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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 3:26 pm
  

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[first draft]

Spell Strike
Level: 2
Range: Line of Sight Special
Duration: intant
Saving Throw: standard -5 without bonuses
PPE Cost: 4
Created by Rhea Dragonkin, a noble wizard with flawed sight that causes her to see the world mostly though magic's, people's and object's auras; this spell is cast at a magic user to break up the spell they are in the process of casting. Unless the targeted magic user saves vs magic the spell they are forming is broken up and half the PPE to be used for the spell is lost with he break-up.
This spells effectiveness is limited by the distance the mage can see magic or see auras. For normal magic users this is limited by the spells they use to see magic or to see auras.

[for a PF char.]
(comments?)

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 4:26 pm
  

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drewkitty ~..~ wrote:
[first draft]

Spell Strike
Level: 2
Range: Line of Sight Special
Duration: intant
Saving Throw: standard -5 without bonuses
PPE Cost: 4
Created by Rhea Dragonkin, a noble wizard with flawed sight that causes her to see the world mostly though magic's, people's and object's auras; this spell is cast at a magic user to break up the spell they are in the process of casting. Unless the targeted magic user saves vs magic the spell they are forming is broken up and half the PPE to be used for the spell is lost with he break-up.
This spells effectiveness is limited by the distance the mage can see magic or see auras. For normal magic users this is limited by the spells they use to see magic or to see auras.

[for a PF char.]
(comments?)

Spell level and PPE cost should be higher, maybe even variable depending on the magic user whose spell is being disrupted.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 4:59 pm
  

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Stone Gargoyle wrote:
drewkitty ~..~ wrote:
[first draft]

Spell Strike
Level: 2
Range: Line of Sight Special
Duration: intant
Saving Throw: standard -5 without bonuses
PPE Cost: 4
Created by Rhea Dragonkin, a noble wizard with flawed sight that causes her to see the world mostly though magic's, people's and object's auras; this spell is cast at a magic user to break up the spell they are in the process of casting. Unless the targeted magic user saves vs magic the spell they are forming is broken up and half the PPE to be used for the spell is lost with he break-up.
This spells effectiveness is limited by the distance the mage can see magic or see auras. For normal magic users this is limited by the spells they use to see magic or to see auras.

[for a PF char.]
(comments?)

Spell level and PPE cost should be higher, maybe even variable depending on the magic user whose spell is being disrupted.

Spell level......so bring in some of the Druidic magic rules about which magic dominates?
Or a contested roll like in a possession or summoning domination?
Or do you mean that it should take more skill to cast than a level 2 spell?

PPE: I would rather minimize the PPE lost (which I did Bump over the normal levels for a mage losing 'concentration needed to cast a spell') by the target than increase the PPE by too much. For most mages it is already going to take a "See magic/aura" spell to use the spell strike. (If the target mage is over-acting his/her casting maybe they can forgo the Seeing spells.....)

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After that you can post your house rules....as your house rules.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 5:19 pm
  

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taalismn wrote:
snip...
Comforter(Invocation)
Level: 5
Type: Invocation
Range: Touch
Duration: Permanent
Saving Throw: None
PPE Cost: 12
Effects:
This spell endows a blanket or pillow with a mild standing empathic projection charge. The item feels warm to the touch(though it doesn’t show any actual change in temperature) and gives off an aura of love, safety, and comfort. Those suffering from depression will have a +2 to save vs Insanity, and have untroubled sleep(+2 save vs empathic projection and nightmare-inducing powers/spells), as long as they are touching the item. A favorite spell of nurturer-style tailor and hedge mages.

...snip

Question.....

Would an item with this enchantment hold off the Magic Limitation "Nightmares"? Rifter 27 page 62.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 5:25 pm
  

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drewkitty ~..~ wrote:
Stone Gargoyle wrote:
drewkitty ~..~ wrote:
[first draft]

Spell Strike

(comments?)

Spell level and PPE cost should be higher, maybe even variable depending on the magic user whose spell is being disrupted.

Spell level......so bring in some of the Druidic magic rules about which magic dominates?
Or a contested roll like in a possession or summoning domination?
Or do you mean that it should take more skill to cast than a level 2 spell?

PPE: I would rather minimize the PPE lost (which I did Bump over the normal levels for a mage losing 'concentration needed to cast a spell') by the target than increase the PPE by too much. For most mages it is already going to take a "See magic/aura" spell to use the spell strike. (If the target mage is over-acting his/her casting maybe they can forgo the Seeing spells.....)

