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 Post subject: Re: Invented Spells
Unread postPosted: Wed Jan 04, 2017 9:12 pm
  

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LightCoat(Invocation)
Level: 5
Type: Invocation
Range: 20 ft per level of experience, 20 ft radius glow per level of experience
Duration: 1 minute per level of experience
Saving Throw: Standard. On a successful save, the intended target can stumble free of the LightCoat(treat as a standard stationary Globe of Daylight) and escape its area of illumination.
PPE Cost: 18
Effects:
A modification of the spell Globe of Daylight, this spell wraps its target in a glowing coat of energy that glows brightly with mystic sunlight. This can be used to designate targets at night or in darkness, or cloak a person in protective light, but it is most effective against beings vulnerable to bright light and especially sunlight, as they cannot flee the radius of effect of the spell.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


Last edited by taalismn on Sat Jan 07, 2017 9:00 pm, edited 1 time in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Wed Jan 04, 2017 11:21 pm
  

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Monk

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Location: Eastvale, calif
Sounds like a merging of the GoD and Light target spell.

Maybe putting the 'uses' of the spell in a new paragraph, and changing 'coat of energy' to 'coat of daylight'.

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 Post subject: Re: Invented Spells
Unread postPosted: Thu Jan 05, 2017 4:22 pm
  

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Is it warm? I could see it in a cleric/healers toolkit. find someone who's suffering from exposure to the cold/wet. lightcoat will warm them up and dry them out. and since it's light..maybe ease any fears from being in the dark.

oh! what a neat diversion. cast lightcoat on something away from where you are to draw attention away from you. or cast it on a rabbit or something so they enemy will have something to chase.

neat spell, lots of possibilities,

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
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 Post subject: Re: Invented Spells
Unread postPosted: Thu Jan 05, 2017 5:24 pm
  

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The Oh So Amazing Nate wrote:
Is it warm? I could see it in a cleric/healers toolkit. find someone who's suffering from exposure to the cold/wet. lightcoat will warm them up and dry them out. and since it's light..maybe ease any fears from being in the dark.

oh! what a neat diversion. cast lightcoat on something away from where you are to draw attention away from you. or cast it on a rabbit or something so they enemy will have something to chase.

neat spell, lots of possibilities,



Thanks. I imagine it's as warm as a Globe of Daylight spell.
But photo-dependent beings like plant-aliens could use it to extend their activity in dark conditions. :wink:

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Jan 07, 2017 1:01 pm
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7060
based on the spell saving throw entry, i can only presume that the 290 foot radius (per level) AoE of the light was a typo.

or, alternately, making the save causes you to have the most epic stumble imaginable.


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Jan 07, 2017 9:03 pm
  

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Shark_Force wrote:
based on the spell saving throw entry, i can only presume that the 290 foot radius (per level) AoE of the light was a typo.

or, alternately, making the save causes you to have the most epic stumble imaginable.


Fixed. Thanks for looking after me again Shark_Force.
I'll save the 290 ft radius PLE for the spell Thermonuclear Sunlamp

_________________
-------------
"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 Jan 11, 2017 8:12 pm
  

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Strata-Vision(Invocation)
Level: 8
Type: Invocation
Range: Self or other by touch
Actual vision range is 80 ft+10 ft per level of experience( 50% greater range for dual Earth/other Element Warlocks, DOUBLE range for Earth Warlocks)
Duration: 1 minute per level of experience
Saving Throw: None
PPE Cost: 30 (HALF for Earth Warlocks)
Effects:
This gives the caster the ability to see through soil and rock as if it were nothing more substantial than a light mist or fog. Denser materials and strata will be seen as more opaque to the supernatural vision. CANNOT see through artificial materials such as refined metals, plastics or reinforced concrete(can see through rebar, but it's like looking through a thick fence or hedge...there's all that refined metal in the way). Great for finding buried objects, hidden tunnels, and mineral concentrations.

_________________
-------------
"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 Jan 12, 2017 5:29 pm, edited 1 time in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Wed Jan 11, 2017 10:49 pm
  

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Monk

Joined: Sat Sep 30, 2000 1:01 am
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Location: Eastvale, calif
what about unreinforced concrete?

Nice naming, it said exactly what the spell does in two words.

I would omit the "/Dual ", a warlock with two elements with one being earth is still an earth warlock.

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

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 Post subject: Re: Invented Spells
Unread postPosted: Thu Jan 12, 2017 1:17 am
  

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drewkitty ~..~ wrote:
what about unreinforced concrete?

