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Re: Invented Spells

Posted: Tue Apr 04, 2023 8:47 pm
by drewkitty ~..~
abe wrote:Prehensile beard-level 1
Ppe needed-10
Effect-your beard (must be a natural one) becomes prehensile allowing you to hold 1 extra item (at higher levels you can actually USE the items the beard holds) lasts 2 hours per level.
Any thoughts?

There is already a prehensile hair spell in this topic already.
The ability and duration are too much for a Level 1 spell.

Re: Invented Spells

Posted: Tue Apr 04, 2023 8:48 pm
by drewkitty ~..~
taalismn wrote:Create Soap Golem(Ritual)

*chuckles*

Re: Invented Spells

Posted: Wed Apr 05, 2023 9:19 pm
by taalismn
drewkitty ~..~ wrote:
taalismn wrote:Lightest Step(Invocation)
...snip...
Penalties:
This spell applies only to beings of 100 lb. per level of experience.
...snip

this has words missing, it should read something like ...
'This sell applies only to beings who's weight falls within the 100 lb. per level of experience limitation of the mage casting the spell.'


Thanks. Your wording swapped into the original post.

Likewise for the Elemental Teleports.

As for the Heat Haze spell? Parallel development...I didn't realize you'd come out with something along those lines earlier. :)

Re: Invented Spells

Posted: Wed Oct 04, 2023 6:56 pm
by Stone Gargoyle
Painting Magic Level 1

Paint Camoflage Colors: The Painter Mage gets the equivalent of the Chameleon spell at Level 1 instead of Level 2, at a cost of 4 PPE rather than 6. Otherwise the spell is identical to the Chameleon spell.

Re: Invented Spells

Posted: Fri Oct 13, 2023 8:20 pm
by taalismn
Latrine(Invocation)
Level: 2
Type: Invocation
Range: 6 ft
Duration: Remains open for 6 minutes per level of experience
Saving Throw: None
PPE Cost: 3
Effects:
This spell creates a small hole 2-3 ft deep and about 1 ft wide in soil(not solid rock or concrete), for the purposes of serving as a quick latrine. Once the call of nature has been satisfied, the hole closes up without any sign of any disturbance in the ground, and the immediate area deodorized. It can also be used for disposing of small amounts of food- and organic (all other materials are rejected) waste(no more than 15 lbs + 3 lbs per level of experience). Very useful for outdoor travel and obscuring one’s tracks.

Scentless(Invocation)
Level: 2
Type: Invocation
Range: Self or other by touch
Duration: 15 minutes per level of experience
Saving Throw: None
PPE Cost: 3
Effects:
This spell renders the target temporarily odorless; no body odor, perfume, or marker chemicals. Great for throwing off scent-trackers, dealing with overpowering aftershaves or perfumes, and covering up those awkward bouts of flatulence.

Earth Elemental Magic
Summon Mineral Deposit(Ritual)
Level: 7
Type: Ritual
Range: Can affect deposits down to 500 ft, + 100 ft per level of experience, and can bring up material in a 40 cubic ft area per level of experience
Duration: Preparation takes 20 minutes; the actual rising of the deposit takes 5 minutes.
Saving Throw: None
PPE Cost: 90
Effects:
This ritual calls upon the Elemental forces of the Earth to bring deep-buried deposits of minerals closer to the surface where they can be more easily mined. If the Warlock knows where the deposit of the desired mineral lies, and it is within the range of the spell, the deposit will rise through the inter-lying layers of strata to come to a rest just a short distance(2d4x10 ft) from the surface/caster’s position.
Note: CANNOT affect magical minerals such as Xanthine and Gantrium.

Re: Invented Spells

Posted: Fri Oct 13, 2023 8:37 pm
by drewkitty ~..~
Replace 'soft soil' with 'soil or dirt' [add a space between dirt and (not ...] add rocky ground to 'solid rock or concrete.
*nods* very good otherwise, as a Wilderness survival spell.

Maybe their is an assassin version of the spell that lets the assassin hide a dead body.
------------
another good one & another wilderness survival spell.
-----------
A good warlock mining spell to complement the wizard (common magic) mining spell I posted years ago.

Re: Invented Spells

Posted: Sat Oct 14, 2023 12:06 am
by taalismn
drewkitty ~..~ wrote: Fri Oct 13, 2023 8:37 pm Replace 'soft soil' with 'soil or dirt' [add a space between dirt and (not ...] add rocky ground to 'solid rock or concrete.
*nods* very good otherwise, as a Wilderness survival spell.

Maybe their is an assassin version of the spell that lets the assassin hide a dead body.
------------
another good one & another wilderness survival spell.
-----------
A good warlock mining spell to complement the wizard (common magic) mining spell I posted years ago.
Thanks for the feedback!
Yah, I figure some camping spells would be handy. Wonder if I should make Scentless 30 minutes P/le? It's fairly straightforward.