I think it would require more skill and it should require contesting of some kind to see which dominates, yes. A level 1 or 2 magic user would not know this spell. It gives you basically the same thing as negate magic that is level 8 and has a PPE cost of 30. Somewhere between the cost of negate magic and what you have there is where your spell should be. At least level 5, I should think.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 6:02 pm
  

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The Energy Bolt will also stop a spell caster from finishing a spell if it hits before the target finishes casting. Yet SS doesn't do any damage to the target.
Spell Strike isn't negate magic, it only disrupts magic that is in the middle of being cast. When it is the most vulnerable, because it hasn't been formed/finalized yet.

2nd draft

Spell Strike
Level: 4
Range: Special
Duration: intant
Saving Throw: standard -5
PPE Cost: 6
Created by Rhea Dragonkin, a noble wizard with flawed sight that causes her to see the world mostly though magic's, people's and object's auras; this spell is cast at a magic user to break up the spell they are in the process of casting. Unless the targeted magic user saves vs magic, the spell the magic user is forming, is broken up and One PPE is lost with he break-up.
This spells effectiveness is limited by the distance the mage can see magic or see auras. (If there were no Aura LoS limitations it would have a range of 100 yards). With normal experienced magic users, the main limit by the range of the spells they use to see magic or to see auras.


[Though process: about the ST: is that the target is in the process of casting a spell and thus distracted from defending vs a spell.]

_________________
Answering the OP's question with the canon answer should be done First.
After that you can post your house rules....as your house rules.

May you be blessed with understanding,
and the ability to change course when you are off the mark.


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 6:11 pm
  

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Comment: "Your inferiority complex might be justified."
drewkitty ~..~ wrote:
The Energy Bolt will also stop a spell caster from finishing a spell if it hits before the target finishes casting. Yet SS doesn't do any damage to the target.
Spell Strike isn't negate magic, it only disrupts magic that is in the middle of being cast. When it is the most vulnerable, because it hasn't been formed/finalized yet.

2nd draft

Spell Strike
Level: 4
Range: Special
Duration: intant
Saving Throw: standard -5
PPE Cost: 6
Created by Rhea Dragonkin, a noble wizard with flawed sight that causes her to see the world mostly though magic's, people's and object's auras; this spell is cast at a magic user to break up the spell they are in the process of casting. Unless the targeted magic user saves vs magic, the spell the magic user is forming, is broken up and One PPE is lost with he break-up.
This spells effectiveness is limited by the distance the mage can see magic or see auras. (If there were no Aura LoS limitations it would have a range of 100 yards). With normal experienced magic users, the main limit by the range of the spells they use to see magic or to see auras.


[Though process: about the ST: is that the target is in the process of casting a spell and thus distracted from defending vs a spell.]
This seems better. Part of the objection I had was with the target magic loser lsing so much PPE but you have changed that here. But if your goal is to interrupt the spell being cast, you could do that with water and save yourself some PPE. I am looking at it as you are trying to stop magic with magic, which is why I compared it to the Negate Magic spell.

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 Post subject: Re: Invented Spells
Unread postPosted: Wed Dec 02, 2020 8:56 pm
  

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drewkitty ~..~ wrote:
taalismn wrote:
snip...
Comforter(Invocation)
Level: 5
Type: Invocation
Range: Touch
Duration: Permanent
Saving Throw: None
PPE Cost: 12
Effects:
This spell endows a blanket or pillow with a mild standing empathic projection charge. The item feels warm to the touch(though it doesn’t show any actual change in temperature) and gives off an aura of love, safety, and comfort. Those suffering from depression will have a +2 to save vs Insanity, and have untroubled sleep(+2 save vs empathic projection and nightmare-inducing powers/spells), as long as they are touching the item. A favorite spell of nurturer-style tailor and hedge mages.

...snip

Question.....

Would an item with this enchantment hold off the Magic Limitation "Nightmares"? Rifter 27 page 62.


I'd say yes; it's minor magic(the Comforter), but the cited limitation isn't stated as a major curse, just general trauma. So yes, I believe the Comforter would work in this case. So, sleep well.

_________________
-------------
"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 Mar 03, 2021 9:04 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Salt Lick(Invocation)
Level: 3
Type: Invocation
Range: Touch
Duration: Instant and permanent
Saving Throw: None
PPE Cost: 6
Effects:
This spell allows the caster to createsalt(sodium chloride), drawing it from the environment and concentrating it in usable form as a bar tat can be broken up or used as asalt stick/lick . The spell creates 5 ounces of salt per level of experience(10 ounces if in a salt-ricj environment, like a brine pool, or standing in a salty body of water). A favorite of Hgh Cooks and Provender Mages.



