Board index » Across the Megaverse® » Guild of Magic & Psionics

 


Post new topic Reply to topic
Author Message
 Post subject: Re: Invented Spells
Unread postPosted: Wed Jun 17, 2020 11:37 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
taalismn wrote:
drewkitty ~..~ wrote:
The Mobile Stable of Galrohrim


I like it. Though it's not a spell, but an artifact(we really should have a separate thread for magic artifacts), it's a good prize for treasure seekers.

I think tried to start a magic item/object thread a couple..few?..years ago and no-one posted to it. so it didn't get stickied.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2020 12:49 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
[
I think tried to start a magic item/object thread a couple..few?..years ago and no-one posted to it. so it didn't get stickied.


Ah. That might explain why I haven't posted any non-PS magic items on the magic forums.
And most other folks tend tp post their magic hardware either in company- or setting-specific threads rather than the general magic section.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2020 8:13 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
(Thanks to Drewkitty for his constructive critiques on duration for this spell)

*Curse: Water Attractant(Invocation)
Level: 9
Type: Invocation
Range: 10 ft +10 ft per level of experience. The victim will draw water from a 20 ft radius, +10 ft per level of experience, around them.
Duration: 12 hours per level of experience(24 hours per level of experience if cast by a Water Warlock)
Saving Throw: Standard
PPE Cost: 45
Effects:
This is a Minor Curse with an Elemental component to it; it effectively makes the target prone to getting WET. Any opportunity that arises to soak the victim, water will find a way. If walking by a water sprinkler, the water will turn on or the pipe will spontaneously break, dousing the person. Drink bottles will burst and spurt in their hands. If a waiter is carrying a glass of water nearby, the glass will go tumbling and soak the person. Fire hydrants will pop as the person goes by, soaking them. Umbrellas and foul weather gear(short of full diving suits or EBA) will leak just enough to make the wearer miserably wet. Water balloons and squirt guns are +1d4 to strike the person. Marine animals swimming nearby will feel compelled to splash the target if they’re within reach. Water Elementals will attack the cursed person first. Even trying to cross a stream, puddle, or small body of water, the victim has to make a d20 roll under their P.P. to avoid falling in unless the bridge/crossing has good enough guide-ropes/guardrails to catch the person.
For obvious reasons, Palladium vampires HATE this spell.

Note: This spell only works with reasonably clean water(fresh or sea), and not other liquids, or even sewage.

_________________
-------------
"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 Sat Jun 20, 2020 12:48 am, edited 2 times in total.

          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2020 8:44 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
One thing I noticed was that it does not have the same duration as the spell curses in the canon spell lists. Those spell curses have a duration of 24 hours per level.


I would not of noticed this if AxeM hadn't asked this question in this forum.
viewtopic.php?f=39&t=166318

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2020 11:37 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
One thing I noticed was that it does not have the same duration as the spell curses in the canon spell lists. Those spell curses have a duration of 24 hours per level.


I would not of noticed this if AxeM hadn't asked this question in this forum.
viewtopic.php?f=39&t=166318



I figured that given the external nature of the curse(most other general curses seem to work from the inside out, messing with the victim's mind or body), it would be shorter duration for 45 PPE. , but with you citing precedent, and the curse being linked to Elemental Water....I'm prepared to go with 12 hours per LE at 45 PPE for the indignity of being splashed, drenched, and toppled into water, or do you think it would be more effective at 24 hrs/le?

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2020 11:52 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
if you look at yours and luck curse, they are sort of the same....it's just that yours is more focused. Sort of like 'if any bad thing dealing with water is already going to happen, its going to to happen to the person your curse is on.

I would go with 12 hours per level if cast by anyone other then a water warlock, and 24 hours /L if cast by a water warlock.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 20, 2020 12:46 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
if you look at yours and luck curse, they are sort of the same....it's just that yours is more focused. Sort of like 'if any bad thing dealing with water is already going to happen, its going to to happen to the person your curse is on.

I would go with 12 hours per level if cast by anyone other then a water warlock, and 24 hours /L if cast by a water warlock.



Consider it done! Thanks for the feedback!

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 20, 2020 8:15 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
*Horde ‘o Fluffy(Ludicrous Magic)
Level: 6
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: 3 minutes per level of experience
Saving Throw: Dodge, at -3, -1 for each additional 10 fluffies summoned/sicced.
PPE Cost: 25
Effects: Target will immediately be mobbed by a horde of pastel-furred puppies or bunnies, that will leap all over them attempting to cuddle. Normally, all they’re interested in is snuggling up to the target, but if attacked with intent to harm, they’ll bite back, doing 1 SDC each per melee. Each fluffy has 1 MDC(100 SDC), Spd 16, and P.S. 1. Those caught in a plushie-pile are -2 to initiative, -1 strike, parry, and dodge other attacks, per every 10 flufflies summoned, and must roll under their P.P. to avoid tripping and falling(lose initiative and 1 APM getting back up).
10 fluffies can be summoned per level of experience.
(Optional: For those susceptible to cute things, the Horde o’ Fluffy has a Daw Factor of 13)


