Standard
P.P.E.: 50
The caster destabilizes the target daemon's body. Unless the daemon resists successfully, it is forced back to its home realm. Note that Deevils are not affected by this spell.

Hate (6th Level)
Range: Line of Sight
Duration: 1 day per ME
Save: Standard
P.P.E.: 40
The caster chooses what he wants the victim to hate, and then transmits them into the mind of the victim. The victim will then attempt to kill or destroy the source of his hate every time he encounters it.

Be Damn Thy Own Soul (7th Level)
Range: Self
Duration: Instant
Save: None
P.P.E.: 50
When a caster fears they are about to die they may decide to avoid entering the afterlife by casting their own soul adrift. In this case he becomes either a Wraith or a Wight, with an equal chance of either.

Cracks Call (7th Level)
Range: Line of Sight
Duration: Permanent
Save: None
P.P.E.: 80
The spellcaster draws a massive surge of grim energy into his fist and then strikes the ground creating a large crack in the earth. This crack travels from the caster in a straight line until it hits a wall breaking it open and creating a 1D4 meter deep rift.

Dark Armor (7th Level)
Range: Line of Sight
Duration: 10 minutes per level of experience or until depleted
Save: None
P.P.E.: 90
A barrier of force (A.R. 17, 300 S.D.C. plus adds +5 to P.S.) surrounds and protects the caster’s body. No other magical armor can be cast over top of the armor, and the armor can be considered full environmental.

Pestilent Breath (7th Level)
Range: 10 meters per level of experience.
Duration: Instant
Save: Standard
P.P.E.: 30
The spellcaster takes a deep breath and exhales a foul, black vapour. All those adjacent suffer 2D6 damage and feel weak: -2 to all combat rolls and -3 to save vs. poison/toxins/chemicals and diseases for the following melee round.

Visions of Horror (7th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience.
Save: Standard
P.P.E.: 50
The caster sends signals out into the brain of the victim that distort his vision. The victim will see everyone as horrors and beasts from hell. This experience is so terrifying that the Victim is rendered helpless. The victim can only lay on the ground shaking and crying watching visions of death explode into his mind.

Black Channels (8th Level)
Range: Line of Sight
Duration: See below
Save: Standard
P.P.E.: 50
This spell has the power to channel the evil forces of black magic. It may be cast on any Undead in the caster's line of sight, healing up to 4 of its wounds as dark power surges through it (this may even be done once the creature has been killed, bringing it back to life). Alternatively Black Channels may be targeted at a recently slain ally or enemy, effectively turning it into an undead creature! Such creature is under the total control of the caster, and has the same attributes, special abilities and equipment as it had before being killed. An ally that has been turned into an Undead must be "killed" again and taken to a healer to be able to resurrect it.

Choke (8th Level)
Range: Line of Sight
Duration: 3 rounds
Save: Standard
P.P.E.: 140
The victim suddenly clutches his throat and has great trouble breathing. Dark wisps of smoke begin to seep from his mouth and nostrils as his lungs fill with noxious fumes. Select a single target within the caster's line of sight. The target may only stagger 3mtrs per round. Unless the caster has been killed in the meantime, the victim dies from asphyxiation at the end of the third turn. Undead and demons cannot be the target of this spell. Also note that the victim gets a save vs. magic for each of the three melees. A save during any of those melees means that the spells effects are instantly broken.

Dark Bolt (8th Level)
Range: Line of Sight
Duration: Instant
Save: Standard for half damage
P.P.E.: 30
This spell may be cast vertical, horizontal or diagonal direction. The bolt will travel in a straight line until it strikes a wall or closed door. It will inflict 3D6 damage to all opponents in the path of the bolt.

Flesh Flaying (8th Level)
Range: Line of Sight
Duration: Two melees per level of experience.
Save: Standard
P.P.E.: 50
The target of this spell must be in the Wizard's line of sight. The victim immediately loses 10% of his SDC and 1 point of current PS and PE per round as his flesh begins to blubber and blister and the skin starts to flay away from its body.

