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 Post subject: Re: Invented Spells
Unread postPosted: Thu Mar 24, 2016 7:59 pm
  

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Super Suit
Level: 7 invocation
Range: self and one other 5'/L or two others by touch.
Duration: One hour per level of caster.
Saving Throw: none for mundane cloth, standard for magical cloth.
P.P.E.: 25

This spell is the savior of many Super Heroes who have gotten caught away from their hero costume (their super suit). Transforming the clothing the hero is wearing into that hero's crime fighting outfit. The crime fighting outfit takes whatever damage it normally would take, but when the magic ends the clothing turns back into the clothing they were before being transformed with the damage done to it while it was a super suit.
The spell can be cast upon a group of people by drawing out a circle and casting the spell as a ritual that takes 3 minutes to cast, costing 40 PPE total, but only lasting 10 minutes per level of the caster.

This spell can be used to transform a hero's super suit into street clothing that is normally worn by the person. The mage can choose to override the magic and choose what style the clothes are changed into.


-----------
What inspired this spell? The cover of a "The Incredibles" disc case gave direction to my thoughts while pondering what sort of spell to write up.

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 Post subject: Re: Invented Spells
Unread postPosted: Sat Apr 02, 2016 12:55 pm
  

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drewkitty ~..~ wrote:
Super SuitWhat inspired this spell? The cover of a "The Incredibles" disc case gave direction to my thoughts while pondering what sort of spell to write up.



Because cell-phones have removed that old standby the phone booth from existence.... :D

This spell, incidentally, is also good for mages and high priests who want to hide their 'working clothing' until they need it....It's kinda nice to be able to duck out of the Temple of Darkness where you're the Infinite Shadow Lord, run down the street un-harassed, and grab a sandwich from your favorite deli without having to spend the better part of a half-hour unzipping and de-clasping the Robes of Impressive Evil.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Fri Apr 08, 2016 7:18 pm
  

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Joined: Sat Sep 30, 2000 1:01 am
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Location: Eastvale, calif
The Puppy
Level 10, Living Magic (Archmage spell)
Range: near self
Duration: Till dispelled or destroyed
Saving Throw: n/a
PPE: 250
The living magic being created by this spell is in the form of a puppy (wulf or dog) 10-20 inches tall at the shoulders, with fluffy fur. The 'puppy' has a high animal intelligence and ears better then a (house) cat's. Is loyal to the anchor of the spell (this can be the mage or someone else within 5 foot of the caster) and like a puppy is playful and wanting to play all the time. Is immune to all forms of mind control and does not need sleep nor does it get tired. Each time the spell is cast, the coat of the 'puppy' will be uniquely patterned.
IQ: 11(animal), MA: 17, PS:10 (SNPS in high magic world), PP: 12 (is reduces by half while 'playing', PB: 2d4+9, xDC: 20 per level of the anchor. Able to leap 3'+ 1'/level of the anchor up and across. Double the width if leaping down or if having a running start.
Combat: 4 APM, +5 Dodge.
Claws: 1d4 damage (SD to SDC & MD to MDC)
Tackle: Knock Down and 1d4 SD

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

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 Post subject: Re: Invented Spells
Unread postPosted: Sat Apr 09, 2016 12:12 pm
  

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drewkitty ~..~ wrote:
The Puppy

The living magic being created by this spell is in the form of a puppy (wulf or dog) 10-20 inches tall at the shoulders, with fluffy fur. The 'puppy' has a high animal intelligence and ears better then a (house) cat's. Is loyal to the anchor of the spell (this can be the mage or someone else within 5 foot of the caster) and like a puppy is playful and wanting to play all the time. Is immune to all forms of mind control and does not need sleep nor does it get tired.



Doesn't leave deposits all over the place, mark its territory, or chew up your furniture.
Does tend to draw Dogboys sniffing around your domicile if not used carefully.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Sun May 08, 2016 2:39 pm
  

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Joined: Sat Sep 30, 2000 1:01 am
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(Had an Idea last night.)

Tentacle Armor
Level: 6
Range: self or other by touch
Duration: 2 minutes per level of spell caster
Saving Throw: Special
PPE: 18

A magic force field, much like that of the Armor of Ithan spell, but taking the physical form of a mass of tentacles, worms,vines , chains, or what ever fits the target's personality, that seam to block ranged fire with their apparent random movements. The spell provides 12 MDC per level of the spell caster (110 SDC +12 SDC per level). It is not till the attacker get into melee range that this spell distigushes itself as different from another armor spell in that the tentacles move to parry the physical attacks and grapple with the attackers. The tentacles can parry each incoming melee attack with an effective Natural AR of 9 with all melee attacks with rolls under 9 or under being parried away from their target. Even MD melee attacks. If the attacker gets within 3 feet of the protected individual the tentacles reach out to grapple with the attacker to put the attacker in a hold, The attacker can avoid the grapple attack by a normal dodge vs 8. The holding tentacle has a PS of 8 and a MDC of 1 (5 SDC).

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

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 Post subject: Re: Invented Spells
Unread postPosted: Thu May 12, 2016 8:14 pm
  

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One Hundred and Four
Level: 10
Effective Range: 104 feet +104 feet every additional level past level 4.
Damage: 104 xD +104 xD for every two levels gained over level one.
Saving throw: Dodge
PPE: 104
Creates five 104 gram armor piercing bullets (a physical object) and fires it at a targets as a projectile weapon One at a time. The casting mage can shoot the projectile at a target within it's effective range with a +3 to strike. Targets outside the effective range have the normal to strike penalties for shooting at target outside the effective range of projectile weapons. The bullet created by the spell is composed of gasses from the atmosphere it was created in and lasts for five minutes before explosively sublimating back into their gaseous form, doing 1d6x10 SD.
Mages that are skilled in sniping (has the sniping skill) get a bonus 104 feet to their effective range.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

My Artwork


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 Post subject: Re: Invented Spells
Unread postPosted: Fri May 13, 2016 7:33 pm
  

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drewkitty ~..~ wrote:
(Had an Idea last night.)

Tentacle Armor
Level: 6
Range: self or other by touch
Duration: 2 minutes per level of spell caster
Saving Throw: Special
PPE: 18

A magic force field, much like that of the Armor of Ithan spell, but taking the physical form of a mass of tentacles, worms,vines , chains, or what ever fits the target's personality, that seam to block ranged fire with their apparent random movements. (5 SDC).


Sounds like another variant on Armor Bizarre. :mrgreen:

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Fri May 13, 2016 8:36 pm
  

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Monk

Joined: Sat Sep 30, 2000 1:01 am
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Location: Eastvale, calif
taalismn wrote:
drewkitty ~..~ wrote:
(Had an Idea last night.)

Tentacle Armor
Level: 6
Range: self or other by touch
Duration: 2 minutes per level of spell caster
Saving Throw: Special
PPE: 18

A magic force field, much like that of the Armor of Ithan spell, but taking the physical form of a mass of tentacles, worms,vines , chains, or what ever fits the target's personality, that seam to block ranged fire with their apparent random movements. (5 SDC).


Sounds like another variant on Armor Bizarre. :mrgreen:

drewkitty ~..~ wrote:
….. this spell distigushes itself as different from another armor spell in that the tentacles move to parry ….

yup
sort of.


It is a combination of the concepts two spells, AB and the Wall of vines spell.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

My Artwork


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 Post subject: Re: Invented Spells
Unread postPosted: Sat May 14, 2016 8:37 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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"Ah, so you got your Cthulu jacket on."
"Either that or it's a hentai-suit."

