Invented Spells

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taalismn
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Re: Invented Spells

Unread post by taalismn »

The Oh So Amazing Nate wrote:I still think the Banish (forum/internet) Troll ritual is a worthy spell.

Duration: Varies
PPE Cost: Varies
Skill% IQ+ME +1d12/level

What do you guys think?


:shock:
Note to self: disable the demo spell trigger phrase when set to 'careening tractor trailer' damage level, especially when demo spell is in 'open mode'.
-------------
"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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taalismn
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Re: Invented Spells

Unread post by taalismn »

Minor Curse: Laybacc’s Itch (Invocation)
Level: 6
Type: Invocation
Range: Touch or 50 ft per levek of experience
Duration: 1 hour per level of experience
Saving Throw: Standard
PPE Cost: 25
Effects:
Laybacc’s Itch is a minor curse that causes the victims to become afflicted with a raging libido and no way to relieve their urge to merge. No amount of cold water, de-stimulation, mental accounting, rubbing, patting, or even the act of actual sex will relieve their growing tension. The resulting sexual frustration leaves the person more and more distracted, tense, sweaty, feverish, twitching, groaning, and moaning. Clothing will feel increasingly restrictive and suffocating, and just about everything looks and sounds like a come-on to the person.
For every hour the victim is afflicted, they are subject to a cumulative -1 to initiative, -1 strike, dodge, and parry, and -5% to perform skills. Every thirty minutes(every 15 munutes if they are in the presence of an object of their affection, such as a spouse, fiancee, or secret crush) of the curse, they must make a roll under their ME to avoid displaying their condition and coming across as insane or depraved.
When the curse runs out, the person instantly loses the tension as rapidly as if they’d been doused in glacial meltwater, though the awkwardness may remain.
-------------
"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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taalismn
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Re: Invented Spells

Unread post by taalismn »

Junk Food to Health Food(Invocation)
Level: 6
Type: Spell
Range: Touch or 5 ft. Affects 1 pound of food per level of experience
Duration: Permanent
Saving Throw: None
PPE Cost: 12
Effects: This spell converts tasty, unhealthy, fatty and sugary foods to nutritious fiber-rich unappetizing raw granola and sprouts. The spell also reduces the volume of food by 50%

Cut Sodium(Invocation)
Level: 3
Type: Spell
Range: Touch or 5 ft. Affects 1 pound of food per level of experience
Duration: Permanent
Saving Throw: None
PPE Cost: 5
Effects: This spell reduces the sodium/salt content of a given volume of food by 50%. It CANNOT be used to desalinate salt water into fresh water.

Grass and Twigs to Kibble(Invocation)
Level: 7
Type: Spell
Range: Touch or 5 ft. Affects 1 pound of food per level of experience
Duration: Permanent
Saving Throw: None
PPE Cost: 15
Effects: This spell turns ordinarily undigestable plant matter such as lawn grass and tree twigs into (barely) edible (and fiber-rich!) foodstuffs.


Calorie Count(Invocation)
Level: 2
Type: Invocation
Range: Self or other by touch
Duration: 1 melee per level of experience
Saving Throw: None
PPE Cost: 3
Effects: Just by LOOKING at a foodstuff, the AExorcist can tell what its nutritional value is, its ingredients, and, incidentally, whether or not it’s safe to consume(including detecting the presence of natural or added toxins/pathogens).
-------------
"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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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

The Perfect Loaf
Level: 3 Bread Magic/6 common magic.
Range: Near the Mage.
Duration: instant/perm.
Saving throw:N/A
PPE: 6 as bread magic/ 9 as common magic.

This creates 2 loaves per level of freshly baked bread of high quality. These loaves can be of any grain the casting mage has experienced. Each loaf will sustain one human sized person for a day.
The types of bread can range from those made with oats, rye, barley to those made with wheat flour, to the more exotic, the least of which is corn. So long are it is a type of bread the mage has experienced.
Last edited by drewkitty ~..~ on Sun May 11, 2014 3:20 pm, edited 2 times in total.
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The Oh So Amazing Nate
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

drewkitty ~..~ wrote:The Perfect Loaf
The types of bread can range from those made with oats, rye, barley to those made with wheat flour, to the more exotic of corn. So long are it is a type of bread the mage has experienced.


lol. corn bread is exotic??? You can buy the stuff at walmart for less than .50 cents a box. Funniest thing I've heard all day.

Drew, you win the internet.
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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taalismn
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Re: Invented Spells

Unread post by taalismn »

He is most likely talking about the less extensively cultivated commercial breeds (or strains, in other terms) of corn, or more original forms of maize, like blue corn, that are less well represented in general commercial usage(like how the Russet-Burbank potato has taken over most potato production in the USA, leading to a potentially dangerous monoculture).
-------------
"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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Re: Invented Spells

Unread post by eliakon »

taalismn wrote:He is most likely talking about the less extensively cultivated commercial breeds (or strains, in other terms) of corn, or more original forms of maize, like blue corn, that are less well represented in general commercial usage(like how the Russet-Burbank potato has taken over most potato production in the USA, leading to a potentially dangerous monoculture).

Wouldn't that then be phrased as something along the lines of 'from the most common varieties of these grains, to the most exotic, this spell can conjure the bread that would be created. Corn, in and of it self, is not very exotic for the creation of bread. Though there ARE some grains out there that probably would be good canidates for 'exotic' such as Amaranth, Millet, Popcorn!, Sorghum, or other even more exotic grains.

For fun I have a list here of all the grains I could find

amaranth, brown rice, buckwheat, millet, oatmeal, popcorn, rolled oats, quinoa, sorghum, triticale, whole grain barley, corn, rye, wild rice

I can not vouch for if this is exclusive, but it should be at least useful.
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taalismn
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Re: Invented Spells

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Range Booster(Invocation)
“I really can’t do much with this spell HERE when I really need it to take effect over THERE.”
“Here, try this.”
Level: 6
Type: Invocation
Range: Self, Varies by spell
Duration: Instantaneous
Saving Throw: None
PPE Cost: 11 PPE per 50% increase in base range, plus the regular cost of the spell being cast/modified.
Effects:
Developed in compliment to the invocation Energize Spell, Range Booster modifies other spells to increase their effective range. The hard part was creating a spell whose invocation could be worked into another spell’s, allowing them to be cast simultaneously. The spell boosts the range of another spell by 50% per 11 PPE pumped into it.
Only Sixth Level and lower spells can be so boosted.
-------------
"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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taalismn
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Re: Invented Spells

Unread post by taalismn »

Hydra’s Circle(Invocation)
Level: 7
Type: Invocation
Range: The initial length of cord/chain cannot exceed 15 ft long. Each level of experience increases that length/range by the level of experience(so a 10 ft whip will be 30 ft long by 3rd level, while a 15 ft chain will be 45 ft long, etc.)
Damage: 1d4 SDC/MDC per whip/cord
Duration: 2 melees per level of experience
Saving Throw: Parry or Dodge
PPE Cost: 20
Effects:
This spell does for chain and cord weapons what the Spinning Blades spell does for knives. Applied to a length of cord(must be heavy cord, not string), rope, ribbon(including metal ribbon), or chain, the spell produces an additional cord/chain per level of experience. The additional whips/cords/chains can be wielded without encumberance(they seem to ‘float’ alongside the original object).
Has a bonus of +1 to entangle per additional level of experience/chain/cord added.
The spell also extends the length of the chains/cords/whips, times each level of experience, so an 18 inch length of chain is x3 for third level, x4 for fourth level, etc.
-------------
"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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The Oh So Amazing Nate
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

Holy Smokes Taal!!!!
That's wicked. Imagine a spiked ball & chain or a meteor hammer + this spell. hoooo momma! Somebody's gonna get hurt real bad.
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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taalismn
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Re: Invented Spells

Unread post by taalismn »

The Oh So Amazing Nate wrote:Holy Smokes Taal!!!!
That's wicked. Imagine a spiked ball & chain or a meteor hammer + this spell. hoooo momma! Somebody's gonna get hurt real bad.


Cue Devo's 'Whip It To 'Em'. :P

Yeah, I'm a real fan of the Spinning Blades spell; I've applied it to bayonets, vibroclaw gauntlets, and aircraft propellers, so I'm happy to look at other weapon-associated force multipliers as well. :bandit: :demon:
-------------
"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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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Was building a spell list for a space based mage char and picked out the L3 Recycle Air spell in the F3G book. I was not paying attention to the spell too much when picked it out but later...few min ago...discovered it is just stupid mix of ideas between refreshing the air of a whole air mass in a vessal and text that makes it seam to be just a BW/OA variant.

What are you thoughts on this version of the spell....