Hold Daemon (8th Level)
Range: Line of Sight
Duration: 4 rounds per 5 ME
Save: Standard
P.P.E.: 30
The caster can paralyze a daemon's physical body.

Ruin Weapon (8th Level)
Range: Touch
Duration: Instant
Save: Standard
P.P.E.: 60
The caster must strike or otherwise be in contact with the victim's weapon. The weapon then shatters. This does not affect magical weapons, vibro-weapons, or weapons made of energy (such as a flaming sword). Kinsetite Weapons are +4 to save vs. this magic.

Steal P.P.E. Energy (8th Level)
Range: Line of Sight
Duration: Instant.
Save: Standard
P.P.E.: 150
The caster can drain the P.P.E. of any one source of magic, including supernatural beings, wizards, clerics, etc. in sight and immediately use it himself. The victim of this attack is reduced to only 2D6 P.P.E.! The extra P.P.E. reduces by 10% per melee round that it is not used (released into the environment).

Cloud of Chaos (9th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience.
Save: Standard
P.P.E.: 330
This spell paralyzes all beings, with the exception of the spellcaster, within a 36mtr radius

Curse of the Horned One (9th Level)
Range: Line of Sight
Duration: Two melee rounds per level of experience.
Save: Standard
P.P.E.: 80
This spell is very destructive, but does not cause any immediate damage. When attacking, dodging, or performing any other combat roll a cursed character loses all his bonuses. Spells and potions are cut in half. This spell may be countered only with a sacred artifact or a Blessing.

Depression (9th Level)
Range: Line of Sight
Duration: One hour per level of experience.
Save: Standard
P.P.E.: 40
The caster sends a flow of darkness into the victim's brain. The darkness sets itself in and makes the victim deeply depressed. All rolls are lowered by -5 and skills are -50%.

Invite Daemonic Possession (9th Level)
Range: Self
Duration: 1 hour per level of experience.
Save: None
P.P.E.: 40
This spell is used by the caster to allow a lesser daemonic presence to enter his mind and control it. There are two ways for this spell to be used. The first is to use this spell after entering a pact with a summoned and bound daemon. In this case the two bargain, and the daemon will often teach the caster a spell or give them some piece of important knowledge in exchange for the use of the practitioners body. Since it has the willing assistance of the spellcaster, it may also use any skills of the practitioner as well as access to all the practitioner's knowledge and experiences. Once the task is completed the daemon may leave the body if it has a beneficial relationship with the caster. However after the allotted time is up, the daemon will usually leave the body whether or not the task was completed. However daemons like running amok and may on occasion refuse to relinquish control In this case the round after the daemon refused to leave, the caster may seek to contest the daemon's control. The second way to use it is to force the daemon into him and steal all his powers for the duration.

Wall of Darkness (9th Level)
Range: Line of Sight
Duration: Two minutes per level of experience.
Save: None
P.P.E.: 30
As he finishes the incantation, the caster holds the scrap of cloth in the air, and it appears to expand and darken, making a wall of darkness up to 36mtrs wide, 6mtrs deep and 9mtrs high. The wall of darkness block line of sight, and ranged attacks and spells may not be done across it. All enemies must make a successful save against Horror Factor of 18 to enter the darkness.

Chaos Portal (10th Level)
Range: Line of Sight
Duration: 1 round per ME
Save: None
P.P.E.: 25
The caster opens a temporary portal through to the Chaos realm.

Possession (10th Level)
Range: Line of Sight
Duration: Five minutes per level of experience.
Save: Standard
P.P.E.: 40
Dark, tentacle-like tendrils shoot out of the Wizard's outstretched palm and fly straight towards an opponent in at least partial line of sight, sticking like suckers to his head and limbs. The moment one of these tendrils touches the forehead of the victim his mind will be totally blanked out, leaving the body as a puppet in the evil Wizard's hands.