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jun 14, 2016 12:01 am
  

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Joined: Sat Sep 30, 2000 1:01 am
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Location: Eastvale, calif
Tattoo Magic Spells
In a tattoo shop in the old town of splynn. "what do you want the tattoo of? A manticore, a beast dragon…..or a the visage of Splynncryth, this city's lord?"*the shop keeper pulls out large books with pages made out of leather for the Gurgoyle customer to look through. After turning through all the pages the customer turns back to a page and points at a human clothed in robes with a giant spear bursting the chest open. "ah a quality choice, but that is our last one ready for immediate placement." ……. The shop keeper stands touching the Gurgoyle's chest and the page in the book of leathers, chanting. At the end of the chanting the picture changes from being in the book and appearing on the Gurgoyle's chest.

It is not known where these spells that manipulate tattoos were first developed, but they were first used in Splynn in 100 PA. While the most common forms of these spells are invocations, whenever they are used in Atlantis they are commonly used as Rituals to overcome the supernatural nature of most of the customers.
The lesser versions of the spells only work on non-magical spells, while the Greater versions will work on Magic Tattoos with the same placement effects and limitations & recovery times as the magic tattoo text describes.. And the Greatest Versions will be able to place normal tattoos onto supernatural beings making them just magical enough to make them permanent.
With all of these spells when magic user is touching the living flesh (ether target or source) then the spell has +3 to spell strength towards that beings saving throw's roll..

Copy Tattoo lesser
Level 5
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard.
PPE: 27

This copies an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. A magic user with this spell can copy a tattoo onto or from leather once they are level 5. If the target of the spell saves vs the magic, the spell fails completely with nothing is copied.

Transfer Tattoo lesser
Level: 5
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard.
PPE: 27

This transfers an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. A magic user with this spell can Transfer a tattoo onto or from leather once they are level 5. If the target of the spell saves vs the magic, the spell fails completely with nothing transferred.

Erase Tattoo lesser
Level 4
Duration: instant & perm.
Range: 5 feet or touch.
Saving Throw: standard.
PPE: 17 (or 52 for a full body sweep)

This erases one Tattoo or scar from the target of the spell. Does not work on mystic based tattoos nor dose it work on scars that is being maintained by magic or curses.
--
Copy Tattoo greater
Level 8
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard.
PPE: 167

This copies an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. A magic user with this spell can copy a tattoo onto or from leather once they are level 5. If the target of the spell saves vs the magic, the spell fails completely with nothing is copied.

Transfer Tattoo greater
Level: 8
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard.
PPE: 98

This transfers an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. If the target of the spell saves vs the magic, the spell fails completely with nothing transferred.
A magic user of level 7 or greater can transfer & store normal tattoos and tattoos that are magical to a cured leather hide. However, magic tattoos that can create a magical effect cannot be stored on a dead substrate. A living hide is needed. An Animal can be used to store the Magic tattoos for a years time on the animal. After that their potanacey will fade,with sometimes the animal gaining access to the magic or the magic will imbued with some sort of augmentation on the animal.

Destroy Tattoo greater
Level 6
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard, special.
PPE: 29 (or 154 for a full body sweep)

This destroys one magic tattoo or scar from the target of the spell or cleanses the whole body of all tattoos scars magic and mundane. Does work on mystic based tattoos & scars except those maintained by curses. To remove curse sourced tattoos and scars, a successful remove curse spell needs to be cast on the person before casting this spell.
However, there is a risk of the spell BackFiring on the caster if used on a magic tattoo. For unlike with mundane tattoos, magic tattoos get a saving throw after the person's saving throw has failed. If the Tattoo makes it save it will follow the magic back to the caster and be imprinted onto the caster's body and soul, doing the normal amount of damage to the recipient to the mage.
--
Copy Tattoo greatest
Level 10
Duration: instant & perm.
Range: 5 feet or touch.
Saving Throw: standard.
PPE: 421

This copies an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. If the target of the spell saves vs the magic, the spell fails completely with nothing is copied. A level 8 magic user will be able to target a leather skin to store magic (effect) tattoos in a dormant state for up to a year per level, till the magic fades. Copying from a dormant magic (effect) tattoo take a successful Understanding the Principles of Magic roll -25%. A failed roll indications that the tattoo applied was only a magical tattoo and will not produce any effects.

Transfer Tattoo greatest
Level: 11
Duration: instant & perm.
Range: 5 feet or touch.
Saving Throw: standard.
PPE: 223

This transfers an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. If the target of the spell saves vs the magic, the spell fails completely with nothing transferred.
A level 8 magic user will be able to target a leather skin to store magic (effect) tattoos in a dormant state for up to a year per level, till the magic fades.

Destroy Tattoo greatest
Level 9
Duration: instant & perm.
Range: 5 feet or touch.
Saving Throw: standard.
PPE: 171 (or 520 for a full body sweep)

This erases one magic tattoo or scar from the target of the spell or cleanses the whole body of all tattoos scars magic and mundane. This spell works on any mystic based tattoos & scars event those maintained by curses. However, both the character and mystic tattoos and scars get a saving throw after the character'. And even if the spell works there is a 1 in twenty chance of the mage taking 2D6 damage to his Hit points (or 4D6 MD is MDC), from the mystic energies of the tattoo being channeled back into the mage once they are loosed from their bonds.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

My Artwork


Last edited by drewkitty ~..~ on Thu Jun 16, 2016 1:32 am, edited 1 time in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jun 14, 2016 12:41 am
  

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Inscribe Tattoo lesser
Level 6
Duration: 5 minutes of manipulation.
Range: Other by touch.
Saving throw: standard.
PPE: 58

This lets the magic user casting this spell make a mundane tattoo on skin of the target. From the basic black lined tattoos to full technicolor tattoos. The tattoo can cover up to 6 square inches per level.

Inscribe Tattoo Greater
Level 7
Duration: 5 minutes of manipulation.
Range: Other by touch.
Saving throw: standard.
PPE: 98

This lets the magic user casting this spell make a magical tattoo on skin of the recipient, even super natural beings. From the basic black lined tattoos to full technicolor tattoos. This can be used on any surface to mark objects as well as living flesh.
(note: this does not make a Magic (effect) Tattoo….just one that stay via magic.)

Absorption
Level 14 as common magic spell, (level 9 as a specialty magic spell)
Range: touch
Duration: permanent or till dispelled
Saving Throws: standard
P.P.E.: 100
This spell, when attached to charm or magical object, causes it to fuse to the wearer, becoming a part of the wearers skin over time. When the amulet or charm is first worn against the skin the wearer needs to save, failing, the amulet sticks to the skin. During the next week the amulet becomes more attached to the skin and at the end of the week the amulet is actually a part of the skin. Seaming like a vivid tattoo. A simple 'negation of magic' will remove the amulet or charm from the merged state. If the wearer dose not want it to be removed then both the wearer and the spell get a save vs the negate magic spell.
(this is a repost of an earlier spell, but fits the theme.)

Anything as a Tattoo
Level 11, enchanter specialty spell (level SoL as common magic spell)
Range: touch
Duration: 2 days per level
Saving Throws: standard
P.P.E.: 890
This spell makes an object or a small mundane being be absorbed into the skin of the target. This is popular with large supernatural being to place humanoids onto their skins as living (¿moving?) tattoos. If the subject of the spell is a living being they also get a saving throw +3. If the spell is successful the the subject is flattened, without being damaged, into a tattoo onto the target. If any saves are successful then nothing happens.
GMs get to decide if living beings made into tattoos are placed into suspended animation while a tattoo, or are parasitic off the Target of the spell, can move any way or SoL and can die from hunger or thirst if kept as a tattoo for too long.