Recycle Air (modified....errr...fixed)
Level: 3
Range: air around self
Duration: instant perm
Saving Throw: N/A
PPE: 1 person day per 5 PPE,

Transforms the air in the vessel or container into breathable air (breathable to the caster) enough for one day's worth for one person per 5 PPE used. Limited to the absolute maximum amount of fresh air in the vessel. Thus if in a sealed vault with only 7 hours of air for one person this spell will only refresh there air that is there. Ending up with fresh air for 7 hours that one person. Or if in an escape-pod with 24 hours of breathable air then one casting will refresh the air. But if there are four people in the escape-pod the spell will need to be cast ever 6 hours.
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Down the Rabbit Hole
Level: 12
Range: 75' away, 2' radius per level.
Duration: 2 minutes per level.
Saving Throw: Dodge, standard vs magic, & maybe vs insanity
PPE: 112

This variant of the Bottomless pit spell feels to the victim(s) that they have shrunk and are falling down a rabbit hole. And if they fail their save vs magic they will experience a Hallucinogenic 'trip' through wonderland adventure. For some, what they experience during the hallucination might impose a saving throw vs. insanity, GM choice. Much like the animal Psi power Mind Trip, the time experienced by the victim(s) is much longer then the duration of the spell.
At the end of the spell's duration the victim(s) are spat out where they came in, abet a foot off the ground, and will be dis oriented for for a time. 2d4 APM for those who saved vs magic, 1d4 melee for those who failed their save vs magic but saved vs insanity. 2d10 Min. for those who failed their save vs insanity.

All other aspects of the Bottomless Pit spell are unchanged.
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by abtex »

taalismn wrote:Curse: Punch in the Teeth(Invocation)

... will receive the equivalent of a Haymaker Punch in the mouth.

Punch in the Teeth or Mouth?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Invented Spells

Unread post by taalismn »

abtex wrote:
taalismn wrote:Curse: Punch in the Teeth(Invocation)

... will receive the equivalent of a Haymaker Punch in the mouth.

Punch in the Teeth or Mouth?



You got any OTHER bodily locations you got teeth? :shock:
-------------
"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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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

taalismn wrote:
abtex wrote:
taalismn wrote:Curse: Punch in the Teeth(Invocation)

... will receive the equivalent of a Haymaker Punch in the mouth.

Punch in the Teeth or Mouth?



You got any OTHER bodily locations you got teeth? :shock:


Teeth can also be found here.
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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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

taalismn wrote:
abtex wrote:
taalismn wrote:Curse: Punch in the Teeth(Invocation)

... will receive the equivalent of a Haymaker Punch in the mouth.

Punch in the Teeth or Mouth?



You got any OTHER bodily locations you got teeth? :shock:


Teeth can also be found here and here.
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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Re: Invented Spells

Unread post by 13eowulf »

The Oh So Amazing Nate wrote:
taalismn wrote:
abtex wrote:
taalismn wrote:Curse: Punch in the Teeth(Invocation)

... will receive the equivalent of a Haymaker Punch in the mouth.

Punch in the Teeth or Mouth?



You got any OTHER bodily locations you got teeth? :shock:


Teeth can also be found here and here.


And that's not all...
Oderint Dum Metuant.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

13eowulf wrote:
The Oh So Amazing Nate wrote:
taalismn wrote:
abtex wrote:[

Teeth can also be found here and here.


And that's not all...



Please, let's leave the mutants out of this. :|
-------------
"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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13eowulf
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Re: Invented Spells

Unread post by 13eowulf »

taalismn wrote:
13eowulf wrote:
The Oh So Amazing Nate wrote:
taalismn wrote:
abtex wrote:[

Teeth can also be found here and here.


And that's not all...



Please, let's leave the mutants out of this. :|

But... But... Mutants are People too... mostly.
Oderint Dum Metuant.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

Mystic Pepper Blast(Evocation)
Level: 2
Type: Evocation
Range: 20 ft per level of experience, and covers a 5 ft area of effect.
Duration: One minute per level of experience
Saving Throw: A successful save HALVES effects and duration.
PPE Cost: 5
Effects:
This spell produces a spray of an irritant substance like Mace or pepper spray that causes hacking respiratory distress if inhaled, and acute burning pain if taken into the eyes and other sensitive tissues. Those without proper protection(such as goggles or a gas mask) will be -10 to strike, parry, and dodge for the duration of the spell, due to watering eyes and hacking cough.
-------------
"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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taalismn
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Re: Invented Spells

Unread post by taalismn »

*Invisible Light(Invocation)
Level: 1
Type: Invocation
Range: 60 ft radius and can be cast up to 80 ft away
Duration: 15 minutes per level of experience
Saving Throw: None
PPE Cost: 1
Effects:
This spell creates a radiating source of infrared light that can barely be seen with the naked eye, but which shows up brilliantly to those able to see IR-band light. It can be used to flood an area for infrared sensors.

*Illuminate The Invisible(Invocation)
Level: 2
Type: Invocation
Range: 60 ft radius and can be cast up to 80 ft away
Duration: 4 minutes per level of experience
Saving Throw: None
PPE Cost: 6
Effects:
This area of effect spell causes magically/supernaturally invisible beings caught in its light to fluoresce and become visible to the naked eye. Such beings can still try to hide in the shadow of objects/people standing between them and the eldritch light source, if the cover is large enough, but being caught in the light will cause them to glow.

Mystic Chrome(Invocation)
Level: 3
Type: Invocation
Range: Self or other by touch
Duration: 3 minutes per level of experience
Saving Throw: None
PPE Cost: 6
Effects: This causes the target(self or other) to take on a mirror-polish metallic appearance that acts as laser-resistant/reflective armor; laser weapons (including magic laser blasts) do HALF damage for the duration of the spell.

Healing Poison(Invocation)
Level: 5
Type: Invocation
Range: Touch or 5 ft. Up to a pound(1 lb.) of material can be converted per level of experience.
Duration: Substance is converted for 5 minutes per level of experience. Once consumed. its heaiing effects are permanent.
Saving Throw: None.
PPE Cost: 13
Effects:
This spell converts poisons into healing and health-boosting substances. Instead of doing damage, the converted substance will instead RESTORE the stated SDC/Hit Points. If the person is not already injured, the SDC/HP will be temporarily added to them as a damage buffer(any damage the character takes comes off the added SDC/HP FIRST). Once consumed/injected, the healing effects are permament, and added SDC/HP will last only 5 minutes per level of experience, after which the toxin becomes denatured and inert in the body(external and unused material will revert back to its original poisonous state). Radioactive and magical toxins CANNOT be converted by this spell.

Splinter-Cast(Invocation)
Level: 4
Type: Invocation
Range: 50 ft +10 ft per level of experience.
Duration: 1 minute per level of experience
Saving Throw: Dodge
PPE Cost: 6
Effects:
Born from studies of the Spinning Blades spell, Splinter-Cast requires a material component, a small tree branch at least six inches long, to be held in the hand while the spell is cast. For the duration of the spell, the branch can be pointed at targets and used to fire magically-conjured splinters of wood that strike like miniature crossbow bolts, doing 1d4 SDC(HP against vampires) each. Once fired, the splinters last 1 minute per level of eperience. If the caster has W.P.(Ancient) Targeting or W.P. (Modern) Handguns*, they can use the bonuses from either skill to strike.
(*From RUE)
-------------
"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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taalismn
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Re: Invented Spells

Unread post by taalismn »

Mystic Detonator(Invocation)
Level: 6
Type: Invocation
Range: Touch or 10 ft per level of experience, and the caster must have line of sight on the explosive to be triggered.
Duration: Instant. For an additional expenditure of 7 PPE, however, the detonation can be delayed up to 2 minutes per level of experience.
Saving Throw: None
PPE Cost: 12
Effects:
A powerful anti-tech spell useful for sabotage, Mystic Detonator allows the caster to prematurely detonate chemical explosives, from black powder to SEMTEX, including cartridged rounds and hand grenades, bypassing safeties and fuses. Only one device can be triggered per casting(however, follow-up sympathetic or fratricidal explosions are possible). It is possible to time the detonation, allowing the caster to (hopefully) clear the vicinity of the insuing explosion.
Plasma, nuclear, and magic explosive devices CANNOT be triggered by 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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taalismn
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Starry Day
Level: 12 Zodiac Magic
Duration: Till one sunset has passed per level
Range: 1 mile radius per level of caster.
Saving Throw: Special
PPE: 251 (192 if cast as a ritual)

This is a special spell for Zodiac Mages, it is the only one that they can cast during daylight hours with out any penalties. When this is cast the daytime sky is turned clear and the stars can be seen even though the sun is in the sky. While this in effect Zodiac Mages can case their other spells as if it was night. Because the properties of the space is changed for the duration the universe itself gets a saving throw vs 18. Once the change is made the sky reviles in change and still remembers the change for a number of sunsets. If the save is made the spell has no effect.
If this is learned as a ritual, the magic circle drawn for the ritual draws in some of the ambient magic of the area into the spell.