Soil Read(Invocation)
Level: 2
Type: Invocation
Range: Self or other by touch
Duration: Instant
Saving Throw: Standard when used on another
PPE Cost: 4(1 for Earth Elementalists)
Effects:
Simply by picking up a handful of soil while casting this spell, the mage can determine the organic/mineral content of it, its ability to retain moisture, and any contaminants that might be in it. A very useful spell for farming, especially if the caster has a Farming or Botany skill, and can determine if the soil is appropriate for growing particular crops. +10% to Farming/Gardening skills.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sun Jun 21, 2020 12:51 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
taalismn wrote:
*Horde ‘o Fluffy(Ludicrous Magic)
Level: 6
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: 3 minutes per level of experience
Saving Throw: Dodge, at -3, -1 for each additional 10 fluffies summoned/sicced.
PPE Cost: 25
Effects: Target will immediately be mobbed by a horde of pastel-furred puppies or bunnies, that will leap all over them attempting to cuddle. Normally, all they’re interested in is snuggling up to the target, but if attacked with intent to harm, they’ll bite back, doing 1 SDC each per melee. Each fluffy has 1 MDC(100 SDC), Spd 16, and P.S. 1. Those caught in a plushie-pile are -2 to initiative, -1 strike, parry, and dodge other attacks, per every 10 flufflies summoned, and must roll under their P.P. to avoid tripping and falling(lose initiative and 1 APM getting back up).
10 fluffies can be summoned per level of experience.
(Optional: For those susceptible to cute things, the Horde o’ Fluffy has a Daw Factor of 13)

....snip

Sounds like this is a good spell for a day-care or pre-school teacher to know, with a few "nanny state" modifications.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sun Jun 21, 2020 8:26 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
[
Sounds like this is a good spell for a day-care or pre-school teacher to know, with a few "nanny state" modifications.


"You wee beaten up by muppets?.....Did you at least capture one for my kids?"

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jul 04, 2020 11:15 am
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
Transform <type of faerie folk> Self into <type ofhumanoid mortal>
Level 8
Range: Self only
Duration: Instant transformation, Special duration
Cost: 40 P.P.E.

This magic changes the faerie that cast this spell into a the mortal type they chose for this spell. When they are transformed they are wearing clothes with the same colorings as their wings and they will look like their faerie selves, but aa the type of humanoid mortal they chose. The spell interacts/draws on with the faeries CoM nature so they can maintain the transformations as long as they want it to last. It only cancels when the caster decides not to be an elf anymore or if they die. If, for some reason, the faerie becomes with child while in elf form, the faerie is stuck till the babe is born.
footnote: Once a humanoid mortal type is picked it cannot be changed later. The faerie mage will need to craft a new spell to be transform into a different type of humanoid mortal.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jul 04, 2020 3:03 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
taalismn wrote:
Since I couldn't find a spell to cheaply turn animals into mini-monsters for a TW device I had in mind, I created this Summoning spell:

Summon Shadow Kitten (Invocation)(6th Level)
Level: 6
...snip.

Found one Page three of Rifter 13.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jul 04, 2020 8:33 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
taalismn wrote:
Since I couldn't find a spell to cheaply turn animals into mini-monsters for a TW device I had in mind, I created this Summoning spell:

Summon Shadow Kitten (Invocation)(6th Level)
Level: 6
...snip.

Found one Page three of Rifter 13.



Thank you. Now either a rival company can conjure up other critters to shoot at people, or I can field another critter-gun.

"BLAM! Platypus to the face!"

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


          Top  
 
Offline
 Post subject: Re: Invented Spells
Unread postPosted: Sun Jul 05, 2020 11:22 am
  

User avatar
Hero

Joined: Mon Jul 23, 2001 1:01 am
Posts: 1047
Location: auburn
taalismn wrote:
drewkitty ~..~ wrote:
taalismn wrote:
Since I couldn't find a spell to cheaply turn animals into mini-monsters for a TW device I had in mind, I created this Summoning spell:

Summon Shadow Kitten (Invocation)(6th Level)
Level: 6
...snip.

Found one Page three of Rifter 13.



Thank you. Now either a rival company can conjure up other critters to shoot at people, or I can field another critter-gun.

"BLAM! Platypus to the face!"

No Perry the platypus?


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sun Jul 05, 2020 10:04 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
That would be a conversion, and we don't do conversions.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Tue Jul 07, 2020 3:33 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
Summon: Capture Slime


In a world not far from our own, but farther away then you could travel the path of magic there stepped sideways . They are more highly developed summoning magic in a way that you would think I was insane If I told you about even a fraction of what I know of it.

What, you really want to know? Okay I’ll tell you about One of their magic summonings. You know how the wizards have the spells carpet of adhesion & the Magic Net spells to immobilize individuals? The wizards...use talisman like card to work their magic through when using their summons magic. The wizards of the other world found a summon that can be bound to the magic card and through the magic binding it to the card It is changed into a useful form or augments them with spell like abilities. These summons, when first summoned look nothing much more than ordinary slimes. When the slime is bound to the summing card it gains the ability or form defined on the card. When bound to be a Capture Slime, when summoned from the card it is launched (or thrown) at a target of the Mage’s choice. Once it hits the target, the slime flattens out and flows into tentacles that wrap around the target. Holding the target in place.

But the thing about the ectoplasmic entity called slimes, they eat natural fibers. Whether it is plant fiber or some sort of hair or fur, they are its natural protein source. So you’d better hope that the teens you caught sneaking into the palace to crash the ball isn’t some Duke’s daughter. If it was , then it’s would of been better not to use the slime to detain her.

Slime cards will replace the normal spell card in the Card Mage’s normal selection of cards. (Using the number of active card is equal to the mage’s PE x Level.) Counting as two cards, while it contains a bound slime entity. The magic circles and writings for the card bind and modify the slimes that are bound within. There are slimes that spit fire, and ones that shock everyone within a certain distance of them when they discharge their magic. The slime summons only stay only while being used. After discharging their magic they return card till summoned again.