Nice naming, it said exactly what the spell does in two words.

I would omit the "/Dual ", a warlock with two elements with one being earth is still an earth warlock.


I partially agree with this. I was wondering why a Dual Elementalist would get more than 2x the power of a pure earth warlock? Maybe i'm just reading things wrong. But in m limited understanding the effect should go something like this...

Strata - Vision: 80 ft + whatever %

Dual Elementalist (earth +): 80 ft plus some lesser bonus because the warlock ability isn't purely focused on earth

Earth Warlock: 2X power (or 160 feet for the math deficient )

Also I think it shouldn't be "stopped" by reinforced concrete, but rather hampered. They can still see through the earth material, but the rebar would put obstructions in their field of vision. Think of it like looking through a fence or the bars of a cage. You can see what's on the other side, but there are things in the way.

Just my thoughts.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

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


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 Post subject: Re: Invented Spells
Unread postPosted: Thu Jan 12, 2017 5:27 pm
  

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The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:
what about unreinforced concrete?

Nice naming, it said exactly what the spell does in two words.

I would omit the "/Dual ", a warlock with two elements with one being earth is still an earth warlock.


I partially agree with this. I was wondering why a Dual Elementalist would get more than 2x the power of a pure earth warlock? Maybe i'm just reading things wrong. But in m limited understanding the effect should go something like this...

Strata - Vision: 80 ft + whatever %

Dual Elementalist (earth +): 80 ft plus some lesser bonus because the warlock ability isn't purely focused on earth

Earth Warlock: 2X power (or 160 feet for the math deficient )

Also I think it shouldn't be "stopped" by reinforced concrete, but rather hampered. They can still see through the earth material, but the rebar would put obstructions in their field of vision. Think of it like looking through a fence or the bars of a cage. You can see what's on the other side, but there are things in the way.

Just my thoughts.


Good thoughts,

I should have said,"Warlock with dual Elements has 50% greater range, Earth Warlock gets DOUBLE range"...The order seems to mess people up in this case.
And I'll change the description to use yours about the fence...
Thanks.

_________________
-------------
"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 Jan 12, 2017 11:55 pm
  

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Monk

Joined: Sat Sep 30, 2000 1:01 am
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Location: Eastvale, calif
maybe with dual Element warlocks, that the spell will work for stuff of the other element.
Like being able to see though fog if paired with water or seeing through wood stuff if paired with fire.

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

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

My Artwork


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 Post subject: Re: Invented Spells
Unread postPosted: Fri Jan 13, 2017 9:11 pm
  

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drewkitty ~..~ wrote:
maybe with dual Element warlocks, that the spell will work for stuff of the other element.
Like being able to see though fog if paired with water or seeing through wood stuff if paired with fire.



Well, 'Penetrating Gaze' already does that for water.... :angel:

_________________
-------------
"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: Sat Jan 14, 2017 8:56 pm
  

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Zipper Jaws(Invocation)
Level: 4(Level 3 for Tailor Mages)
Type: Invocation
Range: Touch
Duration: 1 minute per level of experience
Saving Throw: None
PPE Cost: 8, 6 for Tailor Mages
Effects:
This spell causes a clothing or garment zipper to become animated and act like a predatory beast. The zipper will pull free at one end from the clothing it is a part of, and will begin to snap and bite like a snake or giant centipede. The zipper will also magically increase in length by 50% of baseline per level of experience. The animated zipper can be directed to defend its wearer, or attack them(caster’s choice).
The animated zipper has 2 attacks per melee, +1 per every 2 levels of experience of the caster.
If the zipper is ripped loose of its parent clothing, it will become inert within 1 melee. At the end of the spell’s duration, the zipper remains loose; it does NOT magically re-attach itself, and must be sewn back in place.
Plastic zippers will do 1 SDC on a snap/bite, while metal zippers will do 1d4 SDC.
Animated plastic zippers also have 4 -8 SDC, while metal zippers have 6-12 SDC*. Both gain a +1 SDC per level of the caster’s experience.
*MDC material zippers are also possible; typically 2-6 MDC.