The ritual form of this spell is the only form that can be learned by non-zodiac mages at this same spell level. Even so their PPE cost will be 322 PPE and the duration will only last for 30 minuets per level or until sunset, which ever is shorter.
For each mage, the ritual's magic circle consists of all the zodiac signs around the circumference with their personal sign in the center of the circle. These are lost rune symbols that many a diabloist have search many a millennia for.


While mulling over a notion to do descriptions of some of the Egyptian gods and goddesses, I remembered this spell and thought it would be nifty for the goddess Nut(mother of the heavens, who is most often depicted with her body forming the dome of the heavens, speckled with stars, her hands and feet touching the cardinal points of the earth. This might be a fun spell for her to have. :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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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Thank you Taalismn.

A couple comments....
Scientific note for those who might not understand the spell effects....the spell negates the defraction effects of the air (and dust in the air) has on sunlight. Which is what causes the sky appear to be blue or red.

Ritual Form of the spell Has To Be Learned From a Mage that already knows the Ritual Form of the Spell due to the runes used in the making of the magic circle for the ritual are not commonly known.
Last edited by drewkitty ~..~ on Tue Sep 23, 2014 3:12 am, edited 1 time in total.
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Re: Invented Spells

Unread post by taalismn »

Defraction correction duly noted.

Rehydrate(Invocation)
Level: 3
Type: Invocation
Range: Touch
Duration: Instant
Saving Throw: Standard
PPE Cost: 5
Effects:
This spell restores the normal moisture content to a living body(unlike the psionic power Resist Thirst, this spell treats the cause, not the symptoms). This allows for the treatment of dehydration in cases where bulk water is not available, or the patient is unable to take in water in a normal manner(unconscious, or suffering from damage to mouth, throat, stomach).
Rehydrate has NO effect on vampires or other forms of desiccated undead. Nor does it work against the Desiccate the Supernatural 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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Re: Invented Spells

Unread post by taalismn »

Needle-Cast(Invocation)
Level: 2
Type: Invocation
Range: 70 ft +10 ft per level of experience.
Damage: 1 SDC per needle, up to 1 addotional needle can be conjured per level of experience
Duration: 1 minute per level of experience
Saving Throw: Dodge at -1
PPE Cost: 4
Effects:
Another derivation of the Spinning Blades spell, Needle-Cast, like Splinter-Cast, requires a material component, in this case a metal needle, to be held in the hand. With the spell cast, the needle can now be used to fire barrages of mystically-conjured metal needles that strike like shrapnel. For the duration of the spell, the needle can be pointed at targets and used to fire bursts of metal splinters. Once fired, the needles last 1 minute per level of eperience.
Furthermore, if the needle is silver, the ‘clones’ will have the same effect on silver-sensitive targets as the base needle.
Needle-Cast can also be cast syngestically with spells like Stumble, Befuddle, Paralysis: Lesser, Blind, Sleep, and Agony, in which case the PPE cost for the accompanying spells is reduced by -2 PPE points.
-------------
"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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Re: Invented Spells

Unread post by drewkitty ~..~ »

Spell Scroll PPE Battery
Level: 6
Range: special
Duration: Special
Saving Throw: N/A
PPE: 25 and stored PPE

Alone this meta-spell does nothing but make an instant of active magic that can be detected by those sensitive to magic. However, when this spell is stored with the Create Spell Scroll spell it allows the spell scroll magic to store mystic energies within spell scroll. The mage casting the Create spell scroll spell-storing this spell can store up to 10 PPE per level of experience. The PPE can be set free by reading the text recorded on the scroll or by burning the scroll. When burning the scroll to set the mystic power free, with the power unbound when half the page has turned black. The fastest burning paper is flash paper which takes but seconds (at most) to burn.
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Re: Invented Spells

Unread post by MrDisturbed »

Wow.. 24 pages.. I was hoping for some general spells to add to a wizards arsenal.. Lol. Guess this is the wrong place.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

MrDisturbed wrote:Wow.. 24 pages.. I was hoping for some general spells to add to a wizards arsenal.. Lol. Guess this is the wrong place.

Actually if you want useful everyday spells this is the place.
There are a Heinemann Load of other incantations here also along with all the specilty magic. It is just that they are all mixed in cause people post them as they come up with them. The over 300 spells I've posted here are spread through out the topic.
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Re: Invented Spells

Unread post by eliakon »

MrDisturbed wrote:Wow.. 24 pages.. I was hoping for some general spells to add to a wizards arsenal.. Lol. Guess this is the wrong place.

With over 1100 posts, many with multiple spells in it.....I would say that this is about as right a place as you can get. You will have to decide what spells work for YOUR game though, there is no claims that the spells here are 'fair and balanced' Just that the author thought they were a good idea at the time.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

eliakon wrote:snip...
there is no claims that the spells here are 'fair and balanced' Just that the author thought they were a good idea at the time.

Agreed agreed
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Re: Invented Spells

Unread post by Mack »

One of the iconic images of magic is that of a wizened wizard carrying his trusty staff, and I’ve always been a bit disappointed that there’s no equivalent in Rifts. While Rifts does have some staffs, none of them are personalized to the wielder. They are generic tools that a mage might swap just as a soldier might swap rifles. So I set out to design one myself. The below creation is deliberately geared toward experienced mages, and is mostly useless to low level characters. Thus carrying and using a staff in and of itself is a symbol of experience, power, and status.

The Mage’s Staff is a ritual originally found to be practiced by several native groups located on the fringes of the Dinosaur Swamp. Early explorers dismissed the ritual’s potential, primarily due to a lack of understanding of how the caster’s own magical power and experience affect the outcome. In recent years, as those explorers have aged and gained mystical proficiency, the Mage’s Staff has become a popular (and sometimes fashionable) tool for senior spell casters.

Spell Level: 7th Level Invocation, Ritual only
PPE Required: 100 to power the ritual. Additional required based on the caster’s preference.
Duration: Instant and permanent (until staff is destroyed)
Range: The caster receives all benefits provided the staff remains within a 10 feet of him.
Note – All abilities/bonuses are determined at the time of the ritual, and do not improve as the caster gains levels.

1) PPE Storage
During the ritual, the caster can elect to impart some of his own internal PPE reserves into the staff, thereby creating a PPE battery similar to a talisman. This process is multiplied by the caster’s Bonus to Spell Strength. A caster with a +2 Bonus can sacrifice 10 of his internal PPE to create 20 PPE worth of storage within the staff. A caster with a +4 Bonus can sacrifice 10 PPE to create 40 points of storage. Caster’s with a bonus lower than 2 will find this function useless. The sacrificed PPE (10 in the above examples) is semi-permanently removed from the mage’s internal PPE reserve. How much PPE the mage sacrifices is up to his own desires (as little or as much as his own internal storage). Should the staff ever be destroyed, the sacrificed PPE will return to the mage at his/her normal recovery rate. (Note, only the caster’s own Bonus to Spell Strength is used. Additional bonuses from outside sources, such as a magic amulet, are ignored.)

2) Health Bonus
By bonding with the staff, mage will automatically gain a bonus to his Hit Points. The bonus is based on the mage’s current Hit Points, multiplied by his experience level. A 7th level mage with 30 Hit Points will receive a bonus of 210 Hit Points. For experienced mages, this grants them the ability to withstand very minor amounts of Mega-Damage. Should the staff be destroyed, this bonus instantly vanishes. This function has no effect on caster’s who are mega-damage beings, only typical mortals (humans, ogres, elves, etc.).

3) The Staff
The staff itself must be all wood (ornamentation may be added after the ritual) and of a reasonable size for the mage (a human cannot use a twig, nor a log). After the ritual, it becomes extremely resilient and possesses 60 MDC. It can be used to block or parry MD attacks, but inflicts damage according to the wielder’s strength. Due to the unique nature of the bond, the caster wields it with little effort and receives the bonuses from WP Blunt equals to his own level at the time of the ritual. Thus a 6th level mage would get bonuses from WP Blunt as if he had always had the skill, but the ability will not improve when he becomes 7th level. Additionally, the bonuses only apply to the staff, no other weapons. When destroyed, the mage will immediately suffer a great, stabbing pain throughout his body and be weakened for 1D4 days (-2 to attributes, combat rolls, bonuses, etc.) Afterwards, the mage must wait 1D6 weeks before creating another staff. Some mages will deliberately destroy their own staff in order to create a more powerful one, while others come to have great affection for it and maintain their first one for their entire lives.
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Re: Invented Spells

Unread post by taalismn »

DEFINITELY adding that Staff Ritual to my 'must have' spell list, if only to add color.
-------------
"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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Re: Invented Spells

Unread post by Mlp7029 »

Supernatural Superhuman Speed
Range: Self or others by touch.
Duration: One minute day per level of experience.
Saving Throw: None.
P.P.E.: Ten Forty
Level: Six Eight
The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movement during this period are done without fatigue.