Dance of Despair (11th Level)
Range: Line of Sight
Duration: 30 seconds per level of experience.
Save: Standard
P.P.E.: 40
One victim in sight can be made to dance insanely. Each minute the victim breaks 1 random 1 limb until on the fifth minute his spine snaps.

Death Frenzy (11th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 170
The spellcaster gives all allies that are in his line of sight a burst of hyperactivity. Their Spd. and attacks per melee are doubled, also gaining +2 to strike and +20 SDC. Once the spell lapses all affected are vaporised by the chaos within them (and cannot be resurrected, even by Chaos magic).

Doppleganger (11th Level)
Range: Line of Sight
Duration: Until killed
Save: None
P.P.E.: 110
This spell will create an evil double of any character the caster can see. All of the character is duplicated including attributes, remaining P.P.E., and SDC. The doppleganger will feel an unreasoning hatred to his double and will try to kill him.

Condemn Living to Undeath (12th Level)
Range: Touch
Duration: One week per level of experience.
Save: Standard
P.P.E.: 350
This spell is one of the most feared and despised of Chaos's incantations. This spell places the blackest of curses upon a person's soul. If this person fails to save their soul has been compromised, although the victim is usually unaware of the curse except for a general sense of uneasiness. If the victim dies during the duration of the curse, they will become a Spectre haunting either the area they died in or the place of burial. There are several ways to avoid this curse. One is to get the spellcaster to dispel it. Other ways include receiving a divine blessing. If the character dies in a holy or sacred area, their soul is safe as well, although they are of course, dead.

Extend Service (12th Level)
Range: Self
Duration: Equal to original spell
Save: None
P.P.E.: Equal to original spell
In return for gifts of fresh blood of the caster, an imp, daemon steed, or daemon creature already summoned and controlled extends its servitude by the original amount. There is no limit to how many times the servitude may be extended.

Raise Undead (12th Level)
Range: Line of Sight
Duration: One day per level of experience.
Save: None
P.P.E.: 85
As the caster finishes his incantation, the ground begins to heave slightly, then buckles upwards as one Animated Dead per level of experience pull themselves out of the earth, ready to obey his commands.

Chaos Vortex (13th Level)
Range: Line of Sight
Duration: one melee round per level of experience.
Save: None
P.P.E.: 250
The caster gathers a terrifying whirlwind of primal Chaos, capable of destroying everything it touches. It covers a 36mtr radius area. Each turn the GM must choose a direction in which the vortex will move and then roll a 1D6 x3mtrs to determine how far it will move (this makes if fairly unreliable!). Any solid object the vortex passes through is utterly destroyed (it will make holes through walls if it crosses one). Anyone it passes through must pass an immediate save vs. horror factor of 19 or be sucked into the heart of Chaos, where he is lost forever. At the end of each turn all adjacent to the vortex will be struck by a bolt of warp lightning for 5D6.

Summon Nightmare Steed (13th Level)
Range: Self
Duration: 1 hour per level of experience.
Save: None
P.P.E.: 170
A nightmare steed is summoned from another realm and manifested in substantial form. It is then bound to serve the caster for the duration of the ritual effect, and may be commanded to perform tasks at the caster's request.

The Curse of Years (14th Level)
Range: Line of Sight
Duration: Three rounds per level of experience.
Save: Standard
P.P.E.: 150
The spellcaster ends the incantation and targets one victim. The target loses 1 PE per round. If the victim's P.E. reaches zero, he dies and can never be raised. If the caster is slain all PE are automatically restored.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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taalismn
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Unread post by taalismn »

The painting spells also lend credence to an idea I had for Rifts Italy/Europe where some of the pre-Rifts populace took refuge inside great works of art that were somehow perserved through the dark centuries...the refugees living in eternal period pieces/pocket universes within each canvas.... :D
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"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
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