Capture Slime Card
NAR & SDC (of energized card): 52 SDC & NAR: 13.
Range: 30 feet + 5 feet per level of user.
Slime P.S.: 30.
Duration: 30 minutes +5 minutes per level of user.
SDC of slime: 20 (physical attacks pass right through slimes.)
PPE to make card: 70.
PPE for energizing the card and binding: 15 to energize & 25 to bind the slime.
PPE to use the card: 15. (after the duration has ended the user can maintain the effect for 1 PPE for every 3 minutes.)

Note: Card Magic is found in R24.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Tue Jul 07, 2020 6:16 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
Summon: Capture Slime
.



Ouch....useful and good use of Rifter-introduced schools of magic, but I'm sure somebody out there will start calling it the 'Hentai Tentacle Card'...like I just did. :|

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Tue Jul 07, 2020 10:04 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
Godiva’s Garb(Invocation)
Level: 6
Type: Invocation
Range: 15 ft +5 ft per level of experience
Duration: 25 minutes per level of experience
Saving Throw: Standard
PPE Cost: 18
Effects:
This render’s the target’s clothing completely invisible, though not to themselves. The target of this spell will appear to be stark naked, though anything in their pockets(such as money or weapons) will appear to be floating next to their skin. The victim, however, will be blissfully unaware of their exposure, unless they happen to look in a mirror and see themselves nude. Besides the prank applications, this spell has been used for security screenings and physical examinations where undressing isn’t convenient or recommended(like in freezing conditions).
Does not affect body armor or magical clothing.

_________________
-------------
"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 Thu Jul 09, 2020 8:48 pm, edited 2 times in total.

          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Tue Jul 07, 2020 11:50 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
taalismn wrote:
Godiva’s Garb(Invocation)
Level: 6
..snip

It has been done. ;) :D

Quote:
Emperor’s New Clothes
This spell causes the victim’s clothing/armor to turn completely invisible; down to their underwear(or INCLUDING their underwear, if so desired). The target can still feel the weight and texture of their clothing/gear, and still benefit from all protective values/qualities of their clothing; it’s just that it is now completely invisible.
The saving throw is for the victim; if the victim fails, they are unaware that to everybody else, they appear naked. A successful save means the victim now sees that his coverings have become completely transparent.
Note: Does NOT work on magically enhanced garments, magical armor, or power armor.
Level: 5
Type: SPELL/ Invocation
Range: Touch or 10 ft +2 ft per level of experience
Effects: Renders clothing completely invisible
Duration: 5 minutes per level of experience
Saving Throw: Standard for the victim to perceive the transparent state of their clothing
PPE Cost: 18


Besides, Godiva was just stripped of all signs of rank. Not doing the ride of shame, like Cerci did the walk of shame.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Wed Jul 08, 2020 9:09 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
taalismn wrote:
Godiva’s Garb(Invocation)
Level: 6
..snip

It has been done. ;) :D



I stand corrected.
Withdrawing it.
It happens. :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
------------


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Wed Jul 08, 2020 11:19 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
taalismn wrote:
drewkitty ~..~ wrote:
taalismn wrote:
Godiva’s Garb(Invocation)
Level: 6
..snip

It has been done. ;) :D



I stand corrected.
Withdrawing it.
It happens. :wink:

Why? The other one was done by this guy that goes by taalismn. :angel:
I really don't think he will really mind it if you did a modern version of the spell.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jul 09, 2020 12:52 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
taalismn wrote:
drewkitty ~..~ wrote:
taalismn wrote:
Godiva’s Garb(Invocation)
Level: 6
..snip

It has been done. ;) :D



I stand corrected.
Withdrawing it.
It happens. :wink:

Why? The other one was done by this guy that goes by taalismn. :angel:
I really don't think he will really mind it if you did a modern version of the spell.



Funny...It doesn't show up on my 'Already done' list of spells in my WP file....

Ah, there's the problem.

My apologies. I seem to have walked into an alternate universe where I did indeed post that spell. I just haven't noticed it until now...
Though I did begin to have suspicions when I caught the end of the night news, but I thought it was part of a comedy retrospective...You really elected that guy?

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jul 09, 2020 1:01 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
taalismn wrote:
...You really elected that guy?

Has had 3 1/2 years of that dream.


Seriously, put it back up. I was seriously just joking.
(or at least PM it to me.)

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jul 09, 2020 8:50 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:


Seriously, put it back up. I was seriously just joking.
(or at least PM it to me.)


Alright, alright...had to Heimlich the Redundancy Hound before he digested it..


And here's a new one for peer review.

Horde of Dentures(Invocation)(Ludicrous Magic)
Level: 7
Type: SPELL/ Invocation--Summoning
Range: 15 ft per level of experience
Duration: 5 minutes per level of experience
Saving Throw: None; dodge!
PPE Cost: 30
Effects: This spell summons up a horde of animated artificial teeth that look like sets of clakking dentures waddling along on tiny little feet. Each set has 25 SDC, Speed of 5, three attacks per melee, and does 1 SDC(or MDC depending on what the target is) on a bite. Up to six can be summoned per level of experience.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jul 09, 2020 10:45 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
*chuckles*

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jul 10, 2020 8:58 am
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
Summon Slime Cards

Or Shortened to just Slime Cards, were made possible with he discovery of the ectoplasmic entities that are now called slimes. No one really knows if the slimes were discovered and now summoned or if they are created by the magic that portends to summon them. This question only really maters for the those devel into the Core of Magic. What the magic means the rest of us is that those of us that can control the slimes with the magic cards they are bound to, can create greater magic effects with less power. This is because we put in the power to create the cards and then to activate them. And, unlike with magic scrolls or gem magic, they are not consumed with use.

