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 Post subject: Re: Invented Spells
Unread postPosted: Mon Mar 11, 2019 8:44 pm
  

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Mack wrote:
Haven't had time to fully flesh this out, but I wanted to write down the idea.

Harden Familiar.



Works for me.
"Do I save my life energy for myself, or do I pump a substantial portion of it into my Familiar, since everybody here seems to be suddenly taking an interest in whacking the squirrel that came in on my shoulder?"

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

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


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Mar 11, 2019 9:39 pm
  

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Supreme Being

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Location: Communing with the Keepers of the Desert
Comment: This space for rent.
I was looking at it from the perspective of “My little buddy ain’t gonna make it past the first frag grenade if I don’t do something!”

_________________
Some gave all.
Love your neighbor.
Know the facts. Know your opinion. Know the difference.


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Mar 12, 2019 12:40 am
  

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Mack wrote:
I was looking at it from the perspective of “My little buddy ain’t gonna make it past the first frag grenade if I don’t do something!”


"Why's this big bad wizard guy casting 'Armor of Ithan' on that pigeon? Hmmm....."

_________________
-------------
"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 12, 2019 2:27 am
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7237
make it a suit out of the scraps of blind warrior woman "armour" and cast the spell that makes a person take MD as SDC after the armour is destroyed?


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Mar 17, 2019 11:11 am
  

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Supreme Being

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Location: Communing with the Keepers of the Desert
Comment: This space for rent.
Magical Landmine (I need a better name)
Level 7 Combat Magic (see Merc Adventures sourcebook)
Range: Touch
Damage: 1D4x10 MD, +2 MD per level of experience
Duration: 1 hour per level of experience
Saving Throw: Victim may attempt to Save vs magic with a -2 penalty.
PPE: Thirty (30)

This spell creates a magic circle on the ground or wall, which will explode with magical energy when disturbed. During it's creation, the mage must choose how large a creature must be to trigger the effect (larger than a rabbit, a person, a horse, etc). The circle is invisible to the naked eye, but visible via See Aura, See the Invisible, Eyes of the Wolf, and similar spells/abilities. Likewise, it is easily detectable by Sense Magic, or the abilities of a Psi-Stalker / Dog Boy.

The circle can be removed either by the creator, or via the Negate Magic or Dispel Magic Barrier spells. The creator is not immune to the circle and may inadvertently hurt himself.

The circle has a minimum diameter of 1 foot, and a maximum diameter of 1 foot per level of experience. The magical explosion inflicts 1D4x10 MD, plus an additional 2 MD per level of experience. The spell's duration is 1 hour per level of experience. Thus a level 6 mage can create a circle up to 6 feet wide, that inflicts 1D4x10 +12 MD, and lasts for 6 hours.

The mage may create multiple circles provided they do not overlap.

Casting this spell requires one full melee (15 seconds) of concentration.

_________________
Some gave all.
Love your neighbor.
Know the facts. Know your opinion. Know the difference.


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Mar 18, 2019 8:50 pm
  

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I'd just call it 'Magical Mine'.

_________________
-------------
"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 21, 2019 9:22 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Gather and Shape Plastic (Invocation/Ritual)
Modern post-industrial environments tend to be -rife- with plastic pollution. Most ‘pre-green’ plastics don’t decay as other materials do, but instead are simply ground finer and finer by the elements untiil they become a widely-distributed and dangerous particulate residue. This spell filters and gathers up the synthetic plastic waste(plastic bags, fragments, flakes) in an area and collects it in a single solid shape.
Level: 9
Type: (Invocation/Ritual)
Range: (Invocation)10 ft radius per level of experience
(Ritual) 100 ft radius per level of experience
Duration: 1d4 minutes, during which plastic scraps and pieces seem to ‘snow’ towards the casting center.
Saving Throw: None
PPE Cost: (Invocation) 30
(Ritual) 100
Effects:
Collects plastic trash and pollutants(up to 50 lbs per level of experience for the invocation, 300 lbs per level of experience for the ritual, so multiple castings might be necessary for particularly heavily polluted areas) in the affected area and pulls them into a solid shape in the center of the casting area.
For the invocation the mage needs to have a sample of the plastic type they are planning to collect, and holds it in their hand when casting the spell.
For the ritual, the mage can set samples of up to six different plastic types in the ritual design before casting. Each different plastic will be collected into its own collective pile(though the maximum amount will be 300 lbs/number of different plastics being collected, per level of experience) .


Fang-Buster(Invocation)
Fang-Buster essentially magically reverses a creature’s fangs/bite such that for the duration of the spell, the creature’s bite attack does damage only to itself.
Level: 7
Type: SPELL(Invocation)
Range: 50 ft +10 ft per level of experience
Duration: 1 melee per level of experience
Saving Throw: Standard
PPE Cost: 20
Effects:
Causes bite attacks to reverse; they now do damage only to the creature, every time the creature attempts to bite during the spell’s duratiion. Also, on a ‘to strike’ roll of 17-20, the creature does DOUBLE damage to itself. Used on vampires, Fang-Buster negates their ability to perform bite attacks.


Inner Poison(Invocation)
Similar to Fang-Buster in that it turns an attacker’s biological weaponry on itself, Inner Poison turns any acids or venomous poisons the creature may possess on itself by trapping the substances inside the attacker and turning them against them.
Level: 8
Type: SPELL(Invocation)
Range: 50 ft +10 ft per level of experience
Duration: 1 minute per level of experience
Saving Throw: Standard
PPE Cost: 25
Effects:
Every time a creature that uses poisons or acids attempts to attack with them, the damage normally done by the poisonous/corrosive substances instead turns on the creature(the spell also temporarily negates any immunity to the creature may have) doing full damage to them.