Water(less) Bed(Ludicrous Magic)(Invocation)
Level: 8
Type: Invocation
Range: 10 ft per level of experience
Duration: 15 minutes per level of experience.
Saving Throw: None
PPE Cost: 30
Effects:
This spell turns an ordinary mattress or boxspring bed into the consistency of thin quicksand, while still retaining its shape. Anybody using it, however, will find themselves sinking into it and, depending on how deep/thick the mattress is, may be in danger of being smothered unless they can quickly extricate themselves. Those with a quick state of mind(or the Swimming skill) will be able to float themselves and remain head above the sheets until they can pull themselves out or the spell ends. Until cessation of the spell, anybody caught in the transformed mattress will be popped back to the surface(20% chance of ending up UNDER the mattress). This spell is believed to be an early Ludicrous Magic spell, harkening to when it was still an assassination art.

_________________
-------------
"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 Sun Jan 15, 2017 10:32 pm, edited 1 time in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 15, 2017 6:00 pm
  

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

_________________
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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 15, 2017 9:23 pm
  

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Monk

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Agrees with SG.

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

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

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 15, 2017 10:33 pm
  

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drewkitty ~..~ wrote:
Agrees with SG.


It be done. :bandit:

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 15, 2017 11:56 pm
  

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Monk

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Captive Spectator
Level: 5 Lud. Magic (L7 for for all other types)
Range: 20 feet per level.
Area of effect: one seat per level.
Duration: 5 min per level
Saving throw: nat die roll dodge -3.
PPE: 15

This animates chair or seat to grab onto a person to keep them in place. The spell re-enforces the chair to 200 SDC, and it takes a combined PS of 57 (or SNPS of 20) to pull free of the seat. If the seat does not have arms, this spell will magically give the seat arms to use the restrain the person.
The seat does not apply a squeezing attack pressure, just holding the person firmly, so it does not itself hurt it's target.


Captive Audience
Level: 9 Lud. Magic (L14 for for all other types)
Range: 20 feet per level.
Area of effect: 10 foot radius per level area.
Duration: 5 min per level
Saving throw: nat die roll dodge -3.
PPE: 78

Essentially the captive spectator write large. Empty seats can grab at passerby'ers if they get within 2 feet.

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

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

My Artwork


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jan 16, 2017 11:32 am
  

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Priest

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drewkitty ~..~ wrote:
Captive Spectator



Captive Audience.



THis bodes ill for a number of public events, such as Justin Biber concerts...

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jan 17, 2017 5:42 pm
  

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Champion

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drewkitty ~..~ wrote:
Captive Spectator
Level: 5 Lud. Magic (L7 for for all other types)
Range: 20 feet per level.
Area of effect: one seat per level.
Duration: 5 min per level
Saving throw: nat die roll dodge -3.
PPE: 15

This animates chair or seat to grab onto a person to keep them in place. The spell re-enforces the chair to 200 SDC, and it takes a combined PS of 57 (or SNPS of 20) to pull free of the seat. If the seat does not have arms, this spell will magically give the seat arms to use the restrain the person.
The seat does not apply a squeezing attack pressure, just holding the person firmly, so it does not itself hurt it's target.


"You're not getting up from this chair until you clean your plate! You're eating them G0D D@mned peas mister!"

When your mom is a real witch lol.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

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


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jan 17, 2017 5:57 pm
  

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Monk

Joined: Sat Sep 30, 2000 1:01 am
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Location: Eastvale, calif
The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:
Captive Spectator
Level: 5 Lud. Magic (L7 for for all other types)
Range: 20 feet per level.
Area of effect: one seat per level.
Duration: 5 min per level
Saving throw: nat die roll dodge -3.
PPE: 15

This animates chair or seat to grab onto a person to keep them in place. The spell re-enforces the chair to 200 SDC, and it takes a combined PS of 57 (or SNPS of 20) to pull free of the seat. If the seat does not have arms, this spell will magically give the seat arms to use the restrain the person.
The seat does not apply a squeezing attack pressure, just holding the person firmly, so it does not itself hurt it's target.


"You're not getting up from this chair until you clean your plate! You're eating them G0D D@mned peas mister!"

When your mom is a real witch lol.

Maybe it is apart of Parenting magic too. 8)

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

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

My Artwork


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jan 17, 2017 6:23 pm
  

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Priest

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The Oh So Amazing Nate wrote:
[
"You're not getting up from this chair until you clean your plate! You're eating them G0D D@mned peas mister!"

When your mom is a real witch lol.



"And here's the pictures we have of him as a widdle liddle baby!"
:shock: WWWRRRRREEENNNCHHHHTHUMP!THUMP!Thump!thump!
"....forgot to put carpet of adhesion on the floor. Mom."
"Oh, do be a good dear and fetch your brother back."

_________________
-------------
"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: Sat Jan 21, 2017 11:08 pm
  

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One area I find lacking in Rifts is that of magic wands. This might be considered a companion to the Magic Staff spell I shared last year.