Supernatural Superhuman Strength
Range: Self or others by touch.
Duration: 2 melees days per level of experience.
Saving Throw: None.
P.P.E.: Ten Forty Eight
Level: Six Eight
The incantation magically gives the character a Supernatural P.S. of 30.
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Re: Invented Spells

Unread post by 13eowulf »

Mlp7029 wrote:Supernatural Superhuman Speed
Range: Self or others by touch.
Duration: One minute day per level of experience.
Saving Throw: None.
P.P.E.: Ten Forty
Level: Six Eight
The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movement during this period are done without fatigue.

Supernatural Superhuman Strength
Range: Self or others by touch.
Duration: 2 melees days per level of experience.
Saving Throw: None.
P.P.E.: Ten Forty Eight
Level: Six Eight
The incantation magically gives the character a Supernatural P.S. of 30.


Those durations are obscenely over powered. The Level change and PPE change dont even begin to make up for that.
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Re: Invented Spells

Unread post by Mlp7029 »

drewkitty ~..~ wrote:The Perfect Loaf
Level: 3 Bread Magic/6 common magic.
Range: Near the Mage.
Duration: instant/perm.
Saving throw:N/A
PPE: 6 as bread magic/ 9 as common magic.

This creates 2 loaves per level of freshly baked bread of high quality. These loaves can be of any grain the casting mage has experienced. Each loaf will sustain one human sized person for a day.
The types of bread can range from those made with oats, rye, barley to those made with wheat flour, to the more exotic, the least of which is corn. So long are it is a type of bread the mage has experienced.


I like the spell but I think the levels are too high for the PPE required. I'd make the levels 1 and 3.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Mlp7029 wrote:
drewkitty ~..~ wrote:The Perfect Loaf
Level: 3 Bread Magic/6 common magic.
Range: Near the Mage.
Duration: instant/perm.
Saving throw:N/A
PPE: 6 as bread magic/ 9 as common magic.

This creates 2 loaves per level of freshly baked bread of high quality. These loaves can be of any grain the casting mage has experienced. Each loaf will sustain one human sized person for a day.
The types of bread can range from those made with oats, rye, barley to those made with wheat flour, to the more exotic, the least of which is corn. So long are it is a type of bread the mage has experienced.


I like the spell but I think the levels are too high for the PPE required. I'd make the levels 1 and 3.

Points out that the spell create bread and milk is the same level as where I put it for common magic (i.o.w.:invocation magic).

To the point: the "create bread and milk" spell was my benchmark spell for creating this spell.

While I did drop the milk part of the CB&M spell I added the ability to make specific types of bread. The first would of lowered the spell level of the spell while the latter raised it back up a level. Thus, no change in level.
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Re: Invented Spells

Unread post by taalismn »

Deva-xahis’s Karmic Visage(Spell of Legend/Ritual)
“So as you value your looks more than anything else, so shall your visage reflect your true self. Only when the soul within becomes beautiful will the body without match it.”

Level: Spell of Legend
Type: Ritual
Range: 10 ft
Duration: Permanent, until either dispelled or the terms of the curse are met.
Saving Throw: The target, if of Evil or Selfish alignment, is -8 to save. Those already of Good alignment will be only -5 to save.
PPE Cost: 600
Effects:
Said to have been created by the Tane Goddess of Judgement Deva-xahis to punish an arrogant and vain aristocratic mortal woman, Karmic Visage is a powerful curse that strips the target of his or her physical beauty, and sets the condition that restoration is possible only through good deeds and selfless actions.
First, the curse strips the person’s Physical Beauty (P.B.) stat down to 0, aiming for the worst possible visage. The person will look truly hideous, if not outright disfigured, looking scaberous and diseased, not simply homely.
Attempts to use plastic surgery and other modern medical cosmetic procedures to cover up or repair the damage will be at -30% to the skills, and the work will quickly become infected and discolored after 1d4 weeks, quickly declining back to the base number it was before. Attempts to disguise the effects magically or psionically will face a saving throw by the curse to resist being disguised; a successful save will still only result in HALF effect/duration. Cybernetics and bionic prosthetic faces are unaffected by this spell, but even then, others have reported that the features look decidedly artificial and uncanny, though this may be more the power of suggestion.
A person subjected to this curse can only really gain back their P.B. by performing acts of kindness and charity; this spell was meant as a lesson, not as vengeance.
A minor act of kindness, such as giving away 10% of one’s total savings to charity, nursing somebody back to health from non-fatal sickness, or helping children or the elderly will gain back 1 point of P.B.
A modest act of charity, such as giving a prized personal possession to charity, nursing the seriously injured back to health, or giving 25% of one’s total savings away to a charitable cause, will gain 2 points.
A major act of selflessness, such as giving 50% or more of one’s total savings to charity, donating one of one’s own organs to another, nursing lepers or HIV patients, or rescuing others from danger at risk to one’s own life and limb,will gain back 3 points.
A SUPREME act of self-sacrifice, such as giving up all one’s savings/material possessions to charity, or putting oneself in the path of almost certain death to save an innocent(s), or anything which will cause an UPWARD alignment shift(in rhe direction of Good), is worth 6 points.
The spell has some wiggle room; if the person’s last good deeds take them within 1 point of attaining their original P.B., then their next redemptive action, if it is more than 1 point, the extra good karma points will be permanently applied to the person’s P.B. stat as bonus points, to reflect that the person has become even more beautiful through their good deeds.
-------------
"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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Re: Invented Spells

Unread post by Stone Gargoyle »

taalismn wrote:Deva-xahis’s Karmic Visage(Spell of Legend/Ritual)
Yes, because we need more ugly women.
Seriously though, good job.
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Re: Invented Spells

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:Deva-xahis’s Karmic Visage(Spell of Legend/Ritual)
Yes, because we need more ugly women.
Seriously though, good job.


A lot of beautiful people who mistake good looks for goodness, and could do with a lesson...this spell was inspired by a recent ESPN reporter.... ;)
Has me thinking about other interesting curses and divinely-imposed punishments....
-------------
"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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Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:Deva-xahis’s Karmic Visage(Spell of Legend/Ritual)
Yes, because we need more ugly women.
Seriously though, good job.


A lot of beautiful people who mistake good looks for goodness, and could do with a lesson...this spell was inspired by a recent ESPN reporter.... ;)
Has me thinking about other interesting curses and divinely-imposed punishments....

A lot of people mistake "acts of goodness" as the core of being good. The core of being good is being good and the acts will follow being good.

Even a diabolic char can do "acts of goodness" without "being good."


Yes, yes, I can see you had to make a mechanic within the spell to regain their PB.

I would not let a PC have the spell though.
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Re: Invented Spells

Unread post by taalismn »

Well, that gets into a lot of gray...as the comedian Emo Phillips put in, Albert Schwietzer arguably wasn't doing the natives any favors by giving them medical care instead of letting nature take its course, seen from certain moralistic angles.
But yes, hence why it's a Spell of Legend, and used by a deity-level caster in the example. It can, however, be a less lethal Dim Mak-style adventure seed...
-------------
"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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Re:

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:Here are a few of the spells I've made....you may use, but I reserve the rights to submit them to PB for publication.
Other new Spells
Starlight
Level 1
Range: 15 feet per level away
Duration: 30 minute per level
Saving Throws: none
P.P.E.: 2
When used at night, this spell creates an area lit with starlight, that gives a 20 feet radius of limited visibility to humans, but to chars with nightvision it gives quite good visibility for 100 feet out side of effect radius.



Dry Clothes
Level
Range: touch
Duration: instant
Saving Throws: none
P.P.E.: 2
This spell only dries out target clothing. Leaving the water in a puddle underneath the target.



Snow Ball
Level: 1
Range: in the caster's hand & near by
Duration: instant, permanent
Saving Throw: dodge
P.P.E.: 1 (5 for multiple snow balls)
Creates a snowball in the hand of the caster, taking the water out of the air and freezing it. The snowball is about the size of a Baseball and is made of a soft dry snow that stays together till it is thrown. The mage can set the snowball down for a short time but the snowball will begin to react to the environment once it leaves the caster's hand. (melt, turn to slush, re-freeze, etc.). at level 2 this spell can be cast with five PPE to create 1D4 snowballs in a row, +1 per Level after level 2.