The basic construction of slime cards are different then that of the spell cards or other summon cards. For they do two things: the first to bind the slime to the card and the second is to change the slime into what is effectively a magic object that is used to cast our magic through. The inscribing of the binding magic is just 20 PPE. It is the turning the slime into a living magic item….(living…maybe it is, maybe it it just a collection of ectoplasm that has been a defined form and powers.) So what is the simplest spell that can be done with a slime as a magic object? To see magic? or maybe Light a fire? The simplest magic isn’t ether of these, it is to make things shine bright to see things in the light. As such to trans for the the slime into a light. There is a 10 PPE base cost for changing the slime into a magic item via the card. Making the card into a durable object when energized costs another 20 PPE.
If making a direct conversion, then add in three times the cost. This x3 the casting cost is to make the slime just make the spell being converted. However, if the design uses the basic form of the slime it will only cost between 1.2-2 times the casting cost.

Note that Slimes will eat all natural fibers that they come in contact with. As such it is impossible to use them in tailoring magic and with the mend fabric magic. (Oil based fibers are eaten just as well as plant fibers because they are carbon based.) This is one reason that most Slime Card Mages tend to sport a hairless style for their look.

The basic listing is for using their own blood in the ink that they draw-write out the the enchantment circles to hold the magic. These costs can be lowered by using special inks with rare components. Components like: gems, semi-precious stones, blood/bone/body parts of a Creature of Magic or supernatural being. Cards made by other Card Mages still cost double unless they come with an activation word. If the activation word is used by someone other than the creator then the Card cost 50% more to use.

Examples of the difference between 2md hand casting of spells through a slime and integrating the slime into the spell.

Light of the Sun Slime Card
NAR & SDC (of energized card): 52 SDC & NAR: 13.
Range: Floats within 10 feet of the card, Lighted area: 5 foot radius per level of user.
Duration: 3 minutes per level of user.
SDC of slime: 20
PPE to make card: 55
PPE for energizing the card and binding: 15 to energize & 25 to bind the slime.
PPE to use the card: 1. The mage can continue the slime shining for 1 PPE per 3 minutes per level.
The Slime with his card is summoned forth and shines as brightly as the sun. This light will hold master vampires at bay out to 5 feet per level of the user. The slime can be pushed around with slaps of the hand. However, looking at the slime while it shines as the sun is like looking at the sun. The light will go farther out than the area it can prevent Vampires from entering. The Light of the Sun Slime Card, is concidered a Lighting Card because it uses the magic it light up an area.

Where as a…
Globe of daylight Slime Card
NAR & SDC (of energized card): 52 SDC & NAR: 13.
Range: near self, up to 30 feet away.
Duration: 3 minutes per level of user.
SDC of slime: 20
PPE to make card: 60.
PPE for energizing the card and binding: 15 to energize & 25 to bind the slime.
PPE to use the card: 2.
When the Card Mage activated this card the slime appears near the mage and fades from sight as a Globe of daylight appears within 30 of the card. The spell ends at the end of the duration.

While some mages will make their slimes cast the traditional spells, most will create their cards to get the discounts afforded by using the slime directly in the spells. Like if they are trying to ’See’ something then the the Slimes are usually used like lenses to be looked through. Or like in the example, if they want to light up the area having the Slime be the source of the light. Or if the magic is an attack magic having the slime spit the attack magic at the target, or burst in an area effect attack. Or if it is sensing something having the slime drift towards what it was made to sense.

Most uses of a Slime Card the slime will automatically be drawn back into the card right then. And stays there till summoned to perform the same magic. However, with healing magic it is a bit different when there is extreme damage done to the subject. To heal a person that has major trauma done to them, the slime has to enter the subject’s body, ether through an orifice or a wound. The slime will pull together any wounds and hold them together till they heal. Strangely the results in the wounds healing without scaring. If organs are damaged, the slimes will replace the damaged parts with themselves, till new organ flesh grows into them. Once the body has healed itself, the slime dissipates, returning to the card. The Slime card that has been used for this extreme damage cannot be used again till the slime is back in the card. Because of their usefulness, sometimes Healing Slime cards are set to be triggered by a power word ( this add 30 PPE to the cost to make the card) that anyone can use if they have the PPE to power it.

Multiple Slimes in one card costs another 20 PPE to the cost of making the card. However, this only makes another slime available for the same spell/magic the card. So take the healing slime cards with 10 slimes in it would be able to treat 10 critically wounded people where are if there were only 1 slime bound tot he card could only treat one critically wounded person. To give another example, a Capture Slime Card, with multiple slimes could detain 10 people if it had 10 slimes bound to the card, while a Capture Slime Card with only two slimes could only capture two people.

Example of another detention card..

Bolo Slime Card
This slime card has the same intent as the capture slime card, to detain those captured. When shot at the person(s) to be detained it flattens out into a spinning disc and flys much like a frisbee most of the way. When it gets close, the slime sends out multiple 5 foot tentacles, that wrap around limbs and body parts so the target(s) wrapped up can’t run away. The nimble can avoid the tentacles by dodging somehow. This is a capture card.

NAR & SDC (of energized card): 52 SDC & NAR: 13.
Range: 40 feet + 7 feet per level of user.
Slime P.S.: 25.
Duration: 30 minutes +5 minutes per level of user.
SDC of slime: 20 (physical attacks pass right through slimes.)
PPE to make card: 70.
PPE for energizing the card and binding: 15 to energize & 25 to bind the slime.
PPE to use the card: 15. (after the duration has ended the user can maintain the effect for 1 PPE for every 3 minutes.)