A simple negate magic will remove the magic making the subject of the spell 3D again.
If the target of the spell is killed this magic is immediately terminated.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

My Artwork


Last edited by drewkitty ~..~ on Thu Jun 16, 2016 1:39 am, edited 2 times in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jun 14, 2016 5:54 pm
  

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Ouch....
Adding even more variety to your inking experience. 8)

I can see the Splugorth having a love/hate attitude towards this magic getting loose.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 16, 2016 1:39 am
  

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Joined: Sat Sep 30, 2000 1:01 am
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Location: Eastvale, calif
I edited the tattoo spells to give them more "character"

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

My Artwork


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jul 17, 2016 7:42 pm
  

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some abusive Ludicrous Magic.....

Continuous Slap Attack(Invocation)
#BAP#BAP#BAP#”Pardon me, I just need to get a drink.”#BAP#BAP#BAP#BAP#BAP#BAP#”Okay, I’m back, now where were we? Oh, right.”#BAP#BAP#BAP#
Level: 5
Type: Invocation
Range: Melee
Duration: 2 melees(30 seconds)+1 melee per level of experience
Saving Throw: Standard; the victim can roll once per melee to escape the pummeling.
PPE Cost: 15
Effects:
Used in conjunction with a slap(especially a palm-backhand combo) or punch to the face, this spell causes the victim to continue to react as if they were still being smacked upside the head, complete with sound effects, and back-and-forth head whipsawing, even after their assailant has stepped away. Although not terribly damaging(each subsequent melee of slapping does only 1 SDC/MD depending on what the target is), it -IS- painful and distracting, and while being sledged, loses all initiative, is -10 to strike, parry, and dodge, HALF speed, and is -25% to the performance of any skills.

Quit Hitting Yourself!(Invocation)
“Guess you shouldn’t have worn your brass knuckles today...Oh, those are your RINGS.”
Level: 9
Type: Invocation
Range: 60 ft +20 ft per level of experience
Duration: 2 melees(30 seconds)+1 melee per level of experience
Saving Throw: Standard
PPE Cost: 50
Effects:
This spell temporarily takes over the target’s nervous system, causing them to use one of their own appendages to hit themselves repeatedly. The malfunctioning limb uses an unmodified roll to strike per each attack(making it possible to miss, AND also score critical damage on a Natural 20), only blunt force(no handheld knives, vibroblades or firearms), no power punches, uses up HALF the victim’s normal APMs, and cannot be dodged(but can be parryed). The victim also loses initiative, and is -3 to strike, dodge and parry other attacks due to the distraction of their own limb apparently turning traitor on them. If the offending limb is restrained, then another free limb will take up the spell(so, for example, if a person punching themselves manages to grab hold of their own fist, then one of their legs will begin kicking them in the shins). If the person knocks himself or herself out, the spell ends.

_________________
-------------
"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
------------


Last edited by taalismn on Mon Mar 06, 2017 11:14 pm, edited 1 time in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Aug 15, 2016 8:00 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Illusory Amputation ( Invocation)
Level: 5
Type: Invocation
Range: Touch or 50 ft per level of experience.
Duration: 15 minutes per level of experience
Saving Throw: Standard
PPE Cost:15
Effects:
This spell causes the victim to believe that a specific appendage of their body is missing; they cannot see or feel it, regardless of evidence to the contrary, such as clothing draped over and objects being stopped by the ‘missing’ body part, reflections, and bystanders hitting or pinching the appendage. The victim will be stubbornly convinced that a part of them has been removed. While the spell is in effect, the victim will lose any bonuses from that appendage/body part as if it really had been removed(missing arms lose an APM and make two-handed actions impossible, a missing leg cuts mobility, a missing nose cannot smell, missing ears cannot hear, missing genitalia cannot feel/respond, etc.).

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Fri Sep 02, 2016 9:22 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Punch-in-the-Box(Ludicrous Magic)(Invocation)
Level: 6
Type: Invocation
Range: Touch for actually casting the spell, 5 ft range for the spring-loaded punching glove.
Duration: Instant when activated, but can lie dormant for 1 month per level of experience of the caster.
Saving Throw: -3 to Dodge
PPE Cost: 20
Effects:
This is a booby-trap spell that can be cast on a small enclosed space(such as a mail box, tubberware container, package, or letter). When opened, the host-space unleashes a punching glove on a spring, that will punch out the nearest person(presumably the person who opened the host space and triggered the spell). The punching glove does 3d6(SDC or MDC depending on what the person is) and does a critical knock-out on an unmodified 18-20. Immediately after striking a target, the glove and spring evaporate.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Thu Sep 15, 2016 3:01 pm
  

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Comment: The silent thief of Rozrehxeson.
Glistam wrote:
Have anything like these spells been proposed in this topic already? My G.M. at the time I wrote these didn't allow me to playtest them. I just found the file I wrote these in on my thumb drive and I thought I'd dredge them up and post them to get peer review. These are all Temporal Magic spells.

Spell Stasis: Lesser
Range: Self
Duration: Immediate; The spell in stasis can be held for 1 day per level
Saving Throw: None
P.P.E.: 110
Counts as a Level 11 Temporal Magic spell

Upon completion of this spell, the caster must immediately (within the next 15 seconds) cast a second spell. As soon as the PPE is expended for this second spell, its effect is prevented from occurring and is held in stasis for as long as one day per level of the caster. At any time the caster can end the stasis effect with just a thought (counts as one melee action), causing the spell that was held to have its normal effect as if it were just cast. All the requirements for the held spell to be successful must still be met at this time, or else the spell is wasted to no effect.

Only spells (not rituals) from level 10 and below can be held in this manner. The temporal caster can have one spell held in stasis for every five levels; From level 1-4 the caster can hold only one spell, at levels 5-9 the caster can hold two spells, from level 10-14 the caster can hold three spells, etcetera. Each spell to be held requires a separate casting of Spell Stasis: Lesser.

Spell Stasis: Greater
Range: Self
Duration: Immediate; The stasis effect can last up to one day per level
Saving Throw: None
P.P.E.: 275
Counts as a Level 13 Temporal Magic spell

Similar to Spell Stasis: Lesser, the caster must cast this spell and immediately follow it up with a second spell, which is then kept in stasis. The difference is that this stasis effect can be turned off AND BACK ON AGAIN at will! This is only effective for spells with a duration other than instant. But this allows a caster to keep a spell in stasis until its effect is desired. At that time, the caster removes the spell from stasis (takes one melee action) and lets the effect occur. Any time before the duration of that spell ends, the caster may mentally put it BACK IN STASIS (takes one melee action), effectively “pausing” the spell and preventing it from running out of its duration. This can be done for the duration of the Spell Stasis: Greater spell, or until the duration of the held spell runs out when not in stasis (once that spell duration ends, so too does the Spell Stasis: Greater spell).

Only spells (not rituals) from level 10 and below can be held in this manner. The temporal caster can have only one spell held in stasis in this manner, and it counts as one Spell Stasis: Lesser effect when figuring how many Spell Stasis: Lesser spell effects can be held.