Sex Magnet(Invocation)
Level: 10
Type: Invocation
Range: 50 ft +20 ft per level of experience
The effect radiates out 10 ft per level of experience from the target.
Duration: 15 minutes per level of experience
Saving Throw: Standard for those of the same gender as the target or of same sex preferences opposite that of the target, -4 for those of the opposite gender or possessing a same sex preference towards the target, -2 for those of the same general species-type as the target(such as, for humans, elves, dwarves, and ogres), +2 for those not of the same species/general type as the target.
PPE Cost: 60
Effects:
Though regarded as the holy grail of virgin and single mages, Sex Magnet was actually formulated as a CURSE. Cast on a subject, it makes them unknowingly virtually irresistable to others as a potential conjugal partner. Those entering the area of effect and failing to save versus the magic will become instantly attracted to the subject and incredibly turned on, growing increasingly frustrated and stupid-crazy in their approaches to the target. Though stopping short of physically harming the subject of their affections, the collateral victims of this spell may engage in very public displays of affection, hugging, kissing, serenading, begging, pleading, proposing, disrobing, fighting with others also affected, stropping themselves against the target, and generally acting like love-starved buffoons.

_________________
-------------
"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 Apr 14, 2019 9:02 pm, edited 2 times in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 22, 2019 6:11 am
  

Palladin

Joined: Fri Jun 26, 2009 4:11 pm
Posts: 7237
so does the ritual version of the gather and shape plastic spell give you one ball of plastic, or 6? :P

(also, i'm imagining someone casting this spell on a group of people wearing armour or using vehicles with plastic in them... a 100 foot radius per level could get to be pretty hilarious :P )


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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 22, 2019 2:22 pm
  

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Shark_Force wrote:
so does the ritual version of the gather and shape plastic spell give you one ball of plastic, or 6? :P

(also, i'm imagining someone casting this spell on a group of people wearing armour or using vehicles with plastic in them... a 100 foot radius per level could get to be pretty hilarious :P )
The spell is not very specific. I'm wondering the amount of plastic collected in terms of weight and mass.

_________________
"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


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 Post subject: Re: Invented Spells
Unread postPosted: Fri Mar 22, 2019 8:57 pm
  

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Stone Gargoyle wrote:
[The spell is not very specific. I'm wondering the amount of plastic collected in terms of weight and mass.


Revised to include a maximum weight collected per level of experience...as much as I'd love to see a single casting collect a TOWER of waste plastic.

_________________
-------------
"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 23, 2019 11:24 am
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6780
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Stone Gargoyle wrote:
The spell is not very specific. I'm wondering the amount of plastic collected in terms of weight and mass.


Revised to include a maximum weight collected per level of experience...as much as I'd love to see a single casting collect a TOWER of waste plastic.
Thank you for your time and attention.

_________________
"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


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Mar 23, 2019 8:21 pm
  

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Stone Gargoyle wrote:
Thank you for your time and attention.



All in the service of creating better material. ;)

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

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


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 Post subject: Re: Invented Spells
Unread postPosted: Fri Apr 12, 2019 1:09 pm
  

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Dungeon Crawler

Joined: Tue Oct 08, 2013 11:11 am
Posts: 282
Makeover
Level: Three
Range: Touch
Duration: Permanent.
Saving Throw: None.
P.P.E.: Ten
This useful spell creates a complete makeover for a voluntary subject, including cosmetics, hair, clothes. It even polishes teeth and eliminates plaque. Changes are as permanent as those made in a beauty salon. The degree of style in the tailoring is determined by a skill test against either the caster’s Cosmetology or Disguise or Wardrobe & Grooming. Use of this spell in the performance of the previous skills gives a +20% on the skill performance.


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 Post subject: Re: Invented Spells
Unread postPosted: Fri Apr 12, 2019 8:59 pm
  

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Mlp7029 wrote:
Makeover.


For those mornings when you realize you're late for work, you forgot to do this week's laundry, and you've got that big meet-and-greet first thing at work. :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
------------


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Apr 13, 2019 2:39 am
  

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Dungeon Crawler

Joined: Fri Jun 09, 2006 6:03 am
Posts: 386
Location: Phoenix, AZ
Mlp7029 wrote:
Makeover
Level: Three
Range: Touch
Duration: Permanent.
Saving Throw: None.
P.P.E.: Ten
This useful spell creates a complete makeover for a voluntary subject, including cosmetics, hair, clothes. It even polishes teeth and eliminates plaque. Changes are as permanent as those made in a beauty salon. The degree of style in the tailoring is determined by a skill test against either the caster’s Cosmetology or Disguise or Wardrobe & Grooming. Use of this spell in the performance of the previous skills gives a +20% on the skill performance.

Useful and possibly fun spell, but wouldn't a duration of Instant be more appropriate? Permanent implies that the magic remains for a significant period of time, maintaining the look, which would be interesting in its own right, ripe for plenty of RP abuse. A duration of instant seem to be more in keeping with your intended flavor text, the ephemeral - there, done, gone - nature of the spell, at least as far as the text seems to describe it.