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jul 10, 2020 8:59 am
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
Seeing Cards
With these types of slime cards, the slime that appears can take many forms, a lens that floats in the air where the card mage wills it, or they take on the form of a monocle or a pair of spectacles. O if the mage is wearing a hat the slime will attach to the rim of the hat like a clear visor. What type of viewing lens the slime forms into much be defined during card creation. Seeing slimes can be handed off other once they have settled into form.

Slime of Reading Other Languages Card
The slime will allow the mage to read languages that are not their own for 10 minutes for every four PPE used to power the magic through the slime. However, the mage must be literate in at least one language for the translation magic to work. As the slime is used more and more it will be able move from direct literal translations to true translations.
PPE to make Card: 58.

Slime of Seeing the Unseen
The slime will let the mage see solid objects that are there but are unseen, and to see spirits, ghosts, and other otherwise unseeable beings and entities. The slime needs 4 PPE to show the unseen to the mage for 5 minutes, within 200 feet of the user.
PPE to make Card: 58.

Slime Card for Seeing Magic Power
With this Slime card the slime lets the mage see the flow of magic around them and the relative amounts of magic that are in people, and other beings down to 5 PPE, out to 100 feet of the user. If there is magic actively being cast it will show up as a halo about the caster and target, with the caster being the brighter of the two until the magic is cast. If there is magic continuing to work its effects in an area, the mage will be able to see it is there. Even thou the magic does not tell the mage what sort of magic the active magic is.
PPE to make Card: 60

Seeing Auras Slime Card
When the mage wants to see auras of the living things around her, she will turn to this slime card. It will show the Mage a kaleidoscope image of all the living things around her. It takes time for the mage to develop the skill to read the patterns she is seeing. but at bare minimum the mage will know about what she is seeing will be the same as the normal spell and psi power that looks at the auras of living things. Magic items will have their own aura, the mage looking one them will be able to differentiate between normal magic items, rune objects and holy objects. Read the Kaleidoscope: 20% +5% per level. This skill must be taken to be able to read deeper meaning of the visual information. The Kaleidoscope gives readings about what is within 100 feet of the user, for a whole minute per 12 PPE used.
PPE to make Card: 62

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jul 10, 2020 8:27 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
"We've been slimed." :P


Programmable ectoplasm is a fascinating idea...
Now I wonder...how 'Intelligent' can you make the stuff?
If you can 'program' it, is it possible that such already takes place in the psychic 'wild'? We know ghosts exist, and there arguably free ectoplasm that's been imprinted by strong emotion/psychic impact.
But seriously, it would interesting seeing a take on an 'Invisible ecology', in this case ectoplasm imbued with rudimentary (animal) intelligence, and promptly put in harness through the device of cards.
Suggests a whole new field of ectoplasm-related applications, from 'dislike you cards' that punch out the reader when the (greeting) card is opened, to more intelligent and utilitarian apps such as handyman cards that can, when activated, carry out simple labor tasks.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Tue Jul 14, 2020 11:17 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
Attack Slime Cards
These typically come in two styles, spitting elements as a ranged attack or an area burst magics. Most of the ranged magics are able to be spat 100 feet +5 feet per level. With the only saving throw being to dodge the elemental effects. Area burst magics tend to be 20 feet across.

Sensing Slime Cards
With these cards, the slime manifests an d ether drifts in the direction of what is type of thing being sensed or trans formed into a pointing shape that points towards what is being sensed for.

Shading/Dark Slime Spells, are those spells that cause there to be an area of shadow or darkness.

Changing Slime Cards, change a physical aspect of the target of the spell. Changing the weight more or less, making the target smaller or bigger, changing the target’s coloring. typically each cards can only effect the target negatively or effect it positively.

Other divisions in Slime Cards follow the core effects. Other core effects are: Pretending, Shocking/breaking chi/breaking concentration, Frightening, Warning, Hiding, Repelling, Protecting, Sustaining (the physical body), Traveling, Binding, Deceiving, Skills (boost, penalizing, transferring), Stronger/Faster, Controlling Others, Nulling Other’s Magic, Changing Shapes, Silencing/Louder, Making Space, Making Tools, Control Natural Events, Finding/Making Friends, Making Links, and Empowering & Draining.

Most spells will have their core ideas within one of these divisions.
(Yes, I acknowledge that there are some that fall into more than one, and that there are some that don't fall into any of the above. Use your brain to best effect to think of a best fit. This might take to wait till you can see what funkyness turns up during the writing to decide which type it falls into.)

As the person who wrote these up... I seriously suggest that if there is no funkyness in the spell Don't Write It As a Slime Card Spell. Just make a regular spell card. These are to add character to the Mage, sort of like some of the Spell caster flaws found in the TtGD NB gamebook or that Rifter that has more.

The last Card Type is ether normal Magic Cards or Slime Cards. While it is possible for Player Characters to possess or make them, it is an irresponsible GM that lets the PC have them in his or her game. Every Card of this type is UNIQUE!!!! and should have a dangerous story to go with it. Whether the story is of the maker going through to make the card and the enemies made in the process, or the story is of the people trying to get it or trying to prevent anyone from getting it. So the player who wants their character to make one of these cards will have ether doomed whatever party they join to a world of "" adventure "" (aka pain in the keister.) Both the ones that adventure with him to gather the components, and the ones that party with him because of all the enemies trying to ether get revenge or just get the card.

The McGuffin Card Type.

To give an example
(I've omitted/didn't write up certain aspects of it for GM'y reasons.)