Temporal Prison
Duration: 1D4 minutes (weeks) per level
Range: Encapsulates up to ten cubic feet per level, up to 100 feet away per level
Saving Throw: Special, see description
P.P.E.: 2,200
Considered a Temporal Magic Spell of Legend

This potent spell will encapsulate an area and all inside of it within a powerful temporal barrier, isolating them from the real world for the duration of the spell. The most insidious effect of this spell is that the flow of time is significantly decreased within the area of effect; every minute which passes inside is the equivalent of about an entire week of time in the real world! The caster must focus on the area to be so encapsulated for the entirety of the casting of the spell – if the caster wishes to move the effect to a new area he must stop casting the spell and start over, focusing on the new area.

Temporal beings and temporal spellcasters will automatically sense the flow of time changing within the area as the spell is being cast, and will have ample time to move out of the area before the spell finishes. All others can only sense that something is wrong if they make a save versus magic; if successful, they get a feeling that something bad or strange is about to occur in the area they are within, and may leave it before the spell is finished. Only one save is allowed, and if it is not made they have no warning and no chance to evade once the spell is completed.

Once created the boundary of the time prison cannot be physically crossed. Only magic spells such as mystic portal, dimensional teleport or equivalent will allow passage into or out of the temporal prison. Yes, even those who were caught in the spell’s initial effect may use magic to escape, but remember – they are operating at a much slower speed than the outside world, and as such even a simple action (one melee attack) would take hours of real-world time to complete!

The duration of this spell is only 1D4 minutes per level to those within the temporal prison, but because of this temporal distortion it will last for that many weeks of real time. The caster can end this spell at any time. Those inside the area of effect can be observed from the outside and will be seen almost as statues, moving in very slow motion. To those inside the effect everything on the other side of the boundary is a visible blur of motion that makes seeing anything which isn't part of the unchanging landscape or sitting still for hours at a time nearly impossible to discern.

Time Warp: Temporal Shield
Duration: 1 melee round per level
P.P.E.: 90
Saving Throw: Special, see below
Counts as a level 10 Temporal Magic spell

Upon completion of this spell, a shimmering shield of semi-transparent energy comes into being in front of the caster’s outstretched hand. Anything which comes in contact with this shield will be transported harmlessly into the future! Energy blasts, rail gun bullets, even people – upon contact with the field they are transported one minute (per level) in the future. They will emerge at the same location from where they were, unharmed and unhindered. Bullets will continue flying, energy blasts will continue traveling, people will continue walking/moving, etcetera. The difference is that one minute per level of the caster will have passed, and (if the caster is smart!) the caster is no longer in the same position.

The shield has a diameter of 5 feet and will hover in front of the caster’s open hand (either or, caster’s choice upon completion of the spell). It will always remain oriented to the direction of the caster’s hand, and will turn and move with the caster. There is no saving throw against this effect. However, since it is visible and does not encircle the caster, enemies can try to go around it to reach the caster. When an attacker tries this, if the caster is aware he can roll a parry (with a +4) to interpose the shield again and cause the attack to hit the field.

There is a limit of 100 lbs per level which can be transported to the future in this manner before the shield will fail. Anything which is over this limit does not get transported – instead, the shield disappears and the caster is subject to whatever was coming at him (can try to evade as per normal but now with an additional -4 to the attempt). Ranged attacks have negligible mass, but they too will stress the shield’s capabilities; every 1 M.D. in damage the attack does is treated as 1 lb which is transported. This means a 1D6×10 rail gun blast which hits the shield and does 30 M.D. will be treated as if 30 lbs had been transported, and the remaining capability of the shield is reduced accordingly. If that’s enough to drop the shield then the 30 M.D. would go against the caster (unless he successfully evaded despite the -4 to the attempt).

When I originally submitted Spell Stasis: Lesser and Spell Stasis: Greater to my G.M. at that time, he basically didn't just say no, but HELL NO. So I've always been curious... what are the potential abuses that I'm not seeing with these spells? I'm not looking to change that G.M.'s mind (the game has long since ended), I'm just trying to figure out what might have been so egregious about them.

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 Post subject: Re: Invented Spells
Unread postPosted: Thu Sep 15, 2016 8:21 pm
  

Palladin

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you mean, apart from being a talisman (one of the best spells in the game already) that nobody can take away from you and can hold higher level spells?


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 Post subject: Re: Invented Spells
Unread postPosted: Thu Sep 15, 2016 9:49 pm
  

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Comment: The silent thief of Rozrehxeson.
Shark_Force wrote:
you mean, apart from being a talisman (one of the best spells in the game already) that nobody can take away from you and can hold higher level spells?

Yeah, apart from that.

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Sep 19, 2016 8:53 pm
  

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Lava Cool(Earth/Fire Elemental Magic)(Invocation)
Level: 5
Type: Invocation
Range: 50 ft per level of experience, and affects a 25 ft cubic area of effect, per level of experience.
Duration: Instant and permanent
Saving Throw: None for regular lava, mystically-conjured lava gets a standard saving throw.
PPE Cost: 20; costs DOUBLE for non-Earth/Fire Warlocks to cast
Effects:
This spell instantly solidifies an area of molten rock into its solid state. It can be used to dam lava flows and temporarily halt River of Lava spells. The solidified lava is immediately cool enough to walk on without special protection(although the bare un-weathered rock may prove sharp and course to walk barefoot on, depending on the lava composition).

_________________
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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
------------


Last edited by taalismn on Tue Sep 20, 2016 5:22 pm, edited 1 time in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Sep 19, 2016 11:00 pm
  

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What is the level for the invocation version? L7?

You might want to note if the "cooled" lava can be immediately walked on. And how much footgear protection the person would need.

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 Post subject: Re: Invented Spells
Unread postPosted: Tue Sep 20, 2016 5:20 pm
  

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drewkitty ~..~ wrote:
What is the level for the invocation version? L7?

You might want to note if the "cooled" lava can be immediately walked on. And how much footgear protection the person would need.



It's Level 5, regardless, for both Warlocks and regular mages. It just costs more for mages(it's a matter of cooling, not mystic skill finesse).
I've also added the 'cool enough to walk on' condition, although some forms of quick-cooled lava(like cracked obsidian) may be rather painful to walk on if you're going barefoot.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Fri Oct 07, 2016 11:12 pm
  

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Athena's Quarter
Level: 10
Range: 20 feet per level.
Duration: 5 minutes per level.
saving throw: vs 16 (fixed)
PPE: 201

The effect of this spell is to make a pause in any fight or battle for long enough for people to talk. The range of the spell is expanded to 100 feet per level if cast on a Leyline, and is expanded to 200 feet per level if cast at a leyline nexus.
--------
*yawns* yah I know a bit sparse in details…but work sapped my imagination quotient for today.

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 Post subject: Re: Invented Spells
Unread postPosted: Tue Oct 11, 2016 7:40 pm
  

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drewkitty ~..~ wrote:
Athena's Quarter
Level: 10
Range: 20 feet per level.
Duration: 5 minutes per level.
saving throw: vs 16 (fixed)
PPE: 201

The effect of this spell is to make a pause in any fight or battle for long enough for people to talk. The range of the spell is expanded to 100 feet per level if cast on a Leyline, and is expanded to 200 feet per level if cast at a leyline nexus.
--------
*yawns* yah I know a bit sparse in details…but work sapped my imagination quotient for today.



So it's basically a temporary Sanctuary spell?

