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

 


Post new topic Reply to topic
Author Message
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jan 24, 2015 2:09 am
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15234
Location: Eastvale, calif
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.

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

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

My Artwork


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Wed Apr 22, 2015 2:20 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
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
------------


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Wed Apr 22, 2015 2:59 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
Deva-xahis’s Karmic Visage(Spell of Legend/Ritual)
Yes, because we need more ugly women.
Seriously though, good job.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Wed Apr 22, 2015 7:36 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
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
------------


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Apr 23, 2015 7:27 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15234
Location: Eastvale, calif
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.

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

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

My Artwork


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Apr 23, 2015 8:52 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
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
------------


          Top  
 
 Post subject: Re:
Unread postPosted: Fri Apr 24, 2015 1:29 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
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
http://wiki.thedeificnmi.com/index.php?title=Main_Page


          Top  
 
 Post subject: Re:
Unread postPosted: Fri Apr 24, 2015 1:57 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
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
http://wiki.thedeificnmi.com/index.php?title=Main_Page


          Top  
 
 Post subject: Re: Re:
Unread postPosted: Fri Apr 24, 2015 3:44 pm
  

User avatar
Palladin

Joined: Sat Jul 14, 2007 9:40 pm
Posts: 9854
Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
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.......

_________________
Edmund Burke wrote:
The only thing necessary for the triumph of evil is for good men to do nothing."


It's RIFTS Earth; the impossible happens before breakfast, twice on Tuesdays. And if it hasn't, then the GM hasn't tried hard enough and the players are lazy. :D -DhAkael

Knowledge is Power, Power Corrupts, Study Hard


          Top  
 
 Post subject: Re: Re:
Unread postPosted: Fri Apr 24, 2015 4:05 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
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
http://wiki.thedeificnmi.com/index.php?title=Main_Page


          Top  
 
 Post subject: Re: Re:
Unread postPosted: Fri Apr 24, 2015 8:34 pm
  

User avatar
Monk

Joined: Sat Sep 30, 2000 1:01 am
Posts: 15234
Location: Eastvale, calif
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.

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

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

My Artwork


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Apr 25, 2015 11:58 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
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
------------


          Top  
 
 Post subject: Re: Re:
Unread postPosted: Sat Apr 25, 2015 1:49 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
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
http://wiki.thedeificnmi.com/index.php?title=Main_Page


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu May 07, 2015 7:12 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Going over some of my Painter and Tailor Spells in the Black Vault Wiki and realizing that some of them need more specific amounts on how much is affected by the spells. I might have to do some rewrites or modification of the spells.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu May 21, 2015 5:29 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
Going over some of my Painter and Tailor Spells in the Black Vault Wiki and realizing that some of them need more specific amounts on how much is affected by the spells. I might have to do some rewrites or modification of the spells.


Darn! knit! And here I was making large event tents for peanuts, PPE-wise! Now that loophole is going to be closed like a drawstring noose!

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

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri May 22, 2015 1:49 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
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:
Going over some of my Painter and Tailor Spells in the Black Vault Wiki and realizing that some of them need more specific amounts on how much is affected by the spells. I might have to do some rewrites or modification of the spells.


Darn! knit! And here I was making large event tents for peanuts, PPE-wise! Now that loophole is going to be closed like a drawstring noose!
The PPE cost will remain unaffected. I just need specifics on some of the cloth creatures created at low level.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri May 22, 2015 2:12 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
This spell did need a PPE and amount of fabric limit.

Destroy Fabric by Stone Gargoyle

School of Magic: Tailor Magic
Spell Level: One
Range: 10 feet
Duration: Permanent
Saving Throw: none
P.P.E. cost: 1 per 20 lbs, with a limit of 20 (200 pounds)
This spell utterly destroys fabric, leaving it a pile of dust.
Limit: Has no effect on magically protected fabric or clothing, or anything being worn.

This one needed increased PPE cost as more fabric is being affected:

Shield of Denim by Stone Gargoyle

School of Magic: Tailor Magic
Spell Level: One
Range: Touch; affects a square foot of cloth per level
Duration: One hour per level
Saving Throw: None, does not work on magically altered cloth
P.P.E. cost: 1 per square foot of fabric
The mage can stiffen cloth to serve as a shield to parry blows. Said cloth has an S.D.C. of 5 per square foot after alteration. The cloth can be folded prior to using the spell on larger fabric to get a smaller yet thicker shield.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri May 29, 2015 3:19 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
This one was incredibly vague in the details.