_________________

May The Force be with you always.
Torrey


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Apr 13, 2019 5:11 pm
  

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Dungeon Crawler

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Posts: 220
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taalismn wrote:
Sex Magnet(Invocation)
Level: 10
Type: Invocation
Range: 50 ft +20 ft per level of experience
The effect radiates out 10 ft per level of experience from the target.
Duration: 15 minutes per level of experience
Saving Throw: Standard for those of the same gender as the target, -4 for those of the opposite gender, -2 for those of the same general species-type as the target(such as, for humans, elves, dwarves, and ogres), +2 for those not of the same species/general type as the target.
PPE Cost: 60
Effects:
Though regarded as the holy grail of virgin and single mages, Sex Magnet was actually formulated as a CURSE. Cast on a subject, it makes them unknowingly virtually irresistable to others as a potential conjugal partner. Those entering the area of effect and failing to save versus the magic will become instantly attracted to the subject and incredibly turned on, growing increasingly frustrated and stupid-crazy in their approaches to the target. Though stopping short of physically harming the subject of their affections, the collateral victims of this spell may engage in very public displays of affection, hugging, kissing, serenading, begging, pleading, proposing, disrobing, fighting with others also affected, stropping themselves against the target, and generally acting like love-starved buffoons.


I can definitely see the applications of this as a curse! :D
This is potentially devastating if used appropriately, and can make for a great "distraction" spell too. "Quick, mage, make that guard a Sex Magnet so we can slip past while he's being mobbed!"
I like it.

_________________
taalismn wrote:
Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Apr 13, 2019 7:15 pm
  

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Hero

Joined: Tue May 19, 2009 5:52 pm
Posts: 897
Father Goose wrote:
taalismn wrote:
Sex Magnet(Invocation)
Level: 10
Type: Invocation
Range: 50 ft +20 ft per level of experience
The effect radiates out 10 ft per level of experience from the target.
Duration: 15 minutes per level of experience
Saving Throw: Standard for those of the same gender as the target, -4 for those of the opposite gender, -2 for those of the same general species-type as the target(such as, for humans, elves, dwarves, and ogres), +2 for those not of the same species/general type as the target.
PPE Cost: 60
Effects:
Though regarded as the holy grail of virgin and single mages, Sex Magnet was actually formulated as a CURSE. Cast on a subject, it makes them unknowingly virtually irresistable to others as a potential conjugal partner. Those entering the area of effect and failing to save versus the magic will become instantly attracted to the subject and incredibly turned on, growing increasingly frustrated and stupid-crazy in their approaches to the target. Though stopping short of physically harming the subject of their affections, the collateral victims of this spell may engage in very public displays of affection, hugging, kissing, serenading, begging, pleading, proposing, disrobing, fighting with others also affected, stropping themselves against the target, and generally acting like love-starved buffoons.


I can definitely see the applications of this as a curse! :D
This is potentially devastating if used appropriately, and can make for a great "distraction" spell too. "Quick, mage, make that guard a Sex Magnet so we can slip past while he's being mobbed!"
I like it.

The only complaint I have is that it's likely to **** off the LGBT+ers as being biased... Perhaps it should detect the 'victims' orientation, preferences, and take that into account rather then just assume everyone is hetero?

_________________
"If your plan relies upon chance to succeed, then you've already failed."
"Sometimes to achieve the greatest good, one must commit great evil."


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Apr 14, 2019 8:55 pm
  

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Slight001 wrote:
[
The only complaint I have is that it's likely to **** off the LGBT+ers as being biased... Perhaps it should detect the 'victims' orientation, preferences, and take that into account rather then just assume everyone is hetero?


Or perhaps the caster can specify which genders are turned on, or leave it open-ended for 'EVERYBODY wants to make love to the target'.
Though, in that case, a bonus on the saving throw for sexual orientation might be a good idea, if the person so targeted is the opposite of your normal preference in a partner.

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

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


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Apr 15, 2019 11:03 pm
  

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Hero

Joined: Tue May 19, 2009 5:52 pm
Posts: 897
taalismn wrote:
Slight001 wrote:
[
The only complaint I have is that it's likely to **** off the LGBT+ers as being biased... Perhaps it should detect the 'victims' orientation, preferences, and take that into account rather then just assume everyone is hetero?


Or perhaps the caster can specify which genders are turned on, or leave it open-ended for 'EVERYBODY wants to make love to the target'.
Though, in that case, a bonus on the saving throw for sexual orientation might be a good idea, if the person so targeted is the opposite of your normal preference in a partner.

Might not be a bad idea... gods my brain is still getting used to this mindset. I blame my niece for this. I was perfectly happy being my closet/passive sexist self before she started calling my out on it.

_________________
"If your plan relies upon chance to succeed, then you've already failed."
"Sometimes to achieve the greatest good, one must commit great evil."


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 Post subject: Re: Invented Spells
Unread postPosted: Thu Apr 18, 2019 8:59 pm
  

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Posts: 43711
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Slight001 wrote:
[
Might not be a bad idea... gods my brain is still getting used to this mindset. I blame my niece for this. I was perfectly happy being my closet/passive sexist self before she started calling my out on it.


Some days I'd just rather talk to my (gender-neutral) furniture....

_________________
-------------
"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 Apr 18, 2019 9:03 pm
  

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Dungeon Crawler

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Posts: 220
Location: Varies
Comment: If I could go back in time, I would join the cast of "The Thrilling Adventure Hour"
taalismn wrote:
Slight001 wrote:
[
Might not be a bad idea... gods my brain is still getting used to this mindset. I blame my niece for this. I was perfectly happy being my closet/passive sexist self before she started calling my out on it.


Some days I'd just rather talk to my (gender-neutral) furniture....

Perhaps you could create a "Communicate with Furniture" spell to facilitate.

_________________
taalismn wrote:
Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Apr 20, 2019 9:11 pm
  

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Posts: 43711
Location: Somewhere between Heaven, Hell, and New England
Father Goose wrote:
Perhaps you could create a "Communicate with Furniture" spell to facilitate.