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Tue Oct 11, 2016 11:07 pm
  

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Comment: The silent thief of Rozrehxeson.
taalismn wrote:
drewkitty ~..~ wrote:
Athena's Quarter
Level: 10
Range: 20 feet per level.
Duration: 5 minutes per level.
saving throw: vs 16 (fixed)
PPE: 201

The effect of this spell is to make a pause in any fight or battle for long enough for people to talk. The range of the spell is expanded to 100 feet per level if cast on a Leyline, and is expanded to 200 feet per level if cast at a leyline nexus.
--------
*yawns* yah I know a bit sparse in details…but work sapped my imagination quotient for today.



So it's basically a temporary Sanctuary spell?

It's a higher powered spell version of the N&SS "Calm Minds" Martial Art Power.

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 Post subject: Re: Invented Spells
Unread postPosted: Wed Oct 12, 2016 6:47 pm
  

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While similar to both it came out of the idea that Athena is the goddess of wisdom is at the core concept at the center of the spell.

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 Post subject: Re: Invented Spells
Unread postPosted: Thu Oct 20, 2016 7:26 pm
  

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Mystic Lotus
Level: 12
Range: up to 30' away per level, 10 foot radius per level effects area
Duration: half an hour per level
saving throw: non-lethal drugs/toxins
PPE: 412

No one really knows where this spell originated. But some terrans say that it takes it's roots in the fictional place of Oz.
Causing a field of actual lotus or poppy plants native to the region to grow thick within the effect area. These plants perfume the area with a sleep inducing miasma. The spell takes is to multiply the seeds of the plants and germinate them all happening in the first 30 seconds. In the next minute or so, when the plants are growing from seedlings to flowering plants the fauna within the effect area has not long to exit the field before they flower. Even after they flower there is a minute delay till the sleep inducing miasma builds up in the field.
The miasma, while produced by magically grown plants, is not magic itself, and will travel on air currents for quite a ways till it disperses in light breezes. But strong breezes and winds the miasma will only have effects to those that breath within the field itself. The victims of the miasma will fall asleep and stay so till the miasma disperses and at least 1d6x10 minutes. During this time the victims will experience visions. Some, if from psychically receptive races, might see visions disjointed from the present time. While those races, or even individuals, that are closed to the mystic will only remember normal dreams.
The magic sustains the plants no matter what session till the end of the flowering and through to maturity. The miasma is only produced during the time the plants are flowering, 1 hour per level of the casting magic user.
A side effect of this spell is that in the future growing sessions for the flowers there is a 25% chance that another field of dreams will be created.
(note: even chars that don't need to breath but do to speak are also subject to the miasma.)

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 Post subject: Re: Invented Spells
Unread postPosted: Tue Oct 25, 2016 9:18 pm
  

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Mack wrote:
One of the iconic images of magic is that of a wizened wizard carrying his trusty staff, and I’ve always been a bit disappointed that there’s no equivalent in Rifts. While Rifts does have some staffs, none of them are personalized to the wielder. They are generic tools that a mage might swap just as a soldier might swap rifles. So I set out to design one myself. The below creation is deliberately geared toward experienced mages, and is mostly useless to low level characters. Thus carrying and using a staff in and of itself is a symbol of experience, power, and status.

Quote:
The Mage’s Staff is a ritual originally found to be practiced by several native groups located on the fringes of the Dinosaur Swamp. Early explorers dismissed the ritual’s potential, primarily due to a lack of understanding of how the caster’s own magical power and experience affect the outcome. In recent years, as those explorers have aged and gained mystical proficiency, the Mage’s Staff has become a popular (and sometimes fashionable) tool for senior spell casters.

Spell Level: 7th Level Invocation, Ritual only
PPE Required: 100 to power the ritual. Additional required based on the caster’s preference.
Duration: Instant and permanent (until staff is destroyed)
Range: The caster receives all benefits provided the staff remains within a 10 feet of him.
Note – All abilities/bonuses are determined at the time of the ritual, and do not improve as the caster gains levels.

1) PPE Storage
During the ritual, the caster can elect to impart some of his own internal PPE reserves into the staff, thereby creating a PPE battery similar to a talisman. This process is multiplied by the caster’s Bonus to Spell Strength. A caster with a +2 Bonus can sacrifice 10 of his internal PPE to create 20 PPE worth of storage within the staff. A caster with a +4 Bonus can sacrifice 10 PPE to create 40 points of storage. Caster’s with a bonus lower than 2 will find this function useless. The sacrificed PPE (10 in the above examples) is semi-permanently removed from the mage’s internal PPE reserve. How much PPE the mage sacrifices is up to his own desires (as little or as much as his own internal storage). Should the staff ever be destroyed, the sacrificed PPE will return to the mage at his/her normal recovery rate. (Note, only the caster’s own Bonus to Spell Strength is used. Additional bonuses from outside sources, such as a magic amulet, are ignored.)

2) Health Bonus
By bonding with the staff, mage will automatically gain a bonus to his Hit Points. The bonus is based on the mage’s current Hit Points, multiplied by his experience level. A 7th level mage with 30 Hit Points will receive a bonus of 210 Hit Points. For experienced mages, this grants them the ability to withstand very minor amounts of Mega-Damage. Should the staff be destroyed, this bonus instantly vanishes. This function has no effect on caster’s who are mega-damage beings, only typical mortals (humans, ogres, elves, etc.).

3) The Staff
The staff itself must be all wood (ornamentation may be added after the ritual) and of a reasonable size for the mage (a human cannot use a twig, nor a log). After the ritual, it becomes extremely resilient and possesses 60 MDC. It can be used to block or parry MD attacks, but inflicts damage according to the wielder’s strength. Due to the unique nature of the bond, the caster wields it with little effort and receives the bonuses from WP Blunt equals to his own level at the time of the ritual. Thus a 6th level mage would get bonuses from WP Blunt as if he had always had the skill, but the ability will not improve when he becomes 7th level. Additionally, the bonuses only apply to the staff, no other weapons. When destroyed, the mage will immediately suffer a great, stabbing pain throughout his body and be weakened for 1D4 days (-2 to attributes, combat rolls, bonuses, etc.) Afterwards, the mage must wait 1D6 weeks before creating another staff. Some mages will deliberately destroy their own staff in order to create a more powerful one, while others come to have great affection for it and maintain their first one for their entire lives.


Addendum!
Quote:
As a mystical extension of the mage, in some cases it can be used as if it were a part of his own body. When casting a spell that requires the mage to touch his target, the mage may touch the recipient with his staff in lieu of his own hand. Spells that launch a magical blast, such as Fire Ball, may be "shot" from the staff's tip (no change to any strike bonuses). Spells such as Lightblade can be made to emanate from the staff, effectively making it a spear or pole weapon.

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 Post subject: Re: Invented Spells
Unread postPosted: Wed Oct 26, 2016 9:01 pm
  

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Mack, where are you quoting that from?

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 Post subject: Re: Invented Spells
Unread postPosted: Sat Oct 29, 2016 7:43 pm
  

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drewkitty ~..~ wrote:
Mack, where are you quoting that from?

Myself. I just happened use quotes to set off the addendum.

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 Post subject: Re: Invented Spells
Unread postPosted: Sat Oct 29, 2016 7:54 pm
  

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Mack wrote:
drewkitty ~..~ wrote:
Mack, where are you quoting that from?

Myself. I just happened use quotes to set off the addendum.