Quote:
The Augmentive Wand (Ritual, Invocation)
Level 5
Duration: The ritual takes 1 hour. The effect is permanent until destroyed.
PPE: 50 for the ritual itself, plus other semi-permanent reductions (see below)
Additional costs: Standard wands require the donation of 10 PPE and 2 Hit Points from the mage’s base. Empowered wands require 20 PPE and 8 Hit Points. These losses remain until the wand is destroyed, after which they recover normally. Note – as this ritual requires the caster’s Hit Points, it does not work for immortal beings, or those with MDC in lieu of Hit Points.

This ritual enables a mage to create a magical wand that increases his ability to cast certain spells. During the ritual, the mage must select aspect of magic to enhance (Assault, Protection, Restorative, or Power) and the desired potency (Standard, or Empowered) of the wand. Once created, the mage then casts a relevant spell through the wand which results in a more powerful version of the spell than the mage could cast alone. The wand, made from an ordinary piece of wood and proportional to the creator, becomes a minor mega-damage structure with 10 MD.

The four Aspects (select one):
- Assault: Spells like Fire Ball, Call Lightning, Power Bolt, and the like are enhanced.
- Protection: Spells like Armor of Ithan, Protection Circles, or Wall of Defense are enhanced.
- Restorative: Spells like Light Healing, Negate Poison/Toxin, Cure Illness, or Restoration are enhanced.
- Power: Does not affect any type of spell. Instead it grants a bonus to Spell Strength.

The two Potencies (select one):
- Standard: For Assault, Protection, and Restorative Wands, the spell is cast as if the mage is one level higher than he actually is. For a Power Wand, the mage receives a +1 Spell Strength.
- Empowered: For Assault, Protection, and Restorative Wands, the spell is cast as if the mage is two levels higher than he actually is. For a Power Wand, the mage receives a +2 Spell Strength.

Example: A fourth level mage creates a Standard-Assault Wand. He pays 50 PPE for the ritual, loses 10 PPE and 2 Hit Points from his base. When he casts Fire Ball through the wand, the damage is that of a fifth level mage (5D4 MD). All other traits of the Fire Ball are unchanged.

Example: A third level mage creates an Empowered-Power Wand. He pays 50 PPE for the ritual, loses 20 PPE and 8 Hit Points from his base. Any spell he casts through the wand receives a +2 Spell Strength.

This ritual is somewhat popular with low-level mages looking to increase their mystical power. A mage may create more than one wand, provided he is willing to continue to lose both PPE and HP. Only the wand’s creator may use it. As the bonuses are less significant for higher level mages (raising one’s casting level from eight to nine is rarely momentous) it is highly unusual for accomplished mages to use a wand. Those who did use one in the beginning of their career are very likely to destroy it and recover their lost PPE and HP. In fact, many senior members of the magical community look upon these wands with disdain, refer to them as a “crutch” or a “baby’s pacifier,” and are likely to taunt the wielder.

_________________
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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 22, 2017 12:04 am
  

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Which restorative spells benefit from an increase in level? The ones I can think of really don't benefit much, if at all, from a higher caster level.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 22, 2017 9:57 am
  

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Glistam wrote:
Which restorative spells benefit from an increase in level? The ones I can think of really don't benefit much, if at all, from a higher caster level.

Good point. I didn't take a close look at those spells. May switch it to a +20% healing, or just ditch that varient altogether.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 22, 2017 1:32 pm
  

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What would the SDC value of the wand be on the PF world?

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Jan 22, 2017 2:13 pm
  

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drewkitty ~..~ wrote:
What would the SDC value of the wand be on the PF world?


Hmm... call it 50 SDC. The idea is that it's tough enough to not be easily destroyed in combat, but not indestructible. What I don't want is an opponent making a good attack and destroying the mage's prized possession. But along the same lines, I kept the ritual cost and semi-permanent cost down so that a mage could replace one if needed.

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jan 23, 2017 2:41 am
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
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the power wand is ridiculous, and nobody should ever grow out of benefitting from it in a huge way.

+2 to your spell strength is absurd. especially if you stack it with something else that increases spell DC (i think there are some races that give a bonus?)

anyone who laughs at the guy with an empowered power wand isn't going to be laughing long once they figure out just how potent it is.