I think that's covered by 'Object Read'.

_________________
-------------
"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 Apr 21, 2019 12:56 am
  

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Dungeon Crawler

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Posts: 220
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Comment: If I could go back in time, I would join the cast of "The Thrilling Adventure Hour"
taalismn wrote:
Father Goose wrote:
Perhaps you could create a "Communicate with Furniture" spell to facilitate.


I think that's covered by 'Object Read'.

Nah, Object Read is sterile, clinical, boring. Think "imbues an inanimate object with voice and personality for the duration of the spell such that it can carry on a conversation." Maybe give it mental attributes that are variable, so sometimes it's an intelligent conversation, and sometimes it's like talking to your drinking buddies after a 30 pack.

_________________
taalismn wrote:
Hey, you came up with a novel, attention-getting idea, you did the legwork, you worked it through, you made it fit the setting, even though initial thought might be 'nah, it can't work, it's too silly/stupid/lame', and you posted something that only required a little adjustment, yet can be added to, without diluting its original concept. How can we not give you due support and credit?


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 Post subject: Re: Invented Spells
Unread postPosted: Thu May 23, 2019 9:46 pm
  

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Supreme Being

Joined: Wed Nov 01, 2000 2:01 am
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Location: Communing with the Keepers of the Desert
Comment: This space for rent.
Animal Voyeur

This mini-ritual allows the caster to experience what a nearby animal senses. It is effectively a reduced version of Astral Projection, where the caster's consciousness leaves his own body and rides along with an animal. The caster sees, hears, smells, feels, and tastes what the animal experiences. If the animal has any psychic or other unique senses, the caster will also experience those. However, the caster has no control over the animal and is limited to merely observing. This spell is limited to animals, and does not work on monsters or the supernatural.

To activate this spell, the caster must meditate while concentrating on the animals around him. After 1D4 melees, he can attempt a connection to an animal of his choice. However, many animals will be spooked by the connection and instinctively resist it (roll a save versus magic). Mages who frequently connect to the same animal, such as a favorite pet, will find this resistance greatly reduced (GM's discretion).

Many mages find this spell useful in wilderness areas for detecting threats or scouting an area, even if they can't direct the animal.

Level: 3
Type: Invocation
Range: 50 feet, plus 10 feet per level of experience to establish connection. No range restriction after the connection is made.
Duration: 5 minutes per level of experience
Savin Throw: Standard save versus magic. GMs may choose to give the caster a bonus against frequently used animals, or eliminate it completely.
PPE: 8

_________________
Some gave all.
Love your neighbor.
Know the facts. Know your opinion. Know the difference.


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 Post subject: Re: Invented Spells
Unread postPosted: Sat May 25, 2019 9:16 pm
  

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Mack wrote:
Animal Voyeur

This mini-ritual allows the caster to experience what a nearby animal senses.

Many mages find this spell useful in wilderness areas for detecting threats or scouting an area, even if they can't direct the animal.



"So....what can you tell us about the place?"
"Not much, except that the guy's got some NASTY mousetraps."

_________________
-------------
"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 Jul 12, 2019 3:27 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4301
Location: Québec
Unrusted
It a Ritural that allow the caster to Unruseted any Metal weapon or armor.
:Cost 4 P.p.e
Range:touch
Do you PFrpg,s book that have Magic weapon attribute about impervious to rust


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Jul 13, 2019 1:08 am
  

User avatar
Priest

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Location: Somewhere between Heaven, Hell, and New England
gaby wrote:
Unrusted
It a Ritural that allow the caster to Unruseted any Metal weapon or armor.
:Cost 4 P.p.e
Range:touch
Do you PFrpg,s book that have Magic weapon attribute about impervious to rust



There's an existing canon spell, Earth Warlock, 6th level, 'Mend Metal' that handles this quite well already. Works on SDC and MDC metals too.
Admittedly, it can only be cast by Earth Warlocks, but I'd house rule a version could be learned by regular mages, albeit at TWICE the PPE cost and HALF the amount of metal per level of experience that can be affected to keep it fair.

Rune weapons don't rust, and we can probably assume that most enchanted weapons and armor don't either. Even the Earth Elemental magic spell Rust doesn't affect magic armor and weapons, so we can safely assume that those objects are impervious to normal oxidation as 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: Sat Jul 13, 2019 1:24 am
  

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Champion

Joined: Tue Oct 02, 2007 1:29 am
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I need a spell! Or at least I need a forum dweller to track one down for me please. This spell allows the character to never become physically lost. They always know where they are, where they're going, and the best route to get there. This same power or an Associated power allows them to locate anything within a set distance that will grow with experience. Does such a spell already exist? Could someone point me and its general direction? Thank you

_________________
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 Jul 13, 2019 7:18 am
  

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Priest

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The Oh So Amazing Nate wrote:
I need a spell! Or at least I need a forum dweller to track one down for me please. This spell allows the character to never become physically lost. They always know where they are, where they're going, and the best route to get there. This same power or an Associated power allows them to locate anything within a set distance that will grow with experience. Does such a spell already exist? Could someone point me and its general direction? Thank you


I don't think there is one. There might be some OCCs(especially in the Rifter, I believe there was a Psychic traveller) who might have innate directional skills, but a general spell? One would have to be invented.

And finding anything within a set distance? That's a whole other can of magical worms.....would one have to have a sample of the object being sought? Previous familiarity with it? And I imagine it would be PPE-expensive because of its scope. The psychic power Object Read and the Temporal spell Remote Viewing might have some application to finding objects' general whereabouts(if you can recognize their surroundings) but they tend to be rather vague and fuzzy on that.