Snow Balls
Level: 2
Range: In the casters hands or near by with in 3 feet
Duration: instant, permanent
Saving Throw: dodge
P.P.E.: 4
Creates 2d4 snow balls per level in the hand of the caster or near by, taking the water out of the air and freezing it. The snow balls is aboutthe size of a Baseball and is made of a soft dry snow that stays together till it is thrown. The snowball down for a short time before the snowball will begin to react to the environment. Will remain unchanged for 1d4 min after they are made.

Look pretty good.. for the first one though I think maybe it would be neater
if you could throw snowballs for every attack per melle you have, for as
many melees as your level. Would need more PPE cost.. or another spell
completley.


Mother's Milk
Level 2
Range: touch
Duration: instant
Saving Throws: standard
P.P.E.: 7
Makes the targets female's breasts full of milk, if done to the same female for more the one week of consecutive feedings then they will start to produce milk on their own. Men and expecting women are immune to this spell.




Alter Aura
Level 2
Range: self
Duration: 1 hour per level
Saving Throws: none
P.P.E.: 5
This spell contains the psychic emanations from the mage so that they look like a normal human (or whatever the race of the mage is). What this dose is conceal, are the emanations of PSI and magic abilities, the level and P.P.E. of the mage. What is doesn't conceal is the level of the mage, the health of the mage, the presence of possessing entity, nor any unusual aberration. If this is apart of an enchantment, it conceals the magical nature of the object.



Blinding Flash
Level 2
Range: 10 foot radius, up to 60 feet away
Duration: instant
Saving Throws: none
P.P.E.: 5
Blinds everyone with in a 10 foot radius with a sudden burst of intense real light. Victims are blinded fro 1d4 melees, -5 attack, -10 P/D, 50% chance of falling down every 10 feet of movement. All out side the 10 foot radius, and looking at the area, must save verses non-lethal poison or suffer the same penalties as those caught with-in the spell area of effect. The spell caster of this spell can blind himself if he is in the area of effect or is looking at the area or effect when it goes off.



Create Fog of Butterflies
Level: 2
Range: near casters feet, ranging as far as 500 feet
Duration: 4 minutes per level
Saving Throw: none
P.P.E.: 10
This creates a fog of shadowy butterflies images that emerge from the ground near the casters feet (no more then 10' away). This creates 27,000 cubic feet of butterflies. This fog obstructs the vision of people trying to look through it. The visibility is at best 4 feet. While attacking within the fog, victims will be -5 to strike and -9 to parry and dodge. Note: 27000 cubic feet is the same amount of coverage that cloud of smoke gives.




Heat Haze
Level: 2
Range: 5 foot radius per level, up to 10 feet away per level
Duration: 5 minutes per level
Saving Throws: none
P.P.E.: 7
This spell heats the air in a 5'/level area (globe) to a point that light passing through that area is distorted due to the difraction effect hot moving air has. Those trying to shoot through the area are at a -2 to strike. Those that enter the area suffer from -5 to all combat rolls, and must make a PE check, unless they are protected from the heat, will suffer from the heat. -10% on skills, -2 on combat rolls. This spell has not effect when cast in a vacume and will cause an updraft from the hot air rising.




Zap Bolt
Level: 3
Range: touch
Duration: 5 minutes per level or activated
Saving Throws: standard for 1/2 damage
P.P.E.: 10+5 per addition die
Zap Bolt can only be added to an ancient style missile weapon and adds one die of damage. In addition to the damage zap bolt gets a +1 to strike per level. The mage has the potion of adding another die of damage at the cost of 5 P.P.E. The extra damage is only good for one successful attack. (When added to arrows and bolts they always hit). The missle that this spell is added to is consumed with the use of this spell.




High Jump
Level: 4
Range: self / other by touch
Duration: special
Saving Throw: none
P.P.E.: 1 per 1 foot
This spell increases the distance (length or height) a person can jump for one jump. This spell can lay dormant for 1 melee per level till it needs to be used. This adds +10% to the since of since of balance skill (or +2 to maintain balance) when landing from the use of this spell.


Pudding
Level: 4
Range: touch / 3 feet
Duration: instant, permanent
Saving Throw: none
P.P.E.: 10
This spell creates a pudding substance that tastes good to the caster in an area of choice. Usually with-in a container. Makes 1 serving per level of caster.




Chaos Blast
Level: 5
Range: 10 feet per Level
Duration: instant
Saving Throws: dodge 18 or better
P.P.E.: 20 & 4 per addition die of damage.
This fires off a crromeatice colored blast that twiset and turns along the way. If the balst hits it dose 1d6 damage. the mage may increass the damage bye 1D6 damage for each additional 4 P.P.E. over the base amount.



P.P.E. Drain
Level: 5
Range: 10 foot radius +3 feet per level
Duration: 1 melee round per Level
Saving Throw: Standard
P.P.E.: 10
This spell emulates a mage's ability to take P.P.E. from others. This spell creates an area affect, that when a person walks through it the spell.
The person makes a standard save vs. magic. If they save then they are not drained. The most this spell can take in a single drain is 1/2 the person's present amount of P.P.E. This spell makes one Drain per person per melee. In other words it will drain from everyone within the target area once per melee, no matter how many people are in or passing through the target area. All mages are immune to this spell. This spell must be centered to the mage that cast it or attached to a PPE battery such as a talisman, P.P.E. clips, or Energy sphere. When this spell is made in a part of an enchantment it will only be active to replenish the enchantment's P.P.E. reserve.



Stay Away from Me
Level: 5
Range: self, 10 feet radius +10 feet per level
Duration: 10 minutes per Level
Saving Throw: Special
P.P.E.: 20
Makes people want to stay away from the user, the equivalent of HF 10+1/two levels.



Scarlet Blossom
Level 5
Range: touch, thrown
Duration: 1 day per level
Saving Throws: none
P.P.E.: 25
Turns normal fire into a gem-like stasis field when grasped. The stasis lasts till the duration ends or the mage cancel the magic. The fire, when the duration ends or the spell is cancled dose 1D6 S.D. and/or can set things a fire.




Transmute to Flowery Girlie Thing
Level 5
Range: 1 foot per Level
Duration: instant, permanent
Saving Throws: standard for magical objects, none otherwise
P.P.E.: 30
Transforms the target object into the same thing but decorated with flowers and is pink. All other aspects of the object are the same.


Color Change
Level 6
Range: 1 foot per Level
Duration: instant, permanent
Saving Throws: standard for people & magical objects, none otherwise
P.P.E.: 35
Transforms the color of the target object into what the mage wants it to look like. If the mage has no emidiate idea of what he wants it to look like then the color and paterns are choosen at random All other aspects of the object are the same.




Bad Hair Day
Level: 6
Range: touch or 5 feet per level
Duration: 1 day per Level or permanent
Saving Throw: Standard
P.P.E.: 15 / 150
Gives the target a "bad hair day". If the caster touches the target and uses 50 P.P.E. the "bad hair day" will be permanent until a successful 'remove curse' is use on it.


Fog of Golden Light Butterflies
Level: 6
Range: near casters feet, ranging as far as 500 feet
Duration: 4 minutes per level
Saving Throw: none, awe factor 10+1 per 2 levels
P.P.E.: 25
This creates a fog of golden light butterflies that emerge from the ground near the casters feet (no more then 10' away). This creates 27,000 cubic feet of butterflies. This fog obstructs the vision of people trying to look through it. The visibility is at best 4 feet. While attacking with in the fog, victims will be -5 to strike and -9 to parry and dodge. If people who look at this Fog from less then 10' away and fail their awe factor (10+1/2 levels) roll they are entranced by the fog watching the butterflies till the spell end, are hit by an attack.



Chaos Toss
Level: 7
Range: touch, 10 feet per Level
Duration: instant
Saving Throws: standard
P.P.E.: 50
This spell dose two things, first it dose 1d4 S.D./L damage to the target and seconde it picks up and tosses the target in a random direction 10' per level, with the toss causing 1d6 damage per 10 feet thrown, this will even go through even through body armor because it is falling damage. A sucesfull save vs mage negates throw effect.



Healing Waters
Level: 6
Range: touch
Duration: 8 hours for drinking, instant for pouring over an injury
Saving Throw: none
P.P.E.: 35
Enchants a small ammount of water (minimum 6 oz, a small cup of water) which gives the drinker regeneration. he heals 1d6 SDC or HP every 10 minutes for 8 hours (no level increase in duration). he also gets a +20% save vs coma and a +1 vs posion and disease. Pouring this water over an open wound will instantly heal 3d6 SDC and cleanse the wound of posions and infection. The water can remain in a stoppered contaner for a year per level with out loosing potentcy. Has no effect on the dead or undead, except to get them wet.