"where" was the word in the question. Who you were quoting was there for all to read.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Dec 04, 2016 11:20 pm
  

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Lucidity(Invocation)
Lucidity is the result of ongoing research into magically reversing the effects of progressive mental degeneration not affected by spells like Cure Illness or Cure Insanity. Lucidity temporarily reverses and negates the effects of dementia, senility, Alzheimers Disease, and other progressive mental illnesses. It is becoming a favorite spell of some magical healers, hospitals, and hospices to allow for the extraction of information from deranged minds, or allow patients to temporarily regain possession of their rational minds long enough to connect with friends and family. It can also temporarily break magic-induced insanities.
Level: 8th
Type: Invocation
Range: Touch or 6 ft per level of experience
Duration: 10 minutes per level of experience
Saving Throw: Standard
PPE Cost: 15
Effects:
Temporarily reverses the effects of dementia, senility, Alzheimers Disease, and other progressive mental illnesses. When Lucidity is in effect, the affected person will have full possession of their faculties, including their memory, and spells/powers like Total Recall will work as normal.
If used to treat magically-induced insanities, it restores lucidity for the normal time period, but only interrupts the magic, not negate it, though it gives the victim a second roll to resist the curse-spell, at +1.
Lucidity cannot be cast more than three times consequentively per 24 hours without running the risk of the person starting to develop a resistance to it; any subsequent casting attempts beyond three times, and the person will develop a +1, each new spell casting attempt, to save against the Lucidity taking hold again. This is what is keeping the spell from being lauded as a true cure, and instead as a stopgap treatment.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Mon Dec 05, 2016 6:44 am
  

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taalismn wrote:
Lucidity(Invocation)
Lucidity is the result of ongoing research into magically reversing the effects of progressive mental degeneration not affected by spells like Cure Illness or Cure Insanity. Lucidity temporarily reverses and negates the effects of dementia, senility, Alzheimers Disease, and other progressive mental illnesses. It is becoming a favorite spell of some magical healers, hospitals, and hospices to allow for the extraction of information from deranged minds, or allow patients to temporarily regain possession of their rational minds long enough to connect with friends and family. It can also temporarily break magic-induced insanities.
Level: 8th
Type: Invocation
Range: Touch or 6 ft per level of experience
Duration: 10 minutes per level of experience
Saving Throw: Standard
PPE Cost: 15
Effects:
Temporarily reverses the effects of dementia, senility, Alzheimers Disease, and other progressive mental illnesses. When Lucidity is in effect, the affected person will have full possession of their faculties, including their memory, and spells/powers like Total Recall will work as normal.
If used to treat magically-induced insanities, it restores lucidity for the normal time period, but only interrupts the magic, not negate it, though it gives the victim a second roll to resist the curse-spell, at +1.
Lucidity cannot be cast more than three times consequentively per 24 hours without running the risk of the person starting to develop a resistance to it; any subsequent casting attempts beyond three times, and the person will develop a +1, each new spell casting attempt, to save against the Lucidity taking hold again. This is what is keeping the spell from being lauded as a true cure, and instead as a stopgap treatment.


:cry: :cry: Bless your heart.

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Dec 05, 2016 8:30 pm
  

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The Oh So Amazing Nate wrote:
taalismn wrote:
Lucidity(Invocation)

:cry: :cry: Bless your heart.



Yeah, there's few enough spells that address real mental issues, it being easier to warp minds than cure/rehabilitate already damaged ones.
But yeah, this one's drawn from real life experience. :rose:

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Fri Dec 09, 2016 1:03 pm
  

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Comment: The silent thief of Rozrehxeson.
Here's some new Fire Warlock spells:

Aegis of Flame
Level: Second
Range: Touch
Duration: 5 minutes per level of the warlock.
P.P.E.: Eight

Aegis of Flame wraps the recipient in the protective embrace of the element of Fire. This provides the recipient a glowing aura of 5 S.D.C. per level of the Warlock. There is no A.R. associated with this spell. While active, the recipient glows slightly red and takes double damage from attacks of the opposing element (Water). If an attack depletes the S.D.C. of this aura the spell ends in a brief flash of red light and no further damage from that attack carries over to the recipient.


Smoke Monster
Level: Fourth
Range: Immediate area
Duration: 30 minutes
Saving Throw: None
P.P.E.: Fifteen

Through this spell the warlock is able to summon and command a simple, mischievous, fire elemental essence fragment as a cloud of smoke. This fire elemental fragment can be assigned an area or told to follow a particular person or group and make noise, knock over objects, slam doors, tap, thump, blow out candles, frighten and terrify, etc.

  • Natural A.R. 10
  • Hit Points: 20 ; S.D.C.: 10
  • Things of Note: Prowl: 80%, H.F. 14, three feet tall, P.S. 4, P.P. 6, flying speed of 20 mph, +4 to dodge, and two melee attacks/ actions per round. Only inflicts 1D4 damage from attacks.

The smoke monster is too puny to steal any item weighing more than three pounds and is too dumb to spy/gather intelligence or follow complicated orders. It will remain in this world until the spell's duration ends or the warlock sends it back, whichever comes first.


Little Inferno
Level: Fifth
Range: Immediate area.
Duration: 30 minutes per level of the warlock.
Saving Throw: None
P.P.E.: Thirty

This spell enables the Warlock to summon and command a fragmented essence from a greater fire elemental. This conflagrant assistant can be sent to scout ahead, spy, hunt, defend, attack, carry items, etcetera. There is no limit to the distance it can travel away from the Warlock.

    Little Inferno
  • Natural A.R. 11
  • Hit points: 70; S.D.C.: 30
  • Attribute Equivalents: I.Q. 9, M.A. 3, M.E. 10, P.S. 22, P.P. 19, and speed 30 mph.
  • Natural abilities: Made of fire (does 2D6 damage upon contact and has a 70% chance of igniting combustibles), eight feet tall, night vision 600 feet, can see the invisible, infrared, and heat emanations, doesn't fatigue, is impervious to physical attacks, heat, fire, poison and disease, bioregenerate 4D6 S.D.C per melee round, and the Little Inferno can carry up to 1100 pounds and still moves at its maximum speed! Obeys the warlock only. Cold and Water based attacks, spells and psionics do double damage.
  • Bonuses: +4 on initiative, +6 to strike, +2 to parry and dodge. Three attacks/actions per melee round and inflicts 3D6 damage from punch or 6D6 from a power punch (counts as two attacks), plus P.S. and fire damage.
  • Can cast all level 1-3 fire elemental magic; 100 P.P.E. It will remain in this world until the spell's duration elapses or it is sent back by the warlock, whichever comes first.


Fireball Barrage
Level: Seventh
Range: 90ft +10ft/ level
Duration: Instant
Saving Throw: Dodge at -10
P.P.E.: Fifteen

This spell creates one fiery missile per level of the Warlock which can then be directed and fired simultaneously at one or more targets. The maximum number of targets is two, plus an additional target at caster levels four, eight, and twelve. These missiles are magically guided and rarely miss - potential victims have a -10 to any attempts to dodge. Each fiery missile does 1D6 damage.


Fires of Rebirth
Level: Eighth
Range: Touch
Duration: 1D4 melees for the immolation, resurrection is permanent
Saving Throw: None
P.P.E.: Fifty

The warlock can revive a recently dead person by invoking this elemental magic, laying their hands on the dead person's body and willing fire to engulf the corpse. The fire burns hot and powerful, like cremation flames, but seem to do no damage to the body. This immolation lasts for up to 1D4 melee rounds. The flames do no damage to the warlock but will do 1D4×10 damage to anyone else who comes in contact with them. At the end of every melee round there is a 20%, +2%/level chance that the deceased will be revived and brought back to life. The fire will instantly die out if the resurrection is successful or after the 1D4 melee rounds; whichever occurs first.