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jan 23, 2017 7:46 pm
  

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Mack you might want to edit your spell to 1) add in the wand SDC and 2) have it say that only one wand bonus can be applied to one spell due to that the spell has be cast through the wand and 3) that one wand can only have one bonus in it.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Feb 26, 2017 12:47 am
  

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Pajamas
Level 5 invocation, level 4 tailor spell
Duration: perm.
Range: touch,10 feet
Saving throw: none
PPE: 27

Constructed by a Mage in Taranto Canada that ran a japanese style inn, the magic produces a set of pajamas for someone that is touched. These will appear within 10 feet of the caster and can be ether of a soft cotton like fabric or a silk like fabric. If the caster is touching the person they are for, the pajamas will fit that person as if they were made for them. At level 7 the caster can make 2 sets of pajamas, and +1 per every other additional level. The number of fitted pajamas is limited to the number of people the caster can touch.

The pajamas can take almost any form desired, fitting a human-sized being. For Giant sized people, the cost of the spell will increase with how oversized the recipient is compared to humans.

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 03, 2017 12:07 am
  

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drewkitty ~..~ wrote:
Pajamas
Level 5 invocation, level 4 tailor spell
Duration: perm.
Range: touch,10 feet
Saving throw: none
PPE: 27

Constructed by a Mage in Taranto Canada that ran a japanese style inn, the magic produces a set of pajamas for someone that is touched. These will appear within 10 feet of the caster and can be ether of a soft cotton like fabric or a silk like fabric. If the caster is touching the person they are for, the pajamas will fit that person as if they were made for them. At level 7 the caster can make 2 sets of pajamas, and +1 per every other additional level. The number of fitted pajamas is limited to the number of people the caster can touch.

The pajamas can take almost any form desired, fitting a human-sized being. For Giant sized people, the cost of the spell will increase with how oversized the recipient is compared to humans.



For permanent items of such complexity and durability, I'd raise the PPE cost(by 50% at least)....the lower PPE cost would be for limited duration 'disposable' pajamas that go POOF the following morning(one way of making sure people don't oversleep!).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 03, 2017 4:00 pm
  

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taalismn wrote:
drewkitty ~..~ wrote:
Pajamas
Level 5 invocation, level 4 tailor spell
Duration: perm.
Range: touch,10 feet
Saving throw: none
PPE: 27

Constructed by a Mage in Taranto Canada that ran a japanese style inn, the magic produces a set of pajamas for someone that is touched. These will appear within 10 feet of the caster and can be ether of a soft cotton like fabric or a silk like fabric. If the caster is touching the person they are for, the pajamas will fit that person as if they were made for them. At level 7 the caster can make 2 sets of pajamas, and +1 per every other additional level. The number of fitted pajamas is limited to the number of people the caster can touch.

The pajamas can take almost any form desired, fitting a human-sized being. For Giant sized people, the cost of the spell will increase with how oversized the recipient is compared to humans.


For permanent items of such complexity and durability, I'd raise the PPE cost(by 50% at least)....the lower PPE cost would be for limited duration 'disposable' pajamas that go POOF the following morning(one way of making sure people don't oversleep!).
Also, as a Tailor Mage spell of one level lower, should they not get the spell for less PPE cost?

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 03, 2017 6:37 pm
  

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Stone Gargoyle wrote:
taalismn wrote:
drewkitty ~..~ wrote:
Pajamas
Level 5 invocation, level 4 tailor spell
Duration: perm.
Range: touch,10 feet
Saving throw: none
PPE: 27

Constructed by a Mage in Taranto Canada that ran a japanese style inn, the magic produces a set of pajamas for someone that is touched. These will appear within 10 feet of the caster and can be ether of a soft cotton like fabric or a silk like fabric. If the caster is touching the person they are for, the pajamas will fit that person as if they were made for them. At level 7 the caster can make 2 sets of pajamas, and +1 per every other additional level. The number of fitted pajamas is limited to the number of people the caster can touch.

The pajamas can take almost any form desired, fitting a human-sized being. For Giant sized people, the cost of the spell will increase with how oversized the recipient is compared to humans.


For permanent items of such complexity and durability, I'd raise the PPE cost(by 50% at least)....the lower PPE cost would be for limited duration 'disposable' pajamas that go POOF the following morning(one way of making sure people don't oversleep!).
Also, as a Tailor Mage spell of one level lower, should they not get the spell for less PPE cost?

`ty.
will think about ways to make the spell better.

@SG
the spell was already so low that therereally was not enough "space" to lower the cost.
(you might say the spell posted is the Tailor magic spell…..)