Pass with out Hindrance
Level: 9
Range: Self, other by touch
Duration: 1 minute per Level (in crowds) 10 minutes per Level (in countryside)
Saving Throws: -4 vs. manipulation only
P.P.E.: 80
This spell manipulates the people and thing in the area head of the path of the mage so that people, animals, trees and shrubs open up just enough to let the mage pass. (Sort of like when your walking down the street and as you walk down people just get out of the way for reasons other then seeing you). It also moves inanimate objects less then 15 pounds out of the way.




Create Gem
Level: 9
Range: can be cast up to 10 feet away
Duration: 1 minute per level
Saving Throws: none
P.P.E.: 50 (20 as a specialty spell)
This spell combines any gems & semiprecious stones that come into the spell circle that defines the boundaries of the spell, into a larger gem. This spell will only combine like types of gems & semiprecious stones in to a lager stone. The spell dose not affect organic matter, but can affect a mineral being (gets a +4 to save). If multiple types of gems or semiprecious stones are put into the circle at once then only one of them is affected. If the merged gems or semiprecious stones is removed before the duration has elapsed then another type of gem or semiprecious stone is affected.



Mapping
Level: 9 (level 5 as a specialty spell)
Range: touch, Line of Sight
Duration: 3 hours per level
Saving Throws: none
P.P.E.: 50 (20 as a specialty spell)
This spell, when cast on a blank book, large parchment, or on a portable comp, inscribes a map of what the mage sees onto the recording medium. The accuracy of the map is 75%+5% per level. The accuracy of the map will be affected by what the mage can see. Things like invisibility see the invisible, perception altering drugs/magic/psi/powers, and environmental conditions (like 'heat haze' or darkness) all affect the accuracy of the mapping spell. At 6th level the mage can create a permanent 'mapping' enchantment for 150 PPE. Note: even after the mapping spell ends the map it makes does not fade from the mapping medium.

looks good, maybe 150 ppe to make it permanent

Absorption
Level 9, enchanter specialty spell (level 14 as common spell)
Range: touch
Duration: permanent or till dispelled
Saving Throws: standard
P.P.E.: 100
This spell, when attached to charm or magical object, causes it to fuse to the wearer, becoming a part of the wearers skin over time. When the amulet or charm is first worn against the skin the wearer needs to save, failing, the amulet sticks to the skin. During the next week the amulet becomes more attached to the skin and at the end of the week the amulet is actually a part of the skin. Seaming like a vivid tattoo. A simple 'negation of magic' will remove the amulet or charm from the merged state. If the wearer dose not want it to be removed then boththe wearer and the spell get a save vs the negate magice spell.



Inscribe Magic Circle
Level 10
Range: 50 feet (near the caster)
Duration: instant/permanent (dependent)
Saving Throws: none
P.P.E.: 70 and that of the supported spell
This spell creates a magic circle that lets a mage use an otherwise instant spell as a ritual, such as create steal. Or it can be used to help make a temporary magic circle to cast a ritual as a spell, such as Sanctuary. If used in combination with simple circle magic such as 'protection circle simple' the duration is doubled or the effectiveness is increased.




Spell Shield
Level 11
Range: self or up to 5 feet away, 10 foot radius area of effect
Duration: 1 hour per level
Saving Throws: standard
P.P.E.: 400
This spell can be placed on a person, an object, or an area. All spells cast in and into the effect area, get a -1 to the spell strength for every two levels of caster, rounding down, if the spell cast is a physical manisphestation, it gets -1 to strike for every 2 levels of caster, rounding down. Objects have no save, unwilling subjects get the standard save if targeted by the spell.
Note: if there are multiple people or objects with this spell on them and overlapping, the overlapping dose not cause any additional coverage. Only a person with multiple spells on then will have any additional protection/harm due to this spell; i.e. if you cast it on a few of your companions far apart and have them move together to give everybody a higher resistance to magic it will not work.




Golden Sphere
Level 12
Range: 100 feet
Duration: 2 days per level
Saving Throws: none
P.P.E.: 120 per duration and what is to be stored
This spell creates a golden sphere that can store up to 200 P.P.E. per level of spell caster. Each time the duration comes to an end, the spell takes 120 P.P.E. from what has been stored in it and uses that 120 P.P.E. to continue functioning. This will continue till all stored P.P.E. is used up or by the mage using the P.P.E. himself or to another if it is given to him.



Seal Magic
Level 13
Range: touch
Duration: 2 days (48 hours) per level
Saving Throws: standard
P.P.E.: 200
Seals a person's magic away from their control for the duration of the spell. This can be removed with negate magic, but is impervious to Remove curse.

.

Childness
Level 13
Range: Line of Sight
Duration: 24 hours + 6 hours per level / permanent
Saving Throws: standard, but if touching the subject then they get a -4 to save
P.P.E.: 100/1000
Reduces the target back to a much younger version of himself, but only physically, not mentally. aproximate age is 6+2d6 months. his powers, memory and skills remain but greatly diminished, all skills suffer a -75. if a skill becomes 0 he loses it untill he is returned to normal. He can try to cast magic but must roll his language skill once for each level of the spell. (a level 4 spell nees 4 language skill passes) any failures cause the spell to end in baby gurgling and the spell fails (no ppe spent). Natural and Psi powers will be reduced to a mere 10% effect. at the end of the duration the target will ?pop? back to his former self but will only vaugly remember what happened while young. a remove curse can be used to reverse this.
In the case of dragons, demons, and races that develop at different rates, this spell may not be as effective. For example, a dragon would be a hatchling but would still be able to speak and use all his hatchling powers, suffering no skills penalties. he would also retain all his spell knowledge Permanant version costs 1000 PPE and cannot be undone by any means. If the permant version is used, he will permantly lose all skills and memories, and must grow back up normally. he will retain his physical characteristics and powers but they will be locked away until he grows old enough. all memories, skills, magic spells and PPE will be lost. psychics will have to start over at level 1 with psi powers and ISP. the character will basicly have to grow back up again, picking mabye a totally different lifestyle this time. alignment and OCC can easily be different, depending on how the youth is raised?


Appeal Enhancement
Level: 5
Range: self, 10 feet radius +10 feet per level
Duration: 10 minutes per Level
Saving Throw: Standard
P.P.E.: 25
This magic makes the caster more attractive to the opposite sex in direct proportion to the amount of skin is exposed. This is added on top of the charm % from PB, with a max of 98%.

Are these able to be posted to the Black Vault Wiki or were you still wanting to get them published? I am finally getting around to posting spells to the wiki.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Stone Gargoyle
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Re:

Unread post by Stone Gargoyle »

Mephisto wrote:Yes I know these were posted original on the HU2 forum and the original credited work is still attributed to Marcantony, but these are expanded. I was looking back on them and realized just how much ambiguity could be created, so I fleshed out some of the effects a little bit more (for example, the Summon Nightmare Steed spell didn't have stats on the Nightmare Steeds themselves, and the spell "Bounce back" didn't seem to be named appropriately so I renamed it "Do Unto Others" in an attempt to keep the theme going). Any commentary is encouraged. And yes I am working on characters with these spells, as well as the dangers of using Chaos Magic. It is not a pleasant school of magic to practice.

Chaos Magic Spells

Fear (1st Level)
Range: Line of Sight
Duration: Instant
Save: Standard
P.P.E.: 25
This spell causes any one victim to become so fearful that he fights at -6 on all combat rolls and will not attack instead attempting to retreat. This applies to all combatants, not just the Chaos Mage.

Raven (2nd Level)
Range: N/a
Duration: One hour per level of experience
Save: None
P.P.E.: 20
The caster creates a a large black bird of prey, which he can control and use for spying on an area. He has a telepathic connection to the bird, and can see and hear what it sees and hears (it also has night vision). The caster however cannot use other spells through the bird. The bird has an S.D.C. Of 20 and the Super Abilities of Super Vision: Enhanced Sight and Extraordinary Sense of Hearing. The bird has no attacks but has an automatic dodge of +4. The mage will know instantly if the bird is destroyed.

Acid Spray (3rd Level)
Range: Line of Sight
Duration: one round per level of experience
Save: Standard for half damage
P.P.E.: 10
This spell causes the caster's hands or mouth to emit a spray of corrosive acid. This acid does 2D6 damage per melee round. Cannot be extinguished, is magically created.

Danse (3rd Level)
Range: Line of Sight; affects up to 10 undead, +2 per level of experience.
Duration: one round per level of experience.
Save: None
P.P.E.: 50
The spellcaster enhances the horde of undead with a surge of energy. The spell allows the caster to add one attack per melee and give them +2 to damage.

The Dark (3rd Level)
Range: Self
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 25
The spellcaster’s body begins to dissolve into smoke. That caster may then move through any solid object on his next move as if it weren’t there. If the caster ends his movement in a solid object or wall, he is instantly destroyed. In this form he may not attack or be harmed, but he can cast spells.