This spell can be attempted only once per deceased, and if the revival attempt(s) fail the body is reduced to a pile of ash once the flames die away. There is a -5% penalty to the resurrection chance for every 24 hours that have passed since the deceased died. The flames do not restore missing limbs or cure insanity. The resurrected character will revive with full H.P., S.D.C., P.P.E., I.S.P., and feel refreshed and renewed as if waking up from a long rest.


The Aegis of Flame spell inspired a similar spell for each of the other Elements:

Aegis of Ice
Level: Second
Range: Touch
Duration: 5 minutes per level of the warlock.
P.P.E.: Eight

Aegis of Ice wraps the recipient in the protective embrace of the element of Water. This provides the recipient a glowing aura of 5 S.D.C. per level of the Warlock. There is no A.R. associated with this spell. While active, the recipient glows slightly blue and takes double damage from attacks of the opposing element (Fire). If an attack depletes the S.D.C. of this aura the spell ends in a brief flash of blue light and no further damage from that attack carries over to the recipient.


Aegis of Wind
Level: Second
Range: Touch
Duration: 5 minutes per level of the warlock.
P.P.E.: Eight

Aegis of Wind wraps the recipient in the protective embrace of the element of Air. This provides the recipient a glowing aura of 5 S.D.C. per level of the Warlock. There is no A.R. associated with this spell. While active, the recipient glows slightly white and takes double damage from attacks of the opposing element (Earth). If an attack depletes the S.D.C. of this aura the spell ends in a brief flash of white light and no further damage from that attack carries over to the recipient.


Aegis of Stone
Level: Second
Range: Touch
Duration: 5 minutes per level of the warlock.
P.P.E.: Eight

Aegis of Stone wraps the recipient in the protective embrace of the element of Earth. This provides the recipient a glowing aura of 5 S.D.C. per level of the Warlock. There is no A.R. associated with this spell. While active, the recipient glows slightly green and takes double damage from attacks of the opposing element (Air). If an attack depletes the S.D.C. of this aura the spell ends in a brief flash of green light and no further damage from that attack carries over to the recipient.

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

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Dec 11, 2016 10:33 pm
  

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Can the Smoke Monster blind or choke(smoke inhalation) somebody if it manages to engulf their head/breathing openings?

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Mon Dec 12, 2016 1:07 am
  

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Comment: The silent thief of Rozrehxeson.
taalismn wrote:
Can the Smoke Monster blind or choke(smoke inhalation) somebody if it manages to engulf their head/breathing openings?

That seems reasonable. Maybe as an attack it can force an opponent to make a save vs Non-Lethal Poison or suffer negatives related to being blinded and choked by smoke. Probably the same or similar penalties as in one of the smoke spells.

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

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Dec 12, 2016 11:11 pm
  

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Glistam wrote:
taalismn wrote:
Can the Smoke Monster blind or choke(smoke inhalation) somebody if it manages to engulf their head/breathing openings?

That seems reasonable. Maybe as an attack it can force an opponent to make a save vs Non-Lethal Poison or suffer negatives related to being blinded and choked by smoke. Probably the same or similar penalties as in one of the smoke spells.


Yeah, if you introduce a particular form of animate matter, be sure to take advantage of that matter-state's particular properties. :wink:

And of course, that self-same mischievous smoke-spirit can potentially trigger smoke alarms, maybe cause small air-breathing engines to seize up, trip air quality alerts....the sort of things that annoy high-tech controlled/monitored environments.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Wed Dec 14, 2016 2:07 pm
  

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Zipper Jaws(Invocation)
Level: 4
Type: Invocation
Range: Touch
Duration: 1 minute per level of experience
Saving Throw: None
PPE Cost: 8 (Tailor Mages spend only 4 PPE)
Effects:
This spell, believed to have originated in the Ludicrous Magery school, causes a clothing or garment zipper to become animated and act like a predatory beast. The zipper will pull free at one end from the clothing it is a part of, and will begin to snap and bite like a snake or giant centipede. The zipper will also magically increase in length by 50% of baseline per level of experience. The animated zipper can be directed to defend its wearer, or attack them(caster’s choice).
The animated zipper has 2 attacks per melee, +1 per every 2 levels of experience of the caster.
If the zipper is ripped loose of its parent clothing, it will become inert within 1 melee. At the end of the spell’s duration, the zipper remains loose; it does NOT magically re-attach itself, and must be sewn back in place.
Plastic zippers will do 1 SDC on a snap/bite, while metal zippers will do 1d4 SDC.
Animated plastic zippers also have 4 -8 SDC, while metal zippers have 6-12 SDC*. Both gain a +1 SDC per level of the caster’s experience.
*MDC material zippers are also possible; typically 2-6 MDC.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Fri Dec 30, 2016 8:49 pm
  

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Wax Body(Necromancy)(Invocation)
Level: 7
Type: Invocation.
Range: Touch or 6 ft.
Duration: Permanent
Saving Throw: None
PPE Cost: 35
Effects:
This spell,(also known as Impressionable Corpse in some circles) cast on a dead body, allows the corpse to be imprinted with the appearance of another person. The corpse must be of the same general size (within six inches) and build of the person being imitated to be truly effective, and the person must touch the corpse within 5 minutes of the casting. The corpse will then spontaneously mold and reform to take on the features of the person who touched it. The new appearance will externally match the person perfectly, even down to eye color and dental records. Only a thorough autopsy, DNA test or a Negate Magic spell cast on the corpse will reveal the deception. Great for faking a death, provided a suitable corpse is available.

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Fri Dec 30, 2016 9:22 pm
  

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taalismn wrote:
Wax Body(Necromancy)(Invocation)
Level: 7
Type: Invocation.
Range: Touch or 6 ft.
Duration: Permanent
Saving Throw: None
PPE Cost: 35
Effects:
This spell,(also known as Impressionable Corpse in some circles) cast on a dead body, allows the corpse to be imprinted with the appearance of another person. The corpse must be of the same general size (within six inches) and build of the person being imitated to be truly effective, and the person must touch the corpse within 5 minutes of the casting. The corpse will then spontaneously mold and reform to take on the features of the person who touched it. The new appearance will externally match the person perfectly, even down to eye color and dental records. Only a thorough autopsy, DNA test or a Negate Magic spell cast on the corpse will reveal the deception. Great for faking a death, provided a suitable corpse is available.

just reading the title my mind had a toooootallllyyy different idea bout what this spell was.
Which gave me an idea for a spell. :D

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Dec 30, 2016 9:54 pm
  

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Brazilian Job
Level: 4 common magic/invocation
Range: self, touch or 6'+1'/L
Duration: Instant.
Saving throw: none if being touched, otherwise standard
PPE Cost: 14

No one will admit to crafting this spell but it 1st appeared on an earth in the 1980's in it's south americas.
The effects of this spell it to remove the hair that is on a person. This is just a depilatory effect, in which just the dead parts of the hair is removed. The casting mage can remove as little as one hair and as much as all the hair on a person. There is no pain involved with this magical hair removal. The hair just vanishes from the ken of those observing.
❖If the mage is doing artistic hair removal then they need Line of Sight and roll vs their art skill (any) or 20%+3% per level (like with Related and secondary this starts at base skill level and only advances with leveling up.)
❖At level 5 a mage can effect one additional person per casting. This is limited to generalized area removals.
❖Also at 5th level, the mage can modify the effect to just trim the hair to a desired length.