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 03, 2017 7:38 pm
  

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drewkitty ~..~ wrote:
@SG
the spell was already so low that there really was not enough "space" to lower the cost.
(you might say the spell posted is the Tailor magic spell…..)
Then maybe make the cost 30 PPE for non-tailors.

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 03, 2017 10:26 pm
  

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2.0

Pajamas
Level 5 invocation, level 4 tailor spell
Duration: perm……special
Range: touch, 10 feet
Saving throw: none
PPE: 35 as invocation

Constructed by a Mage in Taranto Canada that ran a japanese style inn, the magic produces a set of pajamas for someone that is touched. These will appear within 10 feet of the caster and can be ether of a soft cotton like fabric or a silk like fabric. If the caster is touching the person they are for, the pajamas will fit that person as if they were made for them. At level 7 the caster can make 2 sets of pajamas, and +1 per every other additional level. The number of fitted pajamas is limited to the number of people the caster can touch.

The pajamas can take almost any form desired, fitting a human-sized being. For Giant sized people, the cost of the spell will increase with how oversized the recipient is compared to humans. They also don't hold up to being washed more then one time per level of the caster.

---------------------------------

Pajamas (clothing) Magic Circle
Developed by the Same Taranto Mage, this magic circle creates pajamas-hotel clothes that fit each guest of the hotel. the Mage created this esoteric magic circle for two reasons: to be able to expand into a chain of hotels and for the simple reason of wanting to take a vacation from the hotel.
The circle has two parts: the palm pad, which each guest has to touch to get fitted pajamas, and the perimeter circle, which confines the magic to the area of the hotel.
The palm pad circle reads the aura of the guest and takes a sample of the guest's PPE to help power the spell. (adjunct circles can register and store the guest's aura into a database. For things like room security and confidential billing.)
The perimeter circle, which doe not need to be 'a circle', contains all the magic emanations coming form the hotel area, gathers ambient PPE from the surroundings to power everything, and sets a limiter to all the 'hotel clothing'. Once outside the perimeter circle the hotel clothing falls apart when it is next washed.
What the magic circle actually does is to create and maintain the hotel clothing, and to resize them to new guests.

Initial creation costs: Palm Pad: 200 PPE.
This is the core of the magic made from a single piece of onyx the size of a paperback book and gold threading and is attached to the counter inlayed with copper the guests touch. (the coper being the aura conduits.) This is connected to a matrix of other circles that protect the hotel from external intrusions of any mystical nature. (see PF2 MB for types of protection circles)

Perimeter circle: 10 PPE per foot of circumference and walkways.
This enchants the border of the magic. Requires marble bricks or tiles and grouted with volcanic black beach sand laid over copper wires. (Hawaiian in this case. The so called curse makes the magic 10% better at warding off magic and psionic probes.) With walk ways of the same connecting the perimeter to the interior magic links.

blah blah blahblah…..(add things you want for your games)

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 03, 2017 11:03 pm
  

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Captain Pompososs’s Posterior Yardstick(aka Arcan’s Colon Tickler, Vlad's Howling Hinney-Hoister)(Evocation)
Level: 7
Type: Evocation
Range: 50 ft +10 ft per level of experience
Duration: 3 minutes per level of experience
Saving Throw: Standard
PPE Cost: 20
Effects:
This spell, believed to have originated as a Ludicrous Mage spell, conjures up a rod of ectoplasm, planted firmly in the posterior execretory canal opening of the victim, causing them great discomfort. Although made of ectoplasm and not doing any real physical damage, the stick FEELS like the real thing. Also, being ectoplasm, mundane physical attempts to remove the offending stick are futile; the stick can only be removed by magical or psionic means.
The roll versus magic applies to the inception of the spell. In the event of a failed roll, every melee that the victim is impaled, they must make a roll under their M.E. or be incapacitated by EXCRUCIATING pain, and lose 2 APMs, are -10 on initiative, strike, dodge, parry, Speed is HALVED(and they move really funny), and are -20% to skill rolls. A failure by 5 or more points results in the victim passing out from the pain. A successful save means that they only feel an itching, burning sensation that’s still distracting: -1 to initiative/dodge, and -5 to Spd.
Note that beings without the necessary orifices for this low-brow attack to take hold are immune to it.

_________________
-------------
"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: Sat Mar 04, 2017 5:03 am
  

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taalismn wrote:
Captain Pompososs’s Posterior Yardstick(aka Arcan’s Colon Tickler, Vlad's Howling Hinney-Hoister)(Evocation)
Effects:
This spell, believed to have originated as a Ludicrous Mage spell, conjures up a rod of ectoplasm, planted firmly in the posterior execretory canal opening of the victim, causing them great discomfort.