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

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


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jul 22, 2019 9:46 pm
  

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Priest

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Circle of Enchanted Sleep(Ritual)
Level: 9
Type: Ritual
Range: Touch
Duration: (Lesser) 1 month per level of experience
(Greater) 5 years per level of experience
Saving Throw: (Lesser) Standard
(Greater) None
PPE Cost: (Lesser) 50
(Greater) 300
Effects:
Circle of Enchanted Sleep is a rirual that puts the subject into a state of stasis. The caster draws a mystic circle(woth chalk, charcoal, ink, or other material) around the subject(typically restrained in the case of involuntary spell-subjects) and casts the spell, whereupon the person or being in the circle lapses into a deep sleep. This comatose state is so profound that the subject does not age, does not require food, water, exercise, and only a hundredth of the amount of air they would normally use while under the spell’s influence. The spell provides no otheer form of protection to the subject, so the Cicle is best set up in a secure location, such as a locked room, cave, or cell, where the sleeper is safe from the elements and disturbance.
Breaking the circle(easy enough to do; a simple swipe of a shoe can disturb the media used to draw the circle) breaks the spell, waking the subject within. Typically the awakened person will be loggy and disoriented, as if waking from a deep sleep(which they have) and be at HALF all skill proficiencies, and bonuses for 1d4 melees for every month they were under the influence of the Circle.
Note that mages and psychics do NOT regain spent PPE/ISP as per sleep rules while under the influence of a Circle of Enchanted Sleep, and must recharge their PPE/ISP through normal rest and meditation.

_________________
-------------
"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 Jul 23, 2019 4:22 pm
  

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taalismn wrote:
Circle of Enchanted Sleep(Ritual)
Level: 9
Type: Ritual
Range: Touch
Duration: (Lesser) 1 month per level of experience
(Greater) 5 years per level of experience
Saving Throw: (Lesser) Standard
(Greater) None
PPE Cost: (Lesser) 50
(Greater) 300
Effects:
Circle of Enchanted Sleep is a rirual that puts the subject into a state of stasis. The caster draws a mystic circle(woth chalk, charcoal, ink, or other material) around the subject(typically restrained in the case of involuntary spell-subjects) and casts the spell, whereupon the person or being in the circle lapses into a deep sleep. This comatose state is so profound that the subject does not age, does not require food, water, exercise, and only a hundredth of the amount of air they would normally use while under the spell’s influence. The spell provides no otheer form of protection to the subject, so the Cicle is best set up in a secure location, such as a locked room, cave, or cell, where the sleeper is safe from the elements and disturbance.
Breaking the circle(easy enough to do; a simple swipe of a shoe can disturb the media used to draw the circle) breaks the spell, waking the subject within. Typically the awakened person will be loggy and disoriented, as if waking from a deep sleep(which they have) and be at HALF all skill proficiencies, and bonuses for 1d4 melees for every month they were under the influence of the Circle.
Note that mages and psychics do NOT regain spent PPE/ISP as per sleep rules while under the influence of a Circle of Enchanted Sleep, and must recharge their PPE/ISP through normal rest and meditation.
Aren't lesser and greater spells normally learned at different spell levels?

_________________
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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jul 23, 2019 6:09 pm
  

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Stone Gargoyle wrote:
[]Aren't lesser and greater spells normally learned at different spell levels?



I considered it, but since this is the same spell, only with a short and a long duration, depending on how much power you pump into it at the onset, being the only differences, I figured grouping it under the same spell/level made more sense.

But questioned that way, that would hint that it would make more sense to simply state 'x PPE per X duration', wouldn't it?

Or maybe I would have to add a few features to a 'Greater' Circle of Sleep like 'Automatically dusts and removes cobwebs off the sleeper'? :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
------------


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Aug 17, 2019 9:36 pm
  

User avatar
Supreme Being

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The Oh So Amazing Nate wrote:
I need a spell! Or at least I need a forum dweller to track one down for me please. This spell allows the character to never become physically lost. They always know where they are, where they're going, and the best route to get there. This same power or an Associated power allows them to locate anything within a set distance that will grow with experience. Does such a spell already exist? Could someone point me and its general direction? Thank you


There's a Combat Magic spell that's similar. Merc Adventures, p10.

_________________
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 Post subject: Invented Spells
Unread postPosted: Wed Sep 04, 2019 10:26 am
  

D-Bee

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Comment: [url=https://www.craftsway.info/bedding/colored-bedding/camo-bed-sets-king/]king camo comforter[/url]
Ive been working on and am employing the use of spells for defending myself that at its core functions like a mirror in that when something unwanted is directed toward what is protected it will be reflected and sent back to the casters.

My question being would something like this be breaking the code?

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 Post subject: Re: Invented Spells
Unread postPosted: Thu Sep 05, 2019 12:36 pm
  

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Comment: Rifter Contributer 79, 81,82,83,84
Are we talking about the heart of glass spell?

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 Post subject: Re: Invented Spells
Unread postPosted: Wed Jan 22, 2020 1:14 am
  

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Dungeon Crawler

Joined: Fri Jun 09, 2006 6:03 am
Posts: 386
Location: Phoenix, AZ
For your consideration and comment, from a recent game I played in:
Pyrotechnics
Level: 3
Type: Invocation
Range: 25' +5'/caster level
Duration: 2 minutes per caster level
Saving Throw: None
PPE: 5
Effects: Turns any campfire into a miniature fireworks display. Quality of display dependent on character's Performance skill. Fireworks display is sufficiently large enough and high enough above the fire to be viewed by everyone that is within the spells range centered on the campfire.