Hunt Path(Invocation)
Level: 5
Type: Invocation
Range: Self or by Touch, radius of effect 20 ft per level of experience(and moves with the caster/touched recipient of the spell)
Duration: 10 minutes per level of experience
Saving Throw: None
PPE Cost: 10
Effects:
Touching a foot or claw print while casting this spell will cause any more marks made by the same foot or claw to softly glow within the above radius around the caster or designated tracker, and will move as the caster follows the trail of the prints. The spell will only work within 24 hours+2 hours per level of experience of the caster, after which the psychic ‘residue’ on the prints fades(other, more conventional tracking methods may still be able to work, though). Escape and Erase Path spells will block this spell.

Spruce(Ritual)
Level: 6
Type: Ritual
Range: Touch
Duration: 15 days per level of experience. Can be made permanent at the cost of 50 PPE.
Saving Throw: None
PPE Cost: 25
Effects:
This ritual effectively ‘pretties up’ cosmetic damage done to an object or material witjout actually touching any underlying damage. Paint becomes brighter and cleaner, minor dents and scratches dsappear, rust stains get covered up, glass and plastic clear up, paper becomes bleached and strong-looking, and leather looks polished and clean. However, any pre-existing damage will remain(It’s eessentially ‘magic Bond-O”). This spell has become a favorite of hockers selling damaged goods.
Can affect 100 lbs of material per level of experience

Weatherbeat(Ritual)
Level: 6
Type: Ritual
Range: Touch
Duration: 20 days per level of experience. Can be made permanent at the cost of 40 PPE.
Saving Throw: None
PPE Cost: 20
Effects:
This spell ages the appearance of an object, making it appear much older than it really is. The spell doesn’t actually cause any sort of decay or age-related damage to the object’s material, but makes it appear as if it has been exposed to the elements for a protracted period of time(5 years per level of experience). So clothing and fresh paint assume a faded or sun-bleached look, paper looks yellowed and brittle, leather and rubber get wrinkles, and metal gains a patina. A favorite of forgers creating ‘authentic’ artifacts and those wishing to disguise items(especially stolen goods).
Can affect 100 lbs of material per level of experience
Note: Restoration and Spruce spells break the effects of even the Permanent application of this spell.

Clear Air Turbulence(Invocation)
Level: 5
Type: Invocation
Range: 200 ft per level of experience, and affects a 50 ft area per level of experience
Duration: 1 melee round per level of experience
Saving Throw: See below
PPE Cost: 12; Air Elemental Warlocks can cast this at HALF cost and DOUBLE the range.
Effects:
This spell creates a large pocket of agitated air with chaotic air currents powerful enough to cause problems for fliers.
Aircraft and technological fliers must roll the appropriate piloting skill roll to retain control of their air vehicle. -25%+5% per level of experience of the caster, to retain control of their aircraft.
Organic fliers must roll under their P.P. to avoid being thrown their speed per melee in distance off-course. Lose intitiative and bonuses to strike, parry, and dodge, and -1 APM that melee.


Fur Coat(Invocation)(Ludicrous Magic)
Level: 6
Type: Invocation
Range: 10 ft per level of experience
Duration: 60 minutes per level of experience
Saving Throw: Standard
PPE Cost: 18
Effects:
This causes the spell’s target/victim to spontaneously acquire a full-body growth of fur 1 inch long per level of experience of the spell caster. The fur is the same color as the target’s normal/original hair, but can be modified by other appearance-affecting spells. Though initially meant as an embarrassing prank and distraction(and possible disguise), the fur is actually quite functional, and provides protection from cold; takes 1/4 normal exposure damage from cold temperatures.

You Gonna Get Creamed(Invocation)(Ludicrous Magic)
Level: 4
Type: Invocation
Range: 20 ft per level of experience
Duration: 10 minutes per level of experience
Saving Throw: None
PPE Cost: 8
Effects:
This spell fills a 10 cubic ft area(per level of experience) with a thick sticky, sweet, white foam(whipped cream analogue). Those caught in the area of effect will be blinded by the thick white stuff, their movements hampered, and their breathing choked if they accidentally inhale any. -6 to strike, parry, dodge, roll, and entangle, and reduce Speed by HALF. The whipped cream has absolutely no nutritional value if eaten(it’s empty calories) and it dissolves into nothing when the spell lapses.