I imagine assassin spells might range from simply 'Invisible corpse' or 'hide body in shadows' for long enough to hide that dead guard until the assassin can get in and out of a residence, to something more necromantic, like rapidly decaying the body into dust(this would have the added benefit of not leaving a body that could be resurrected).

Re: Invented Spells

Posted: Mon Oct 30, 2023 9:05 pm
by taalismn
Healing Mist(Invocation)
An attempt to create a more easily learned version of the Lyn-Syrial Cloud Magic spell Cloud of Healing, Healing Mist hasn’t proven entirely successful and falls short of its inspiration, but it can still offer relief to those with respiratory ailments or damaged lungs.
Level: 4
Type: Invocation
Range: Touch or 5 ft; cloud covers a roughly 6 ft area, so several people standing close togetehr can benefit.
Duration: 15 minutes per level of experience
Saving Throw: None
PPE Cost: 12
Effects:
Creates a small cloud of moist vapor that surrounds the patient’s head and can be inhaled, soothing sore throats, damaged airways, and provide much-needed oxygen to struggling lungs. Restores 1d6 Hit Points/SDC to lung injuries and reduces the lingering effects of smoke inhalation and hypoxia by HALF. Sufferers get a +1 to save vs the lingering effects of inhaled toxins.

Purifying Flame(Invocation)
Level: 6
Type: Invocation
Range: 5 ft
Duration: 1 minute per level of experience
Saving Throw: (Special: see below)
PPE Cost: 25
Effects:
This spell is similar to the Russian Living Fire spell Healing Fire, but is geared more towards treating disease and poisons present in the body.
The spell generates a patch of warm rose-colored flame from the ground. Anybody stepping through it will feel feverishly warm for a moment, but will suffer no harm from the flames, nor will it damage anything they are wearing. Instead, the magic fire ‘burns’ away impurities in the body; diseases(bacteria and viruses) will be destroyed, and the damage already done can be treated with no further detrimental effects. Ailments like cancer or syphillis which are deep-sited in the body are NOT eliminated, but the sufferer gets to save versus them at +2.
Incidentally, Purifying Flame will also burn off the effects of alcohol intoxication and instantly cure hangovers.
Likewise poisons will be neutralized, and do no further damage. Magic disorders and magic poisons are more resistant to the purfication fire; they do HALF damage and the person gets a saving thow at +2 versus them. Parasites will suffer damage(2d6 pts of damage), and any subsequent attempts to remove them by other means get a bonus of +2(or +20%)


Blindfold(Invocation)
Level: 6
Type :Invocation
Range: 10 ft per level of experience
Duration: 10 minutes per level of experience
Saving Throw: Standard
PPE Cost: 12
Effects:
This attack spell wraps the target’s head in a swath of ectoplasm(appears as glowing cloth bandages or a dark sphere) that cuts off their sight, smell, and hearing(lose all iniiative, -5 to strike, -10 to dodge and parry and cannot move more than 10 ft without stumbling). It also effectively muzzles/gags them, preventing them from speaking or making any mouth noises. The victim will only be able to hear the caster speaking to them. Air, food, and water can still be passed through the ‘blindfold’, but the target-victim cannot sense the world around them otherwise.
The Blindfold does not affect tactile senses or supernatural/superpower senses, nor does it work against sealed EBA or power armor helmet sensors.


Shutyarface!(Invocation)
Level: 5
Type: Invocation
Range: 10 ft per level of experience
Duration: 5 minutes per level of experience
Saving Throw: Standard
PPE Cost: 9
Effects:
A Ludicrous Mage spell, similar to Blindfold, but cheaper and more limited; it causes the target’s face to seemingly roll up or pull into a sucked-in pit, leaving a blank visage, and the victim unable to see, smell, or speak for the duration of the spell. -6 to strike, -10 to dodge and parry, and unlikely to move more than 10 ft without stumbling.

Re: Invented Spells

Posted: Fri Nov 24, 2023 10:50 pm
by taalismn
Multiple Arms/Limbs of the Vedic(Invocation)
Level: 6
Type: Invocation
Range: Self or other by touch
Duration: 1 minute(4 melees) per level of experience
Saving Throw: None
PPE Cost: 14
Effects:
This spell conjures up an extra pair of arms(+1 extra pair every three levels of experience) that adds +1 hand/arm action/attack per melee, +1 to parry. The mystic extra limbs have the same durability, strength, and dexterity as the person’s normal NATURAL limbs(cannot duplicate artificial limbs), nor are the extra arms covered by armor or any other protections the person may be wearing. The additional limbs are effectively mystic copies of the spell-recipient's own natural limbs and behave as such(so if the person normally has tentacles, this spell creates mystic tentacles, and if they have claws, the spell produces claws. etc.)/ This spell also does not increase personal energy attack abilities or leg/tail actions.

Re: Invented Spells

Posted: Mon Nov 27, 2023 9:52 pm
by drewkitty ~..~
Can the caster make the extra arms be tentacles even if the person has humanlike arms?