Oprah the twisted wizard laughing maniacally while spam casting, "YOU get a stick in the @$$! And YOU get a stick in the @$$! Everybody is going home with a stick in the @$$!!"

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keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
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Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Mar 04, 2017 12:10 pm
  

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Sorry, there's just no elegant way of titling a spell that puts a stick up your @$$. :|

_________________
-------------
"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: Sat Mar 04, 2017 6:04 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Sorry, there's just no elegant way of titling a spell that puts a stick up your @$$. :|
Is there another spell to remove the stick some people just naturally seem to have up their @$$?

_________________
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 Post subject: Re: Invented Spells
Unread postPosted: Sat Mar 04, 2017 11:09 pm
  

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Stone Gargoyle wrote:
taalismn wrote:
Sorry, there's just no elegant way of titling a spell that puts a stick up your @$$. :|
Is there another spell to remove the stick some people just naturally seem to have up their @$$?


My choices would be Mental Shock, Mindshatter, Fireball or Meteor. :twisted: ;)

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Mar 05, 2017 4:34 am
  

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taalismn wrote:
Sorry, there's just no elegant way of titling a spell that puts a stick up your @$$. :|


Don't apologize for anything. 95% of your posts make me laugh uproariously. I love them.

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

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


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Mar 05, 2017 2:30 pm
  

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The Oh So Amazing Nate wrote:
taalismn wrote:
Sorry, there's just no elegant way of titling a spell that puts a stick up your @$$. :|


Don't apologize for anything. 95% of your posts make me laugh uproariously. I love them.


Now I have to put together a bundle of the most humiliating and incapacitating spells to combine into a TW weapon, for those occasions where you're handing out unforgettable pain and emotional distress like popcorn. :twisted:

_________________
-------------
"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 Mar 07, 2017 3:22 am
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7060
taalismn wrote:
The Oh So Amazing Nate wrote:
taalismn wrote:
Sorry, there's just no elegant way of titling a spell that puts a stick up your @$$. :|


Don't apologize for anything. 95% of your posts make me laugh uproariously. I love them.


Now I have to put together a bundle of the most humiliating and incapacitating spells to combine into a TW weapon, for those occasions where you're handing out unforgettable pain and emotional distress like popcorn. :twisted:


isn't that basically just ludicrous magic?


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Mar 07, 2017 4:22 pm
  

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Shark_Force wrote:
taalismn wrote:
The Oh So Amazing Nate wrote:
taalismn wrote:
Sorry, there's just no elegant way of titling a spell that puts a stick up your @$$. :|


Don't apologize for anything. 95% of your posts make me laugh uproariously. I love them.


Now I have to put together a bundle of the most humiliating and incapacitating spells to combine into a TW weapon, for those occasions where you're handing out unforgettable pain and emotional distress like popcorn. :twisted:


isn't that basically just ludicrous magic?


Coming soon to a megaversal market near you
Taalismn's Joke shop of Doooom!

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

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


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Mar 07, 2017 7:40 pm
  

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The Oh So Amazing Nate wrote:

Coming soon to a megaversal market near you
Taalismn's Joke shop of Doooom!

*groans and shakes head*

_________________
Q's on this board need canon answers first for the question that was asked. Then you can post your own house rules listed as your house rules.
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 Post subject: Re: Invented Spells
Unread postPosted: Tue Mar 07, 2017 7:58 pm
  

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Shark_Force wrote:
[

isn't that basically just ludicrous magic?




In a TW device, yes, but we're talking about the 'hurt and humiliate' spells rather than just 'confuse and boggle'. That fine line between laughing in hysterical enjoyment and laughing hysterically out of incipient insanity coming on.

To quote Joe Martin's Mister Boffo:"Someday, Weederman, we'll look back on all this and laugh. It will probably be one of those deep, eerie ones that slowly builds to a blood-curdling maniacal scream... but still it will be a laugh."