Bane (4th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience
Save: Standard for half damage
P.P.E.: 30
This spell will create a cloud of poisonous gas that will envelope a 3D6 metre area. All characters in that room will suffer 2D6 damage per melee round they are in that area. The gas does not move, but is noticeable and also smells terrible.

Drain Life (4th Level)
Range: Touch
Duration: Instant
Save: Standard
P.P.E.: 60
The Wizard fiercely grasps a single adjacent enemy in a vice-like grip in an attempt to drain its life-force. This spell automatically does 1D4 S.D.C. and transfers it into himself giving him energy and vigor. Once there is no S.D.C. left then begin draining hit points.

Banefire (5th Level)
Range: Line of Sight
Duration: Instant
Save: None
P.P.E.: 40
The caster's open palms or mouth fill with unearthly black fire and as he completes the invocation he hurls a searing sphere of burning darkness that engulfs and consumes his opponents, causing terrible pain and agony. All within a 6 metre radius suffer 5D6 damage.

Do Unto Others (5th Level)
Range: Line of Sight
Duration: Instant
Save: None
P.P.E.: 40 (plus the cost of the spell being rebounded)
This enables the spellcaster to reflect any spell back at the caster. The victim then suffers the effect of the spell that was intended for the spellcaster. This spell can only be used if the mage has enough P.P.E. to both power the spell and the spell to be rebounded. The mage doesn't need to know the spell being leveled at him, just has to chance that the total P.P.E. Will be enough to power his spell and the opposing spell. Failing to provide enough P.P.E. Will result in full damage with no saving throw for the Chaos Mage.

Rot (5th Level)
Range:
Touch
Duration: One melee round per level of experience.
Save: Standard
P.P.E.: 35
This curse rapidly rots the body of the intended victim, at a rate of one Hit Point (not S.D.C.) per level of experience.

Black Widow Blades (6th Level)
Range:
Self
Duration: Until thrown
Save: None
P.P.E.: 20
This spell creates 2D4 magical spider-shaped blades. When thrown, these blades do 1D6 damage per blade to any creature in the casters line of sight.

Chaos Bolt (6th Level)
Range: Line of Sight
Duration: Instant
Save: Standard for half damage
P.P.E.: 20 per magical missile (caster does not control the number of missiles conjured)
This spell conjures up 2D6 magical missiles, which may be fired at any target the spellcaster can see. The missiles do 4D6 damage each.

Chaotic Aura (6th Level)
Range: Self
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 40
The spellcaster seems to grow horns and fangs as his fingers lengthen into great talons and huge scales fall over his eyes. Until he is slain or the magic ends, the spellcaster gains +2 attacks per melee, +4 to strike, +50 S.D.C., +4 hand to hand damage and +3 on all saves. The bite of the character does 2D6 damage while a slash with the talons does 2D6 plus damage bonuses, and a head butt does 3D6 damage plus damage bonuses.

Destabilize Daemon (6th Level)
Range:
Line of Sight
Duration: Instant
Save: Standard
P.P.E.: 50
The caster destabilizes the target daemon's body. Unless the daemon resists successfully, it is forced back to its home realm. Note that Deevils are not affected by this spell.

Hate (6th Level)
Range:
Line of Sight
Duration: 1 day per level of the mages M.E.
Save: Standard
P.P.E.: 40
The caster chooses what he wants the victim to hate, and then transmits them into the mind of the victim. The victim will then attempt to kill or destroy the source of his hate every time he encounters it.

Cracks Call (7th Level)
Range:
Line of Sight
Duration: Permanent
Save: None
P.P.E.: 80
The spellcaster draws a massive surge of grim energy into his fist and then strikes the ground creating a large crack in the earth. This crack travels from the caster in a straight line until it hits a wall breaking it open and creating a 1D4 meter deep rift.

Dark Armor (7th Level)
Range:
Self
Duration: 10 minutes per level of experience or until depleted
Save: None
P.P.E.: 90
A barrier of force (A.R. 17, 300 S.D.C. plus adds +5 to P.S.) surrounds and protects the caster’s body. No other magical armor can be cast over top of the armor, and the armor can be considered full environmental. Note that Dark Armor is a bit more unusual than most. It's a glimmering field of dark energy, that reacts to alignment. Good aligned characters (unless they wield evil aligned rune weapons) will do 50% more damage to the Dark Armor than other characters. Selfish characters do normal damage, while evil characters only do half damage, and evil Rune Weapons won't attack the character covered in this armor at all. Millenium Weapons do double damage to the Dark Armor.

Pestilent Breath (7th Level)
Range:
10 meters per level of experience.
Duration: Instant
Save: Standard
P.P.E.: 30
The spellcaster takes a deep breath and exhales a foul, black vapour. All those adjacent suffer 2D6 damage and feel weak: -2 to all combat rolls and -3 to save vs. poison/toxins/chemicals and diseases for the following melee round.

Visions of Horror (7th Level)
Range:
Line of Sight
Duration: 4 rounds per level of experience.
Save: Standard
P.P.E.: 50
The caster sends signals out into the brain of the victim that distort his vision. The victim will see everyone as horrors and beasts from hell. This experience is so terrifying that the Victim is rendered helpless. The victim can only lay on the ground shaking and crying watching visions of death explode into his mind.

Black Channels (8th Level)
Range:
Line of Sight
Duration: See below
Save: Standard
P.P.E.: 50
This spell has the power to channel the evil forces of black magic. It may be cast on any Undead in the caster's line of sight, healing up to 4 of its wounds as dark power surges through it (this may even be done once the creature has been killed, bringing it back to life). Alternatively Black Channels may be targeted at a recently slain ally or enemy, effectively turning it into an undead creature! Such creature is under the total control of the caster, and has the same attributes, special abilities and equipment as it had before being killed. An ally that has been turned into an Undead must be "killed" again and taken to a healer to be able to resurrect it.

Choke (8th Level)
Range:
Line of Sight
Duration: 3 rounds
Save: Standard
P.P.E.: 140
The victim suddenly clutches his throat and has great trouble breathing. Dark wisps of smoke begin to seep from his mouth and nostrils as his lungs fill with noxious fumes. Select a single target within the caster's line of sight. The target may only stagger 3 meters per round. Unless the caster has been killed in the meantime, the victim dies from asphyxiation at the end of the third turn. Undead and demons cannot be the target of this spell. Also note that the victim gets a save vs. magic for each of the three melees. A save during any of those melees means that the spells effects are instantly broken.

Dark Bolt (8th Level)
Range:
Line of Sight
Duration: Instant
Save: Dodge against a strike of 16.
P.P.E.: 30
This spell may be cast vertical, horizontal or diagonal direction. The bolt will travel in a straight line until it strikes a wall or closed door. It will inflict 3D6 damage to all opponents in the path of the bolt.

Flesh Flaying (8th Level)
Range:
Line of Sight
Duration: Two melees per level of experience.
Save: Standard
P.P.E.: 50
The target of this spell must be in the Wizard's line of sight. The victim immediately loses 10% of his SDC and 1 point of current PS and PE per round as his flesh begins to melt and blister and the skin starts to flay away from its body.

Hold Daemon (8th Level)
Range:
Line of Sight
Duration: 4 rounds per 5 ME
Save: Standard
P.P.E.: 30
The caster can paralyze a daemon's physical body.

Ruin Weapon (8th Level)
Range:
Touch
Duration: Instant
Save: Standard
P.P.E.: 60
The caster must strike or otherwise be in contact with the victim's weapon. The weapon then shatters. This does not affect magical weapons, vibro-weapons, or weapons made of energy (such as a flaming sword). Kinsetite Weapons are +4 to save vs. this magic.

Steal P.P.E. Energy (8th Level)
Range:
Line of Sight
Duration: Instant.
Save: Standard
P.P.E.: 150
The caster can drain the P.P.E. of any one source of magic, including supernatural beings, wizards, clerics, etc. in sight and immediately use it himself. The victim of this attack is reduced to only 2D6 P.P.E.! The extra P.P.E. reduces by 10% per melee round that it is not used (released into the environment).

Cloud of Chaos (9th Level)
Range:
Line of Sight
Duration: 4 rounds per level of experience.
Save: Standard
P.P.E.: 330
This spell paralyzes all beings, with the exception of the spellcaster, within a 36 meter radius

Curse of the Horned One (9th Level)
Range:
Line of Sight
Duration: Two melee rounds per level of experience.
Save: Standard
P.P.E.: 80
This spell is very destructive, but does not cause any immediate damage. When attacking, dodging, or performing any other combat roll a cursed character loses all his bonuses. Spells and potions are cut in half. This spell may be countered only with a sacred artifact or a Blessing. Psionics and super abilities are not affected, unless the super abilities have a direct combat influence.