Re: Invented Spells

Posted: Mon Nov 27, 2023 10:18 pm
by taalismn
drewkitty ~..~ wrote: Mon Nov 27, 2023 9:52 pm Can the caster make the extra arms be tentacles even if the person has humanlike arms?
Nope....I'll make a note of that.

'Multiple Tentacles' would be a separate spell for those who don't have tentacles as their normal limbs.....likely it would be derived from 'Armor Bizarre'.

Re: Invented Spells

Posted: Wed Apr 24, 2024 1:37 pm
by taalismn
Read Spell Signature(Invocation/Ritual)
Level: 7
Type: Invocation/Ritual
Range: 10 ft +5 ft per level of experience
Duration: Instant
Saving Throw: None
PPE Cost: 25 for the Invocation, 150 for the Ritual
Effects:
This spell is magic forensics; cast on the suspected scene or victim of magic activity, the caster can determine from residual magic traces when the magic was used, what sort of general spell was used, its relative strength, and even who might have cast it(if they are familiar to the forensic mage, or encountered again), and can even provide some general clues/impressions(35% +5% per level of experience) as to the caster of the analyzed spell.
Effective duration of being able to read a magic signature is dependent on how much PPE was expended in the suspect spell; in general the site will be good to read for 6 hours per 1 PPE expended. If the spell resulted in a death, the window is expanded to 24 hours per 1 PPE expended.
There is no duration limitation for reading magic items. However, reading spell residue cast through an artifact or TechnoWizardry device will yield more knowledge about the instrument and its creators(35% +5% per level of experience), and less about the person wielding it; reduce the chance of gleaning information on the wielder to 20% +5% per level of experience.
The Ritual version of this spell takes 20 minutes of preparation and can be used on older sites; increase the duration to 1 day per PPE expended, and in the case of death, 1 MONTH per PPE expended. The chance of gleaning personal details about the caster of the anaylzed spell is raised by 15%.


Curse of Laars-Vulfar(Spell of Legend)(Ritual)
Level: Spell of Legend
Type: Ritual
Range: Touch
Duration: Until the victim is dead or the spell broken
Saving Throw: Normal beings get the standard save, Magic Users and Psychics get a +1 to save versus the ritual, Supernatural creatures such as sphinxes save at +6 . God-beings and Alien Intelligences are IMMUNE to this ritual. CANNOT be used on cyborgs or robots.
PPE Cost: 800
Effects:
This is a spell of corrupted Bond Magic thought (best) lost to the shadows of time, but which has emerged at least once since the Time of a Thousand Magicks. The spell -ritual bonds the victim to the caster, making the former progressively more prone to domination by the latter. More insideously, the spell causes a gradual mental deterioration of the victim and physical transformation into a mindless and aggressive beast whose ultimate fate is to feed the caster’s heath and magic energy reserves.
The ritual marks the victim with a telltale mark (usually on the chest or forearm) and starts acting as a low-level Domination spell or bond. Once a day the victim can try to resist the spell’s hold on their mind and resist obeying orders, but every time the victim loses a save versus the spell, he or she loses 1d4 M.E., and the save penalties/bonuses recalculated.
Upon reaching -10 M.E. the victim becomes a mindless animal. Though the beast can no longer be directly commanded by the curse’s caster, the transformed victim is mindlessly aggressive, striking out at whatever/whoever comes near it.
The curse-beast will have the following modifiers: I.Q. 1d4(and animalistic), P.B. 1d4 +2 APMs, +2 to strike, SDC DOUBLES, and P.S. becomes Superhuman for damage purposes.
But the curse isn’t done with the victim yet; upon the beast’s death, the curse caster permanently gains +1d6 P.E. and the (doubled) PPE of the victim to their permanent PPE base.
Because the end game of this curse is to benefit the magic user with extra endurance and power, the caster will typically ramp up the sort of orders and tasks demanded of the victim, in order to get them to resist(and increasing the opportunities for failure) and accelerate the deterioration and transformation process. Thus, the victim may initially be ordered to carry out tasks that simply chaff at the target’s sense of free will, before the mage directing the curse makes more demands that go against the grain of the victim’s alignment, and thus more likely to provoke resistance.

(This spell came to me in a dream, where the POV was alternately 1st person/3rd person, with the flow of events going roughly; character/myself becoming separated from companions while in the wilderness and waking up married/bonded by magic to a witch. The victim finds himself increasingly ordered to do various tasks against his will, and himself surrounded by people unsympathetic to his plight, if not actively working for the witch. When the victim attempts to slip a warning note to a sympathetic bystander---in this case a bank teller---the bank employee winds up dead as a message to the character. One of the tasks the POV character is assigned to undertake is to kill a monster lurking in the local woods. The character corners the beast and prepares to deliver the coup de grace...and sees the same mark on the monster’s forelimb as on his own forearm; he realizes this is the witch’s previous ‘betrothed’ and a foreshadowing of his own future)