Remove Fizz
Level: 1
Type: Invocation
Range: Touch
Duration: Instant
Saving Throw: None
PPE Cost: 2
Effects: Causes carbonated liquids, such as sodas, seltzers, and sparkling wines, to instantly go flat, even in sealed cans and bottles. Can render a gallon of carbonated liquid(provided it’s in the same container) per level of experience instantly flat.

Carbonate
Level: 1
Type: Invocation
Range: Touch
Target: one inanimate container
Duration: Instant
Saving Throw: None
PPE Cost: 2 for CO2, 3 for N2
Effects: Causes non-carbonated liquids, such as water, teas, coffees, etc., to instantly become carbonated, even in sealed cans and bottles. Can render a gallon of non-carbonated liquid(provided it’s in the same container) per level of experience instantly start fizzing. Caster determines how much carbonation is added, but physics still applies, so colder beverages can hold more carbonation than warmer ones.

Sanitize
Level: 3
Type: Invocation
Range: 5' or 2 by Touch
Target: one inanimate container
Duration: Instant
Saving Throw: None
PPE Cost: 8
Effects: Cleans and sanitizes one inanimate container, making it safe for food or water storage or other applications that requires a sterile container.


_________________

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 Post subject: Re: Invented Spells
Unread postPosted: Thu Jan 23, 2020 10:18 pm
  

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torjones wrote:
For your consideration and comment, from a recent game I played in:
Pyrotechnics

Remove Fizz

Carbonate

Sanitize


Pyrotchnics looks good, though I think there are several similar spells on this thread.
Remove Fizz...I KNOW I did and posted a spell that does this, along with a Denature Alcohol spell that earned me the fear and hatred of a reader.
Carbonate....Yes, there was also a carbonate spell or at least a soda creation spell.
Sanitize---I can see this as a more thorough(add PPE-expensive) version of Cleanse

_________________
-------------
"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 Jan 24, 2020 3:46 am
  

User avatar
Dungeon Crawler

Joined: Fri Jun 09, 2006 6:03 am
Posts: 386
Location: Phoenix, AZ
taalismn wrote:
torjones wrote:
For your consideration and comment, from a recent game I played in:
Pyrotechnics

Remove Fizz

Carbonate

Sanitize


Pyrotchnics looks good, though I think there are several similar spells on this thread.
Remove Fizz...I KNOW I did and posted a spell that does this, along with a Denature Alcohol spell that earned me the fear and hatred of a reader.
Carbonate....Yes, there was also a carbonate spell or at least a soda creation spell.
Sanitize---I can see this as a more thorough(add PPE-expensive) version of Cleanse

fair point, I didn't exactly go back through all 31 pages of this thread to find out if these had been done similarly. 31 pages is a lot to go through.

Yeah, I created these for a LLW who had a serious brewing hobby. (took brewing as a double skill) Sanitize as a spell was basically cleanse turned to the brewing hobby. I'm not sure why I came up with Pyrotechnics for this character, but it was fun.

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 Post subject: Re: Invented Spells
Unread postPosted: Sat Jan 25, 2020 1:15 am
  

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Because fireworks are a great distraction if you don't ant to get in hot water for nuking somebody. THey're also good for comedy scenes(firefight in. a fireworks warehouse? What could POSSIBLY go wrong?"). They've long been associated with magic in literature, so making them -actual- magic makes sense. Even Gandolf the Gray messed around with fireworks.

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

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


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jun 01, 2020 9:04 pm
  

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Cess-Dump (aka Latimer’s Aerial Latrine Gust, Bogger’s Brown Storm Burst)(Invocation)
Level: 6th
Type: Invocation
Range: 50 ft per level of experience, and the area affected is 10 ft in diameter+5 ft per level of experience.
Duration: Rain lasts 1 melee per level of experience; the material persists for 15 minutes per level of experience(after which it evaporates), and the smell lingers for 1d4 hours.
Saving Throw: Dodge the rain(-2 to dodge)(see below)
PPE Cost: 25
Effects:
This spell causes a rain of sludgy, brown, sticky, odious...material.... to fall on the targeted area, falling at a rate of 1d4 inches per melee. The matter streaks hard surfaces and stains porous materials, and smells horrible(those without air filters or closed breathing gear make a roll versus magic or become nauseous(-1 on initiative, -2 to strike, parry, and dodge, HALF Speed, and -15% to skill performance for 1d6 minutes. Those with enhanced smell senses will suffer penalties 50% greater and temporarily lose any tracking abilities) from the cesspool stench. Even after thorough washing, removing the offending material, the stink remains(although subsequent rolls are at +2). A Cleanse or Negate Magic spell will completely remove the effects of this spell.

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

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


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jun 01, 2020 10:35 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15543
Location: Eastvale, calif
*chuckles* Mean....so mean

So you created a "Smells just like a farm the week the fields are being fertilized" spell.

Does the 7th or 8th level version of this spell Just called fertilize fields?
-----

Or it could be called "down wind of the dairy farm just after all the cows take their dumps".
(yep lives near to a few. So knows from personal exp.)

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 Post subject: Re: Invented Spells
Unread postPosted: Mon Jun 01, 2020 10:51 pm
  

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drewkitty ~..~ wrote:
*chuckles* Mean....so mean

So you created a "Smells just like a farm the week the fields are being fertilized" spell.

Does the 7th or 8th level version of this spell Just called fertilize fields?
-----

Or it could be called "down wind of the dairy farm just after all the cows take their dumps".
(yep lives near to a few. So knows from personal exp.)