Dazed and Confused in Cair Itom (McGuffin Slime Card)
There is only one mage in the known world that is able to make this card. Because of aspects of the spell imbedded in this card, the card mage hides his, or her, identity quite well to evade even the royal investigators. There have been many of them that have, after waking up days later riding in a slave cart headed away from the capital. At the core of the magic is a metamorphosis spell that turns the customer into the opposite gender and different race, as well as setting up a new, temporary, personality for the durations of the magic. While under the influence of this magic they don’t remember who they were, but afterwards they will remember everything that happened normally, mostly. The customer pays up-front 2,000 to 5,000 gold pieces upfront along with a sample of their blood. The customer is told that the blood sample is for making a magic item that only they can use. To a point this is correct. To bypass the normal protections the soul have verse being tampered with, the card essentially tricks the soul into thinking the customer is casting the spell on themself, even though the card mage is providing the magic power.

What essentially happens is the the slime covers the customer with itself and changing the customer into a new humanoid form. Then a second Slime enters the customer while the transformation is taking place and takes over the personality centers of the customer’s brain and then, after they get dressed in gender appropriate clothes, they go out on the town to do some ‘slumming’.

The reason the Royal Investigators have gotten involved is that one of the Emperor’s favorite nieces tried it out and now is missing. (The truth behind this is that the emperor’s niece found out that he wanted to marry her off to an old count from the eastern edge of the empire, and ask the provider to give her a new body and skills set to be able to survive not having the pamperer life of a noble brood cow. It has been three years since then and has become quite a card mage to rival her master at staying unknown as her master has. Keeping to her new body most of the time so the link between body parts like hair and other is cut or masked. Her master, the one that developed this spell combination is a nightstalker dragon with a skewed sense of treasure. For all the blood samples, the the parts left over from in the making of the Cards, go into a stasis bank/vault for use later. Like giving herself the form of the customer she wants to frame for theft or something worse.
Duration: the customer’s P.E. hours times two. Two hours before the ending of the spell the customer’s temporary personality will know it’s time is about to end and head to a pre-determined spot where there is a change of clothes waiting for the customer.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sun Jul 19, 2020 11:05 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
Dazed and Confused in Cair Itom (McGuffin Slime Card)


Ouch....Disguise AND Grand Theft Body all in one.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Sep 24, 2020 6:38 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15959
Location: Eastvale, calif
need some help with the PPE cost...


Level 13 Chi Magic spell
Transmute Into Being of Pure Chi (Unique)
Range: Self/other by touch.
Duration: three days per level of caster.
Saving Throw: standard save vs magic for unwanted bespelment.
PPE Cost: ???

When cast on oneself or another by touch this magic changes the chaster’s/effected’s body into a pure chi body of the type of chi they are filled with. The char will have a chi body with their current chi +HPx3 and +SDC scores added to the current chi. Both the transformed caster and the transformed other have both the abilities and weaknesses of chi beings. The Chi cost for this spell must be the same polarity of the transformed.

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own opinions or house rules, they need to be listed/declareds as your own opinions or house rules.

Crimson
Eleven
Delight
Petracor


Last edited by drewkitty ~..~ on Tue Sep 29, 2020 7:01 pm, edited 1 time in total.

          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Sep 26, 2020 7:47 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
Adhesion(Minor)
Level: 3
Type: Invocation
Range: Self or other by touch
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 4
Effects:
This spell causes the limbs to take on the adhesive characteristics of a gecko foot or moelcular adhesion pad, allowing the person to stick to just about anything, and climb like a spider. Gravity still has an effect on the person, though, so they must still cling or hang from sufficient grip points to support their weight(no running up walls, for instance).


Adhesion(Major)
Level: 5
Type: Invocation
Range: Self or other by touch
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 7
Effects:
Same as for the Minor version, only the person can now support their own weight perpendicular to gravity, and hang upside down without ill effect. This means that the person can run up walls at their maximum running speed, rather than climb up them at a slower pace.


Playback(Invocation)
Level: 5
Type: Invocation
Range: 10 ft per level of experience for the point of playback
Duration: Plays for 3 minutes per level of experience. The recording itself can be held for 24 hours per level of experience.
Saving Throw: Standard
PPE Cost: 12
Effects:
An auditory illusion spell, Playback allows the mage to pre-record sounds or speech to be played back later. The point of origin of the played-back sounds can also be projected, like ventriloquism.
If the Mage has a Perfect Recall psionic ability or memory magic spell(like Memory Bank), they can use sounds they have heard drawn from their memory and transpose them on the Playback spell.
Playback can be used to record 3 minutes of sound per level of experience.

Optical Displacement(Invocation)
Level: 3
Type: Invocation
Range: Displaces the target’s image 10 ft per level of experience
Duration: 4 minutes per level of experience
Saving Throw: Standard
PPE Cost: 5
Effects:
This spell is a limited form of invisibility. Instead of rendering the person unseeable, it instead shifts their image at a distance, line of sight, from them. So, while they cannot be seen in their real location, their image can be seen some distance away, doing what they are currently doing, but at a remove.


Dispel Illusions(Invocation)
Level: 5
Type: Invocation
Range: 15 ft per level of experience
Duration: Instant and permanent
Saving Throw: The illusion being dispelled gets a standard saving throw, plus any bonuses from the illusion-caster’s spell strength.
PPE Cost:15
Effects:
This spell works in similar fashion to Negate Magic, but works only on illusionary spells. Because magic illusions have less ‘substance’ that other spells, the cost to disrupt them is less, but the spells do get a saving throw(with bonuses from the original spellcaster’s spell strength.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sun Sep 27, 2020 1:05 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6908
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
I like the Adhesion spells. About time a mage cold do what supers can only with a spell and not powers. Nice.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sun Sep 27, 2020 8:20 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
I like the Adhesion spells. About time a mage cold do what supers can only with a spell and not powers. Nice.