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 10, 2017 8:50 pm
  

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Follicle Yank(Ludicrous Magic)(Invocation)
(inspired by Drewkitty’s Brazillian Job and the comments on it)
“YYYYAAAAAGGGGHHHHHHHH!!!!!”
“-that is one UGLY hairless German Shepard dogboy.”
Level: 4
Type: Invocation
Range: 25 ft +10 ft per level of experience
Duration: Instant
Saving Throw: Standard
PPE Cost: 13
Effects:
Developed from the painless delipatory Brazillian Job spell, this (combat) spell is a lot less restrained and subtle; it violently pulls out the victim’s body hair all at once, strand and root. Those failing their saving roll will be -5 on initiative, strike, parry, dodge, and roll for 1 melee, due to the feeling of being suddenly skinned and scalped.
Those already completely bald are unaffected by this spell, while those with particularly heavy body hair coverage may suffer extra(-6 to -8, and extend duration to 1d4 melees) , while those with full body coats of fur may be utterly incapacitated and devastated by this attack(lose ALL initiative, -10 to strike, parry, and dodge for 1d6 melees, and possibly HALF P.B. until the hair comes back in)(GM’s perogative).
Fortunately, the hair grows back normally.


And to go with drewkitty's Pajamas spell....

Conjure Futon (Invocation)
“ Adria, we can’t do that here, on this cold floo----where’d this mattress come from?”
Level: 5
Type: Invocation
Range: 5 ft per level of experience
Duration: 6 hours+1 hour per level of experience
Saving Throw: None
PPE Cost: 18
Effects:
The caster can conjure up comfortable bedding, padded enough to keep a sleeper off cold floors and light debris. The futon so conjured is also waterproof, and will keep out ground-damp, but not standing water. Used as a cushioning pad, the futon can reduce SDC damage from a fall from 15 ft or less by HALF.
At level 3, the caster can conjure up a double-sized futon, at level 6 a queen-size, and at level 9 a king-size.

Conjure Pillows (Invocation)
“PILLOW FIGHT!!!!”
Level: 5
Type: Invocation
Range: 5 ft per level of experience
Duration: 6 hours+1 hour per level of experience
Saving Throw: None
PPE Cost: 17
Effects:
The caster can conjure up fluffy pillows, roughly the size of their torso, 1+1 per level of experience. Each pillow has 2 SDC and if broken(piercing damage), will burst into a cloud of rapidly-evaporating(1d6 melees) downy feathers. Conjured pillows can be plain white fabric, or quite elbaorately decorated(conjuror’s choice).

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 10, 2017 11:07 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15000
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 house rules listed as your house rules.
I say what the classes ARE even if the books mislabel them, so get over it.

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

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 10, 2017 11:48 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42922
Location: Somewhere between Heaven, Hell, and New England
drewkitty ~..~ wrote:
*chuckles*


In magic development, you can get parallel development of spells, or you get spinoffs of existing ones, some more successful than others. Water to Wine? Changing social norms yield Water to Coffee, or Water to Soda Pop. Create Clothing? Somebody's going to come out with Create Cosplay Outfit or Fetish Gear.

_________________
-------------
"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: Sat Mar 11, 2017 12:05 am
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1764
Location: West Central region of Indiana
taalismn wrote:
Conjure Pillows (Invocation)
“PILLOW FIGHT!!!!”
Level: 5
Type: Invocation
Range: 5 ft per level of experience
Duration: 6 hours+1 hour per level of experience
Saving Throw: None
PPE Cost: 17
Effects:
The caster can conjure up fluffy pillows, roughly the size of their torso, 1+1 per level of experience. Each pillow has 2 SDC and if broken(piercing damage), will burst into a cloud of rapidly-evaporating(1d6 melees) downy feathers. Conjured pillows can be plain white fabric, or quite elbaorately decorated(conjuror’s choice).


If only they practiced magic in Mayberry, this whole situation could have been avoided.

https://www.youtube.com/watch?v=sU1uOiL ... be&t=9m32s

_________________
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:
Amazing Nate; Thanks for your support!

Razzinold wrote:
And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

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


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Mar 11, 2017 10:18 am
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15000
Location: Eastvale, calif
taalismn wrote:
drewkitty ~..~ wrote:
*chuckles*


In magic development, you can get parallel development of spells, or you get spinoffs of existing ones, some more successful than others. Water to Wine? Changing social norms yield Water to Coffee, or Water to Soda Pop. Create Clothing? Somebody's going to come out with Create Cosplay Outfit or Fetish Gear.

I do believe I already did this one. And Create Clothing has already been published in a rifter (the one with the living realm).
Water to beer is closer to water to wine, then water to soda…. :angel:

Thou, in the time of the romans …..well from prehistoric times up to the middle of the 1800's wine and other mildly alcoholic drinks were the norm for 'safe' drinking water.

So a component of …say water to soda…should be that it kills all the harmful micro-org. in the water in the process.

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

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

My Artwork


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