I probably should note that the 'material' doesn't have any actual fertilizer value...It just looks and smells like ...well, proof that what you suspected about the world was true all along. :P
But yeah, there's a range of more elaborate names for this spell; Symon's Scatological Downpour, Brosby's Excremental Fan Blast, Gust of Goo, Heavn's Bowel Mover, etc...

Imagine, though, casting on a confined space....like an elevator..... :twisted:

Of course, I'll eventually apply this to a TW device...what do you think would be an appropriate stone element for it? Mudstone? Or copelite?

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

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


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jun 02, 2020 12:04 pm
  

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Monk

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Posts: 15543
Location: Eastvale, calif
Maybe there are some down wind penalties too.

copelite

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 Post subject: Re: Invented Spells
Unread postPosted: Tue Jun 02, 2020 2:05 pm
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1788
Location: West Central region of Indiana
taalismn wrote:
But yeah, there's a range of more elaborate names for this spell; Symon's Scatological Downpour, Brosby's Excremental Fan Blast, Gust of Goo, Heavn's Bowel Mover, etc...


I'm not sure if I should be proud of or disappointed and you for not calling this spell simply "**** storm"

_________________
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 Jun 02, 2020 5:36 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Bullet Blessing (Invocation)
Level: 9th
Type: Invocation
Range: Touch or 5 ft to enchant the projectile
Duration: The enchantment last 15 minutes per level of experience
Saving Throw: None to bless the ammunition. Target gets a save versus the magic empowering the ammunition, but on a successful save still takes HALF damage.
PPE Cost: 45 per projectile
Effects:
A Light spell created specifically to endow modern ammunition with paranormal-slaying ability. Targets normally immune to physical attacks will take FULL damage from the blessed bullets.
Note: Grenades and other explosives CANNOT be empowered by this spell. The ammunition must be a direct fire projectile of inert/solid construction(including composite alloy rounds). Also U-rounds(and acrively radioactive projectiles) CANNOT be enchanted with this spell.
This spell is available only to priest OCCs.

Hellseeker (Invocation)
Level: 4
Type: Invocation
Range: Touch or 5 ft to enchant the projectile
Duration: The enchantment last 5 minutes per level of experience
Saving Throw: None. The intended target can still attempt to dodge, however
PPE Cost: 10 per enchanted projectile
Priests and clerics of Light(Good alignment) can cast this spell at HALF cost
Effects:
Cast on a projectile, this spell gives the weapon a bonus of + 3 to strike beings of supernatural evil.

Note: The Evil version of this spell, which is +3 to strike beings of supernatural good, is known as Eclipseblight.

Note 2: This spell can be cast on bullets, arrows, spears, catapult stones, and even freefall/’smart’ bombs, but NOT on self-propelled missiles/rockets.

_________________
-------------
"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 Jun 03, 2020 10:47 am
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6780
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Bullet Blessing (Invocation)
Level: 9th
Type: Invocation
Range: Touch or 5 ft to enchant the projectile
Duration: The enchantment last 15 minutes per level of experience
Saving Throw: None to bless the ammunition. Target gets a save versus the magic empowering the ammunition, but on a successful save still takes HALF damage.
PPE Cost: 45 per projectile
Effects:
A Light spell created specifically to endow modern ammunition with paranormal-slaying ability. Targets normally immune to physical attacks will take FULL damage from the blessed bullets.
Note: Grenades and other explosives CANNOT be empowered by this spell. The ammunition must be a direct fire projectile of inert/solid construction(including composite alloy rounds). Also U-rounds(and acrively radioactive projectiles) CANNOT be enchanted with this spell.
This spell is available only to priest OCCs.

Hellseeker (Invocation)
Level: 4
Type: Invocation
Range: Touch or 5 ft to enchant the projectile
Duration: The enchantment last 5 minutes per level of experience
Saving Throw: None. The intended target can still attempt to dodge, however
PPE Cost: 10 per enchanted projectile
Priests and clerics of Light(Good alignment) can cast this spell at HALF cost
Effects:
Cast on a projectile, this spell gives the weapon a bonus of + 3 to strike beings of supernatural evil.

Note: The Evil version of this spell, which is +3 to strike beings of supernatural good, is known as Eclipseblight.

Note 2: This spell can be cast on bullets, arrows, spears, catapult stones, and even freefall/’smart’ bombs, but NOT on self-propelled missiles/rockets.
What about something to cast on armor to make hitting it do damage to a supernatural evil character, or to make the gauntlets do +3 strikes? Looks good though.

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 Post subject: Re: Invented Spells
Unread postPosted: Wed Jun 03, 2020 9:32 pm
  

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Stone Gargoyle wrote:
What about something to cast on armor to make hitting it do damage to a supernatural evil character, or to make the gauntlets do +3 strikes? Looks good though.



I just may pursue that. Maybe a 'Touch of Darkness' or 'Angelbane' for the evil characters out there. :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 Jun 07, 2020 9:10 pm
  

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Location: Somewhere between Heaven, Hell, and New England
Interpose(Invocation/Ritual)
Level: 7
Type: Invocation/Ritual
Range: Touch
Duration: (Invocation) 30 minutes per level of experience
(Ritual) 5 days per level of experience
Saving Throw: None
PPE Cost:(Invocation) 36
(Ritual) 180
Effects:
This spell works on the premise that most of solid matter is, at the atomic level, empty space. The mage can thus intermesh small non-living objects into other objects and materials and temporarily leave them there, typically to hide them.
Renders up to 5 lbs. of material, plus 1 pound per level of experience, can be interposed.
When the interpose spell runs out, the concealed object simply pops out the side of the concealing object/material.
The limitations of this spell are as follows:
-Living beings CANNOT be interposed, though nonliving objects CAN be interposed inside living beings.
-Radioactive and magic materials CANNOT be interposed
-The interposed object CANNOT exceed the size of the surrounding object.