Thanks...I know there's a Climb spell, but nothing like Spider Climb from D&D, and that would be SO useful. So I checked and I checked, and yet to the best of my knowledge, nobody else had done an adhesion spell(maybe because everybody jumps to Fly Like an Eagle?).

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Oct 02, 2020 8:11 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
Conversational Digression(aka Flabert’s Flapping Gums)(Invocation)
Level: 4
Type: Invocation
Range: 80 ft +10 ft per level of experience.
Duration: 15 minutes per level of experience.
Saving Throw: Standard
PPE Cost: 10
Effects:
Cast on a talking person, this compels them to lose focus in the conversation, and begin going off on tangents, meandering off-topic, losing sequential order to events they’re trying to relate, and getting so off the point that listeners can be trapped in a long, drawn-out discussion or rather monologue. Unlike the Lost for Words spell, the speaker -CAN- relate useful information, it’s just that it takes a LONG time for them to get around to actually telling it(the spell duration is a good indication of how long it generally takes for the person to get around to actually saying what it is they meant to say at the onset of the conversation). A simple set of instructions becomes a long soliloquy on the virtues of personal hygiene or a verbal tour of the speaker’s childhood as derails of the original line of conversation. To listeners this is just generally boring and annoying, or frustrating if they urgently need some information from the targeted person. For the victim, the aftermath of the spell can leave them fatigued, sore, hoarse, and embarrassed for what they might have said under the magic’s influence.

Synesthesia(Invocation)
“I can taste...BLUE!
Level: 3
Type: Invocation
Range: 10 ft per level of experience.
Duration: 5 minutes per level of experience
Saving Throw: Standard
PPE Cost: 7
Effects:
Synesthesia is a condition in which sensory stimuli interpretation seems to get crosswired in the brain, so sounds, smells, tastes, tactile sensations, and sight seem to have distinctive other stimuli associated with them. Rather than the mild cases that some individuals are born with, this spell endows the victim with a more intense case of it; swapping their sensory inputs and interpretation around and producing all manner of bizarre sensations and experiences; a friend’s shout becomes a pins and needles feeling all over the listener’s body, looking at a wall of a particular color generates a flood of flavor in the mouth, an odor becomes a blinding riot of color. This can be very distracting(‘Wow! The sounds! They’re FUZZY”)(-1d4 on initiative, and lose 1 APM), but it can also be useful in pattern recognition(+2 to Perception, +5% to Detect Ambush/Detect Concealment skills) and the person will be more easily able to detect things such as imitated/false voices/noises if they’ve heard the original before(the imitation may not ‘taste’ or ‘feel’ right). Ludicrous Mages LOVE to cast this spell on themselves and others, claiming it helps in ‘brainstorm jams’ .

Transfer Curse(Minor)
(Invocation)
Level: 6
Type: Invocation
Range: Touch
Duration: Permanent(or until the curse runs its course)
Saving Throw: The new host of the curse can, if they wish, refuse to take the curse, in which case they save as standard. Animals save at -4.
PPE Cost: 15
Effects:
This spell attempts to remove a Minor curse by transferring its focus to another living being, usually an animal or a volunteer. The mage touches the cursed person with one hand and the intended new host of the curse with the other, while chanting the required spell.
The caster’s chance of success is modified by the difference in spell strength between the original caster of the curse and the caster attempting to transfer it. So if a mage with a +1 to spell strength is attempting to move a curse afflicted by a mage with a spell strength of +3 then the transfer is made with a penalty of -2.
There is no limit to the number of times a mage can attempt to move a curse, but after four failures in a row, a fifth attempt (and failure) results in the curse being transferred to the mage instead. Save versus magic or both the original host and the transferring mage get identical curses.
The caster can attempt to use this spell to move Major Curses, but the attempt is at an additional -2 to succeed.

Transfer Curse(Major)(Ritual)
Level: 9
Type: Ritual
Range: Touch
Duration: Permanent(or until the curse runs its course)
Saving Throw: The new host of the curse can, if they wish, refuse to take the curse, in which case they save, but at -3.
PPE Cost: 60
Effects:
This is a more involved attempt to remove a powerful curse by moving it to another living being. Unlike Minor curses, Major curses can ONLY be moved to another intelligent being, and not animals. This spell requires a ritual, with the caster standing between two linked magic circles, one holding the cursed individual, and the other the intended new host of the curse.
As with the Minor version of this spell, the caster’s chance of success is modified by the difference in spell strength between the original caster of the curse and the caster attempting to transfer it. So if a mage with a +1 to spell strength is attempting to move a curse afflicted by a mage with a spell strength of +3 then the transfer is made with a penalty of -2.
There is no limit to the number of times a mage can attempt to move a curse, but after three failures in a row, a fourth attempt (and failure) results in the curse being transferred to the mage instead. Save versus magic or both the original host and the transferring mage get identical curses.
The caster can attempt to use this spell to move Curses of Legend(such as afflicts the Invalians), but the attempt is at -8 to succeed.