Depression (9th Level)
Range: Line of Sight
Duration: One hour per level of experience.
Save: Standard
P.P.E.: 40
The caster sends a flow of darkness into the victim's brain. The darkness sets itself in and makes the victim deeply depressed. All rolls are lowered by -5 and skills are -50%.

Wall of Darkness (9th Level)
Range:
Line of Sight
Duration: Two minutes per level of experience.
Save: None
P.P.E.: 30
As he finishes the incantation, the caster holds the scrap of cloth in the air, and it appears to expand and darken, making a wall of darkness up to 36 meters wide, 6 meters deep and 9 meters high. The wall of darkness block line of sight, and ranged attacks and spells may not be done across it. All enemies must make a successful save against Horror Factor of 18 to enter the darkness.

Chaos Become You (10th Level)
Range: Line of Sight
Duration: Five minutes per level of experience.
Save: Standard
P.P.E.: 40
Dark, tentacle-like tendrils shoot out of the Wizard's outstretched palm and fly straight towards an opponent in at least partial line of sight, sticking like suckers to his head and limbs. The moment one of these tendrils touches the forehead of the victim his mind will be totally blanked out, leaving the body as a puppet in the evil Wizard's hands.

Dance of Despair (11th Level)
Range: Line of Sight
Duration: 30 seconds per level of experience.
Save: Standard
P.P.E.: 40
One victim in sight can be made to dance insanely. Each minute the victim breaks 1 random 1 limb until on the fifth minute his spine snaps. Since the victim has no supernatural strength, if allies can keep him from moving, then he will survive the spell.

Death Frenzy (11th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 170
The spellcaster gives all allies that are in his line of sight a burst of hyperactivity. Their Spd. and attacks per melee are doubled, also gaining +2 to strike and +20 SDC. Once the spell lapses all affected are vaporised by the chaos within them (and cannot be resurrected, even by Chaos magic).

Condemn Living to Undeath (12th Level)
Range: Touch
Duration: One week per level of experience.
Save: Standard
P.P.E.: 350
This spell is one of the most feared and despised of Chaos's incantations. This spell places the blackest of curses upon a person's soul. If this person fails to save their soul has been compromised, although the victim is usually unaware of the curse except for a general sense of uneasiness. If the victim dies during the duration of the curse, they will become a Spectre haunting either the area they died in or the place of burial. There are several ways to avoid this curse. One is to get the spellcaster to dispel it. Other ways include receiving a divine blessing. If the character dies in a holy or sacred area, their soul is safe as well, although they are of course, dead.

Raise Undead (12th Level)
Range: Line of Sight
Duration: One day per level of experience.
Save: None
P.P.E.: 85
As the caster finishes his incantation, the ground begins to heave slightly, then buckles upwards as one Animated Dead per level of experience pull themselves out of the earth, ready to obey his commands.

Chaos Vortex (13th Level)
Range: Line of Sight
Duration: one melee round per level of experience.
Save: None
P.P.E.: 250
The caster gathers a terrifying whirlwind of primal Chaos, capable of destroying everything it touches. It covers a 36 meter radius area. Each turn the GM must choose a direction in which the vortex will move and then roll a 1D6 x3 meters to determine how far it will move (this makes if fairly unreliable!). Any solid object the vortex passes through is utterly destroyed (it will make holes through walls if it crosses one). Anyone it passes through must pass an immediate save vs. horror factor of 19 or be sucked into the heart of Chaos, where he is lost forever. At the end of each turn all adjacent to the vortex will be struck by a bolt of warp lightning for 5D6.

Summon Nightmare Steed (13th Level)
Range: Self
Duration: 1 hour per level of experience.
Save: None
P.P.E.: 170
A nightmare steed is summoned from another realm and manifested in substantial form. It is then bound to serve the caster for the duration of the ritual effect, and may be commanded to perform tasks at the caster's request.
Stats on the Nightmare Steed: The Nightmare Steed resembles the classic black stallion with flaming hooves, blood red eyes and flaming mouth that flies without wings. It has an I.Q. of 1D6+3 (intelligent predator), M.E. 1D6+12, M.A. 1D6+2, P.S. 1D6+30 (Supernatural), P.P. 1D6+14, P.E. 1D6+30 (Supernatural), P.B. 1D6+4, and flying Spd. Of 2D4x10+66 (never runs on the ground).
The Nightmare Steed has a natural A.R. Of 14, Hit Points are 6D6, S.D.C. Is 2D6x10+70. It casts no magic and has no psionics. It has minimal skills and abilities, but is an expert flyer. Can only be ridden by the mage that summoned it, and is under no authority to anyone else, even someone that the caster may designate as an authority. The Nightmare Steed has a P.P.E. Of 2D6.
Combat Abilities: It has 4 Attacks per Melee, possesses the standard Strike, Parry, Automatic Parry, Dodge, Roll with punch/Fall/Impact, Front Hoof Kick (2D6), Bite (2D6), Rear Hoof Kick (5D6), Automatic Dodge, Critical Strike, Critical Strike From Behind, Maintain Balance, Knockout/Stun.
Combat Bonuses: +2 Initiative, +4 Strike, No Parry Bonus, +3 Automatic Dodge, +4 Damage. Is a very aggressive fighter that rarely counters. Prefers Simultaneous Strikes.
Bonuses in Flight: +2 Attacks per melee, +2 Initiative, +1 Strike, +3 Automatic Dodge, +4 damage per 20 mph of flight speed.
Other Bonuses: Impervious to Horror Factor, Mind Control, poison/toxin/disease and any psionic or spell that affects the mind. +3 vs. all other saving throws.

The Curse of Years (14th Level)
Range: Line of Sight
Duration: Three rounds per level of experience.
Save: Standard
P.P.E.: 150
The spellcaster ends the incantation and targets one victim. The target loses 1 P.E. per round. If the victim's P.E. reaches zero, he dies and can never be raised. If the caster is slain all P.E. are automatically restored.

I started posting some of these over to the vault, but stopped. Since the work is derivative of Marcantony's stuff, I would want his permission to post them there.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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eliakon
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Re: Re:

Unread post by eliakon »

Stone Gargoyle wrote:
drewkitty ~..~ wrote:Here are a few of the spells I've made....you may use, but I reserve the rights to submit them to PB for publication.

Are these able to be posted to the Black Vault Wiki or were you still wanting to get them published? I am finally getting around to posting spells to the wiki.

Ummmm you do realize that by putting these up here, that they can no longer be submitted to Palladium for publication.......
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.

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Stone Gargoyle
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Re: Re:

Unread post by Stone Gargoyle »

eliakon wrote:
Stone Gargoyle wrote:
drewkitty ~..~ wrote:Here are a few of the spells I've made....you may use, but I reserve the rights to submit them to PB for publication.

Are these able to be posted to the Black Vault Wiki or were you still wanting to get them published? I am finally getting around to posting spells to the wiki.

Ummmm you do realize that by putting these up here, that they can no longer be submitted to Palladium for publication.......
I don't know if that's entirely true, but I still need his permission before posting them to the Black Vault Wiki site.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Re: Re:

Unread post by drewkitty ~..~ »

Stone Gargoyle wrote:
eliakon wrote:
Stone Gargoyle wrote:
drewkitty ~..~ wrote:Here are a few of the spells I've made....you may use, but I reserve the rights to submit them to PB for publication.

Are these able to be posted to the Black Vault Wiki or were you still wanting to get them published? I am finally getting around to posting spells to the wiki.

Ummmm you do realize that by putting these up here, that they can no longer be submitted to Palladium for publication.......
I don't know if that's entirely true, but I still need his permission before posting them to the Black Vault Wiki site.

And it would of been more proper for you to ask via a PM.
They are fine here.
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by taalismn »

Looking back down the past posts of this thread while looking for a cheaper way to magically repair MDC armor, I realize that there was a LOT of stuff I'd forgotten I'd done... 8)
And a lot of stuff other people had done that I'd forgotten about or didn't get wiki'ed. :wink:
Still looking for that cheaper armor repair spell, though(if it existed).
-------------
"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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Stone Gargoyle
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Re: Re:

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:And it would of been more proper for you to ask via a PM.
They are fine here.
You are correct. I apologize.
taalismn wrote:Looking back down the past posts of this thread while looking for a cheaper way to magically repair MDC armor, I realize that there was a LOT of stuff I'd forgotten I'd done... 8)
And a lot of stuff other people had done that I'd forgotten about or didn't get wiki'ed. :wink:
Still looking for that cheaper armor repair spell, though(if it existed).
I cannot post everyone's materials unless I have permission. So far, I believe you, Mephisto and drewkitty~..~ are the only ones I have permission from in this thread.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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