Thermal Vision(Invocation)
Level: 2
Type: Invocation
Range: Self or others by touch. Effective vision range is 500 ft +20 ft per level of experience.
Duration: 1 minute per level of experience
Saving Throw: Standard
PPE Cost: 2
Effects:
This spell causes the caster’s vision to see the world around them in gradients of heat, with hot objects showing up the brightest and cold objects appearing darker.

Earthspikes(Invocation)
Type: Invocation
Level: 7
Range: 25 ft +10 ft per level of experience, and covers a 10 ft area per level of experience. The spikes rise up 6 ft +3 ft per level of experience.
Duration: Instant. The spikes remain standing above ground for 1d4 melees+1 melee per level of experience.
Saving Throw: Dodge at -2
PPE Cost: 20 (HALF cost for Earth Elemental Warlocks)
Effects:
This causes sharp spikes of dense stone to sudddenly erupt from the ground, knocking over or impaling(1d8 MD+2 per level of experience) anything standing above them. Great for flipping over vehicles and chewing up infantry formations.
This spell CANNOT be performed on artificial (wood/metal/plastic) floors/decks, unless they’re in range above an earth surface, in which case the spikes shoot through the floor).

Living Torpedo(Invocation)
Level: 8
Type: Invocation
Range: Self or 1-2 others by touch
Duration: 20 minutes per level of experience
Saving Throw: None
PPE Cost: 30
Effects:
Beyond Swim Like a Fish(Superior), this spell allows the caster(or whoever they designate) to move through the water as if motorized(spd 55 knots). The subject is protected by a magical streamlining energy field while they speed along through the water.


MouseTraps(Invocation/Ward)
Level: 9
Type: SPELL/Invocation/Ward
Range: Can be created up to 25 ft away or by touch. Trap area is 10 ft sq. of experience.
Duration: 4 hours +1hour per level of experience
Saving Throw: None
PPE Cost: 55
Effects:
Arguably a combination of the Carpet of Adhesion and Field of Rakes spells, this spell creates an invisible trap that manifests itself in action as a giant glowing mousetrap. Victims activating the spell, by stepping into the trap area, get slammed hard to the ground(with an accompanying loud *SNAP!*) and pinned(the trap holds with a Supernatural P.S. of 30) until the spell runs out or until the creating mage cancels it. A Dispel Magic spell will dispel the trap.
. The spell creates 1 mousetrap per level of experience, allowing for multiple people to get caught by mousetraps, as long as they step into the target area.

_________________
-------------
"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 Mar 04, 2021 12:44 am
  

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Father Goose wrote:
taalismn wrote:
Teleport-Grab(Invocation)
Level: 12
Type: Invocation
Range: 80 ft per level of experience
Duration: Instant
Saving Throw: Standard, if the target doesn’t want to be moved. Inanimate objects do not get a save, but magic items DO.
PPE Cost: 250
Effects:
A nightmare for security officers, but a godsend for rescue workers and thieves, this is a short range teleport spell that allows the caster to, at range, grab a target in sight, and teleport it to his side or to another location within range. The main advantage of this over other magic such as magical telekinesis is both the instantaneous nature of the movement and the ability to bypass intervening hazards, such as collapsed structure. It also lacks the substitution clause of the spell Swap Places. It DOES have a flaw in that the target can, when they sense the pull of the spell, resist being teleported, but most victims/subjects of this spell, either through ignorance of what is happening, confusion, or desperation, do not resist being magically yanked OUT of a place.
Teleport-Grab can work on living creatures(and was originally devised for rescue work), but the caster MUST have line of sight on the target and the arrival location. The arrival location also MUST be a safe(at least temporarily) and stable surface/location(no teleporting people into midair over deep ravines or buckets of molten metal).
Does not work through solid materials(a pane of glass can stop it, though as long as the mage has an opening line of sight on the target, they can successfully cast the spell*), forcefields, or magic disruption fields. The mage can teleport-grab objects/beings up to 200 lbs. of mass per level of experience.

*Metal screens do NOT count as solid obstructions for the purposes of this spell.


I really like this spell. I like spells that can be used in a variety of creative ways, while still staying true to a clear purpose, and this one definitely fits the bill.
One question does come immediately to mind though:
Why does a pane of glass stop the spell, but a metal screen does not? I don't have a specific objection, but I would like to understand your reasoning.

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Oct 11, 2021 4:12 pm
  

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New Spell: Minor Enhancement
3rd level Invocation.