Summon Thunderstorm(Invocation)
Level: 12
Type: Invocation
Range: Immediate area around the mage or up to 2 miles away. Covers a 2,000 ft radius per level of experience.
Duration: 15 minutes(100 melees) per level of experience
Saving Throw: None
PPE Cost: 240(Air Elemental Warlocks and Fusionists cast it at HALF PPE cost)
Effects:
This spell summons a powerful thunderstorm, complete with driving rain and violent lightning. Rain will fall at a rate of 6 inches an hour. Unlike Call Lightning spells which are directed energy attacks, Summon Thunderstorm bolts are random and less powerful, but there’s more of them during the duration of the storm. Summon Thunderstorm produces a shorter duration atmospheric disturbance than the proper 13th level Summon Storms, but the effects are arguably more violent.
For every melee caught in the storm, there’s a 20% chance that people will get zapped by a random bolt of lightning(1d6 MD); this chance rises +20% if the target is clad in metal, and another +15% if the target is taller than any other object in the vicinity.

(courtesy of a suggestion by Stone Gargoyle)

Fists of Light(Invocation)
Level: 8
Type: Invocation
Range: Self or others by touch
Duration: 15 minutes per level of experience
Saving Throw: Special(see below)
PPE Cost: 28
Effects:
This spell creates brightly glowing gauntlets that allow the wearer to do damage to creatures of supernatural evil, including witches and necromancers. The shining gauntlets add an extra die of damage to hand to hand melee attacks(so if the character’s punches normally do 2d4 damage, they get a +1d4), and can do damage to evil supernatural creatures and beings normally immune to physical attacks(punch out that evil ghost!). Supernatural evil beings susceptible to sunlight/bright light take extra damage as normal.
Damage will be appropriate to what the target is, so if the target is an MDC monster, the gauntlets translate the wearer’s fist damage into megadamage. If the target is an SDC mage, the target gets slugged for the appropriate amount of SDC. This effect wll NOT work through armor(so if an SDC mage is wearing MDC armor, the Monk of Light punching him will not do megadamage to the mage’s body armor). The gauntlets also cushion the wearer’s hands, so punching the evil dragon will not break the attacking street rat’s knuckles.
Targets must save versus magic every time they are struck by the gauntlets. On a save they take NO damage, aside from any from the actual fists of the wearer(so if the wearer does megadamage normally with their punches, a monster would take normal damage from the strike, if they could be damaged by such. On the other hand, if the mage is an SDC being who normally does only SDC damage, and the target is a megadamage monster, the target takes NO damage at all).
Note, none of the above bonuses apply to handheld weapons, even if they are wielded in the gauntleted hands. Nor do do they do extra damage of any sort to supernatural beings of Light/Good.
The light cast by the gauntlets is bright enough to illuminate a room, but not blindingly so.
Ordinary evil-alignment beings will only take the wearer’s normal punch damage from attacks, no other effects.
Those struck with the gauntlets will suffer glowing wounds that glow for 1d6 minutes after each strike.

Touch of Darkness(Invocation)
Level: 8
Type: Invocation
Range: Self or others by touch
Duration: 15 minutes per level of experience
Saving Throw: Special(see below)
PPE Cost: 36 (HALF cost to necromancers)
Effects:
Created by evil mages in retaliation for the creation of the spell Fists of Light, Touch of Darkness is similar in many respects, but is significantly different enough to warrant a separate description.
Touch of Darkness generates dark, long-clawed gauntlets over the wearer’s hands, giving them a monstrous look. The claw-gaunts are cold to the touch. Light seems to blur and dim around them, making them hard to see in combat(-1d4 to parry/dodge). The claws do extra damage to beings of supernatural Good/Light.(+1 extra die of damage)
Similar to the Fists of Light spell, the wearer’s melee strikes do SDC/MD damage as appropriate to the target, and the wearer’s hands are protected from damage.
Ordinary good-aligned beings are susceptible to the darkness-blurring effect of the claw-gaunts; besides the blur-action and extra damage, those struck with Touch of Darkness must make a save versus their magic or be struck with sudden sensitivity to light; exposure to sunlight(and Globe of Daylight spells) will cause exposed skin to redden and blister, soft tissues like lips to crack and bleed, and eyes will become acutely sensitive to glare and bright light(not just sunlight); -8 to strike, parry, and dodge in bright light without eye protection. Victims must also roll under their ME or be -1 on initiative, perception, strike, dodge, and parry due to the itching/burning sensations from sunlight exposure to exposed skin. This photosensitivity lasts 4 melees per level of experience.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Oct 17, 2020 12:08 am
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6908
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Taalismn caught an omission in this spell which would denote how many buns are created. So I edited it as follows:

Baker Magic Level Nine

Hot Cross Buns
Range: Touch; prevents approach of vampires and werecreatures for 50 foot radius, shoots fire for 100 feet, releases garlic cloud which affects vampires and werecreatures for a 50 foot radius
Duration: One hour per level of experience
Saving Throw: Standard for vampire vs. detection, none to prevent fire from striking, save vs.poison against garlic
P.P.E. cost: Fifty-Five
These garlic buns are created in the shape of a cross (a minimum of six in order to form the cross. One at the center, four points forming the cross and one more to lengthen the bottom) which can be mounted on a wall and will act as a ward against vampires and werecreatures. Chance of detection is 30%, plus 5% per caster level, which can be rolled once per melee round while the creatures are in range. If it detects them within 100 feet, the buns will shoot a bolt of fire doing 1d6 damage per caster level at the target detected. If not, they will be able to come within 50 feet but will have to save against poison gas (14 or better, PE bonus applies) or take 1d4 damage for every melee round within the range of the buns, plus 1d4 melees following.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Oct 17, 2020 12:21 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44059
Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
Taalismn caught an omission in this spell which would denote how many buns are created. So I edited it as follows:

Baker Magic Level Nine

Hot Cross Buns.



Resizing the cookie sheet accordingly. Thanks. :D

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


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: No registered users


Display posts from previous:  Sort by  
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group