➤There are some variants of this spell that need for the mage to pass his/her hand over the area to be depilated. With these versions the mage need the drawing art skill for artistic renderings.

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Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

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Last edited by drewkitty ~..~ on Fri Dec 30, 2016 11:48 pm, edited 2 times in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Dec 30, 2016 10:35 pm
  

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drewkitty ~..~ wrote:
Brazilian Job
Level: 4 common magic/invocation
Range: self, touch or 6'+1'/L
Duration: Instant.
Saving throw: none if being touched, otherwise standard
PPE Cost: 14

No one will admit to crafting this spell but it 1st appeared on an earth in the 1980's in it's south americas.
The effects of this spell it to remove the hair that is on a person. This is just a depilatory effect, in which just the dead parts of the hair is removed. The casting mage can remove as little as one hair and as much as all the hair on a person. If the mage is doing artistic hair removal then they need Line of Sight and roll vs their art skill (any) or 20%+3% per level (like with Related and secondary this starts at base skill level and only advances with leveling up.)

At level 5 a mage can effect one additional person per casting. This is limited to generalized area removals.



The important question is, does it do it PAINLESSLY? :D
Otherwise I can see somebody touching somebody else and
"AAAAAAAAGGGHHHHHHH!!!"
"What happened?"
"MY CHEST MANE!!!! IT'S GONNNEEEEE!!!"

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 01, 2017 12:04 am
  

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taalismn wrote:
The important question is, does it do it PAINLESSLY? :D
Otherwise I can see somebody touching somebody else and
"AAAAAAAAGGGHHHHHHH!!!"
"What happened?"
"MY CHEST MANE!!!! IT'S GONNNEEEEE!!!"


There should be a ludicrous mage combat variant to this spell for this reason alone.

Merc-fighter "How are we going to get past all those guards without starting a firefight and botching the whole job?

Merc-Ludicrous Mage "Watch and be amazed." Waggles fingers at guards followed by several furious ripping motions.

Guards "AAAHAHHHH!! Sweet mother of Fuuuuu!" The guard are now momentarily incapacitated as they lie on the ground, some holding their now bleeding noses, upper lips, and both front and back nethers.

Merc-Fighter "You..? You?! You are the most twisted s.o.b. I've ever worked with. I like your style!"

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keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
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The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 01, 2017 1:43 pm
  

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The Oh So Amazing Nate wrote:
taalismn wrote:
The important question is, does it do it PAINLESSLY? :D
Otherwise I can see somebody touching somebody else and
"AAAAAAAAGGGHHHHHHH!!!"
"What happened?"
"MY CHEST MANE!!!! IT'S GONNNEEEEE!!!"


There should be a ludicrous mage combat variant to this spell for this reason alone.

Merc-fighter "How are we going to get past all those guards without starting a firefight and botching the whole job?

Merc-Ludicrous Mage "Watch and be amazed." Waggles fingers at guards followed by several furious ripping motions.

Guards "AAAHAHHHH!! Sweet mother of Fuuuuu!" The guard are now momentarily incapacitated as they lie on the ground, some holding their now bleeding noses, upper lips, and both front and back nethers.

Merc-Fighter "You..? You?! You are the most twisted s.o.b. I've ever worked with. I like your style!"

Yep, agree that the LM version would just rip the hairs to out. *chuckles*

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 01, 2017 9:00 pm
  

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drewkitty ~..~ wrote:
[
Yep, agree that the LM version would just rip the hairs to out. *chuckles*


Just be careful who you use it on....

"Guys, there's a ...well, he CLAIMS to be a sasquatch. Sez he tracked one of you down here...something about payback?"

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jan 02, 2017 1:41 am
  

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taalismn wrote:
drewkitty ~..~ wrote:
[
Yep, agree that the LM version would just rip the hairs to out. *chuckles*


Just be careful who you use it on....

"Guys, there's a ...well, he CLAIMS to be a sasquatch. Sez he tracked one of you down here...something about payback?"

Sounds like a Darwin Award situation.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

Mostly I write out exactly what I mean, then sometimes get even more finicky.

My Artwork


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jan 02, 2017 8:38 pm
  

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drewkitty ~..~ wrote:
taalismn wrote:

"Guys, there's a ...well, he CLAIMS to be a sasquatch. Sez he tracked one of you down here...something about payback?"

Sounds like a Darwin Award situation.


Only if the guy so named actually answers the summons....

_________________
-------------
"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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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jan 03, 2017 11:11 am
  

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Joined: Tue Apr 05, 2005 2:09 pm
Posts: 3551
Location: Plymouth, CT
Comment: The silent thief of Rozrehxeson.
taalismn wrote:
Glistam wrote:
taalismn wrote:
Can the Smoke Monster blind or choke(smoke inhalation) somebody if it manages to engulf their head/breathing openings?

That seems reasonable. Maybe as an attack it can force an opponent to make a save vs Non-Lethal Poison or suffer negatives related to being blinded and choked by smoke. Probably the same or similar penalties as in one of the smoke spells.


Yeah, if you introduce a particular form of animate matter, be sure to take advantage of that matter-state's particular properties. :wink:

And of course, that self-same mischievous smoke-spirit can potentially trigger smoke alarms, maybe cause small air-breathing engines to seize up, trip air quality alerts....the sort of things that annoy high-tech controlled/monitored environments.


I added in a line about the special attack. The updated spell is below:

Little Smoke Monster
Level: Fourth
Range: Immediate area
Duration: 30 minutes
Saving Throw: None
P.P.E.: Fifteen

Through this spell the warlock is able to summon and command a simple, mischievous, fire elemental essence fragment as a cloud of smoke. This fire elemental fragment can be assigned an area or told to follow a particular person or group and make noise, knock over objects, slam doors, tap, thump, blow out candles, frighten and terrify, etc.

  • Natural A.R. 10
  • Hit Points: 20 ; S.D.C.: 10
  • Things of Note: Prowl: 80%, H.F. 14, three feet tall, P.S. 4, P.P. 6, flying speed of 20 mph, +4 to dodge, and two melee attacks/ actions per round. Only inflicts 1D4 damage from attacks but can opt instead to do a special engulfment attack:
    • Special attack: The Little Smoke Monster can engulf an opponent to both obscure vision and cause them to choke or gag. Those engulfed will be unable to see clearly beyond 10 feet and are -2 on initiative and -4 to strike, parry, and dodge. They must make a save vs non-lethal poison or also choke/gag on the smoke and and lose one attack per melee, -20% on all skills and -10% to speed. These choking penalties will persist for as long as they are within the smoke and for one melee round after. To escape the smoke the victim must roll a dodge or make a successful acrobatic maneuver.

The smoke monster is too puny to steal any item weighing more than three pounds and is too dumb to spy/gather intelligence or follow complicated orders. It will remain in this world until the spell's duration ends or the warlock sends it back, whichever comes first.

_________________
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

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

Image
Watch us on HippoTV on Twitch!

HU2 GM Screen | Temporal Wizard O.C.C. update 0.8 | New Temporal Magic
Rifts random encounters | New Elemental Magic | Lore: Superhuman


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jan 03, 2017 7:16 pm
  

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Thank you.
Constructive criticism DOES work! :wink:

_________________
-------------
"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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