Interposed objects can be detected by the following means:
-Smashing the surrounding material will cancel the spell and reveal the interposed object.
-The interposed objects will have a slight magic trace detectable by those sensitive to magic or using magic-detecting means.
-The interposed objects will have combined weight.
-Phase Adepts can instantly spot interposed objects and can access them using Phase powers such as Spacial Distortion: Self.


Curse: Darkthought’s Depressing Damnation(Evocation/Ritual)
(aka ‘Baddayh’s Black Bird of Unhappiness’, ‘Progmann’s Protracted Pity-Party’)
“It’s all just escapism, every day. I must face it; I have no future.”
Level: 6
Type: Invocation/Ritual
Range: 100 ft per level of experience cast as an evocation, 5 miles per level of experience cast as a ritual.
Duration: 3 days per level of experience if cast as an evocation, 3 MONTHS per level of experience cast as a ritual
Saving Throw: Standard for the evocation, -5 for the ritual
PPE Cost: 20 for the evocation, 200 for the ritual.
Effects:
The target of this curse is afflicted with acute depression that badgers them throughout their day. Nagging feelings of guilt, repressed anger and self-loathing, and a general melancholy rob the victim of the full joy of their favorite activities, appreciation of good days, and overall happiness. Listlessness and a flagging interest in enjoyable activity are also symptoms of this curse. The victim will seize on any personal shortcoming(perceived or otherwise) as cause to feel particularly depressed about. Long term effects include increasingly rash and self-destructive behavior and suicidal thoughts. Victim will be -1 on initiative, -1 to MA and ME, -3% to skill rolls, and -1(-5 for the ritual) to save versus any other insanity-inducing experiences suffered while under the influence of the curse.
The ritual requires a sample of the intended target, such as a strand of hair, a fingernail clipping, or personal possession, and lasts longer.
Mages and psychics will immediately recognize the depression for what it is; magically imposed, but those without mystic or psionic senses will not be able to identify the curse and its effects.

_________________
-------------
"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 Jun 17, 2020 4:59 pm
  

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Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15543
Location: Eastvale, calif
The Mobile Stable of Galrohrim

This magical artifact is rumored to be from this world. But when the elvish shining horse host is searched for it can not be found by any mission to find them.

The Stable looks like model of a small covered corral type stable with three to six enclosed stalls. The occupants can not be seen from the outside, but there is a lantern (smaller than a candle’s worth of light) that lights up. Inside the stable looks much like it does on the outside…just full sized. Looking out from the inside anyone just sees verdant plains to one side of the door/gate and forest to the other side of the door/gate, but there is a barrier that does not let anyone climb over the railings of the corral railings of the stable. The scenery is just an illusion for the sanity of the occupants. But the occupants don;’t need to go out, the stalls provide food &water that is needed by whoever sleeps in them. The only way to look outside the Stable is to look through the peephole in the door.

The eaves of the inside of the stable are runic markings with each apparent rafter that when they are wetted with blood of someone, saying the person’s true name with each wetting, make that person the master of the stable. When the stable is set down and the stable’s master intends to go in, a door/gate with a peephole in it appears full sized in front of the stable. the Stable master can let anyone inside they choose. Once the door closes with the master inside, the only way to open it is from the inside.

Once inside, any animal will be put under a geas to see the Stable master as their master. This will least till the magic is dispelled or a remove curse is used on the animal. This magic typically does not work on people, sentients, but if the person is wounded, unconscious or otherwise incapacitated they will have to make a save vs magic 16 to avoid being placed under the same geas also. However, people have a chance every 1d6 days (roll each time, a new day starts at noon-time local) to save vs magic to break the geas. Whoever is inside the Stable is also subject to the effects of the Sanctuary spell for the duration they are in the Stable. The Stable master is unaffected by the sanctuary spell effects just like the caster isn’t when it is cast as a magic spell.

All fauna, and maybe some flora, are healed +1d6 HP/SDC for each hour they are inside the Stable. However, those that are in a coma are stabilized within a quarter hour of being taken in the stable. then when stabilized they begin receiving the healing provided by the stable. The only thing actively disallowed, like they are barred and teleported away, from the Stable are insects of all sorts, and any parasites that might be on or within anything brought into the stable.

If the Stable is somehow crushed, it will renew itself 1d4 SDC per hour till it is whole again. However, the Stable uses the Stable Master’s life force to renew itself, so the Stable Master will not be able to heal normally till the Stable is done renewing itself. Those that were inside the Stable when it was crushed will not be able to get out till it is fully renewed. The Stable has load bearing capacity the same as a small house. So if a giant were to step on it it, it would be like a human stepping on a lego.

GM Notes:
Mutant animals from Heroes Unlimited, After the Bomb, TMNT and from Rifts: Lonestar are all people. Even if they still look like animals.

Arguments can be made that if there was an aquatic version of this (very likely), that dolphins, the mammals, are people to. They talk to each other and have names that they use for themselves.

The Galrohrim are elves that live on a continent that has already been swept clean of the Old Ones’ influences by the Wall of Purity. From the other side is know as the Black Wall. Which is why no-one on the detailed side of the PF world knows about them.

_________________
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.


My Artwork


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 Post subject: Re: Invented Spells
Unread postPosted: Wed Jun 17, 2020 9:36 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 43711
Location: Somewhere between Heaven, Hell, and New England
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.

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