Duration: 1 hour per level of experience
Range: Touch
PPE: 5

This spell makes everyday items perform their normal function better than they normally would. A pair a scissors cut cleaner, and smoother. A jacket or cloak provides a bit of extra warmth and protects from the elements better than normal. A pair of boots will be more comfortable and provide slightly better traction. When cast on food, the meal is tastier and more filling. For the duration of the spell, it's as it the item was created by a superior craftsman. An SDC knife or sword might enjoy a +1 to damage or to strike, while a suit of SDC armor might enjoy a temporary boost of +10% to its protection (GM's discretion).

Limitation: Only works on common, SDC items that do not have any electronics in them. This spell is not strong enough to affect MDC items or complex machines.

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Oct 11, 2021 9:38 pm
  

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Mack wrote:
New Spell: Minor Enhancement
3rd level Invocation.

Duration: 1 hour per level of experience
Range: Touch
PPE: 5

This spell makes everyday items perform their normal function better than they normally would. .


My big complaint about this is that it's rather/too broad in its effects....It can be applied to (too) many very different things, but as the bonuses for a few items are very low/minimal, and in some cases more a matter of personal observation than anything else...especially with the food taste....It just squeaks by my strainer of credulity.

That having been said, I can see this being abused in a number of ways,....Cast it on an item you're demonstrating, and you can sell it as higher quality merchandise(if your mark can't sense the magic at work)...and hopefully be well and away before the effect wears off and your customer finds themselves with ordinary goods(maybe even substandard).
Applied to a meal, it's a last minute cover-up for getting something wrong and serving up leftovers.

_________________
-------------
"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 Oct 12, 2021 6:52 pm, edited 1 time in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Tue Oct 12, 2021 6:14 pm
  

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Location: Eastvale, calif
In some ways I like the spell as it is because it lets the caster do a wide assortment of enhancements with just one spell.

However, taalismn's comments also hold water that it is a spell with broad effects that most would be outside the examples of effects within the canon text. When applied to combat equipment I would ether shorten the duration to minutes or bump up the PPE cost significantly.

Applied to food....I would consider it like applying spices, and if the customer is coming for the good tasting food it makes, then that is what they are paying for. Thou, I can see someone sensitive to 'peanuts' might having a reaction once the magic fades

_________________
Answering the OP's question with the canon answer should be done First.
After that you can post your house rules....as your house rules.

May you be blessed with understanding,
and the ability to change course when you are off the mark.


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Oct 12, 2021 6:51 pm
  

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Mack wrote:
New Spell: Minor Enhancement
3rd level Invocation.

Duration: 1 hour per level of experience
Range: Touch
PPE: 5.


For purposes of sensing it, I'd include a Standard Saving Throw vs Magic for people handling items/eating food so enhanced...if they make the save, they recognize that there's something else at play here, and the rightly suspicious might sense some sort of magic glamor at work, while others unfamiliar with the spell might guess that it's an enhancement, however temporary, rather than an illusion.

_________________
-------------
"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 12, 2021 11:07 pm
  

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Supreme Being

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Comment: This space for rent.
taalismn wrote:
Mack wrote:
New Spell: Minor Enhancement
3rd level Invocation.

Duration: 1 hour per level of experience
Range: Touch
PPE: 5

This spell makes everyday items perform their normal function better than they normally would. .


My big complaint about this is that it's rather/too broad in its effects....It can be applied to (too) many very different things, but as the bonuses for a few items are very low/minimal, and in some cases more a matter of personal observation than anything else...especially with the food taste....It just squeaks by my strainer of credulity.

That having been said, I can see this being abused in a number of ways,....Cast it on an item you're demonstrating, and you can sell it as higher quality merchandise(if your mark can't sense the magic at work)...and hopefully be well and away before the effect wears off and your customer finds themselves with ordinary goods(maybe even substandard).
Applied to a meal, it's a last minute cover-up for getting something wrong and serving up leftovers.

Fair points.

Maybe I'll make the duration a bit odd. At the time of casting the mage has to pick one of these two options:
-- Will maintain physical contact with the item (like wearing a cloak), and the duration is 1 hour per level. However, the enhancement is immediately lost if contact is broken.
-- Will not maintain physical contact, but the duration is only 5 minutes per level.

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 Post subject: Re: Invented Spells
Unread postPosted: Wed Oct 13, 2021 12:32 am
  

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drewkitty ~..~ wrote:
I Thou, I can see someone sensitive to 'peanuts' might having a reaction once the magic fades


That raises an interesting thought: could a person use the Negate Poisons/Toxins spell to render foods they're allergic to safe for their consumption?

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