Summon String and Thread by Stone Gargoyle

School of Magic: Tailor Magic
Spell Level: Two
Range: 100 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 5
This incantation causes loose string and threads to migrate towards the mage. Does not affect whole garments or clothing. Affects three yards total of string and thread at level one, plus an additional yard of string and thread per level. String and thread moves at a rate equal to the character's M.E. attribute number in feet per minute.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 12, 2015 2:15 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Another one that needed set limits:

Threadbear by Stone Gargoyle

School of Magic: Tailor Magic
Spell Level: Three
Range: Touch
Duration: Instant
Saving Throw: none
P.P.E. cost: 20
This incantation causes loose threads to form into a small magical construct described by the mage while casting. It is a neat trick to entertain children. The stuffed animal produced has attributes of 3 in all areas.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 13, 2015 2:28 am
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2313
Location: Heart in Texas
I think I have seen Females wear clothes enchanted with these spells or effected by them :D
Stone Gargoyle wrote:
This spell did need a PPE and amount of fabric limit.

Destroy Fabric by Stone Gargoyle

Shield of Denim by Stone Gargoyle

The mage can stiffen cloth to serve as a shield to parry blows.

Cut-Offs Shorts that look like they could parry artillery shells :shock:

_________________
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


          Top  
 
 Post subject: Re:
Unread postPosted: Sat Jun 13, 2015 12:31 pm
  

User avatar
Palladin

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 12598
Location: Snoqualmie, WA
Stone Gargoyle wrote:
Painting Magic
Level One

Manipulate Image
Range: 20 feet
Duration: One day per level
Saving Throw: none
P.P.E. cost: 4
Effect: This causes subtle changes in a painting. The painting will react to the person looking at it, smirking in judgement, glaring, eyes following the person, fidgeting slightly or making slight movements. This can be unnerving and bothersome, especially if the people looking at it are slightly superstitious or paranoid.
It can include making a cigarette smolder, grass or leaves in the painting appear to blow, or any other effect desired by the caster.

Portrait Speech
Range: Special
Duration: Half hour per level
Saving Throw: none
P.P.E. cost: 4
The mage can yell into a painting the name of a friend and have it echo across the Paintscape. When it is heared, the message will be relayed by the Portraits when next the friend walks in front of a painting, This is not reliable, as Portraits will not relay the message until sure of the person they are to deliver it to, so this can take months or even years, if at all.

Destroy Painting
Range: 10 feet
Duration: Permanent
Saving Throw: none
P.P.E. cost: 1 per square foot
The mage can cause a painting to self-destruct. Depending on the mage, the painting may crumble, the paint may run and smear, or the painting may burst into flames. Call it an artistic fit.
Limit: cannot affect any painting magically protected

Create Painting
Range: Touch
Duration: Permanent
Saving Throw: none
P.P.E. cost: 4
The mage can touch an empty canvas and have images from his imagination or subconscious mind form in paint instantly. This will be be a static, unmoving image unless other sspells are cast as well. In addition, created by magic, this painting cannot be destroyed by anyone but the mage who created it. This can be done by the mage without expending P.P.E. at a moment's thought.

Artist's Nude
Range: 10 feet
Duration: Instant
Saving Throw: none
P.P.E. cost: 4
The mage can cause the clothing of any target to unfasten and unbuckle, falling to the ground. If used as an attack, the stripped person losses initiative and one attack, as well as any bonuses to armor provided by the clothing.


... I had a grimore done up with a bunch of blue magic most converted from the D&D/PRPG sourcebook for erotic magic, made for a daughter of Lillith and her two sisters.

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 13, 2015 12:35 pm
  

User avatar
Palladin

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 12598
Location: Snoqualmie, WA
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 lesson... Yup and that is why my good night and has a demonic/tortured morphus while her cannabalistic twin has an angelic one, with a horrific demon side hidden.

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 13, 2015 12:47 pm
  

User avatar
Palladin

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 12598
Location: Snoqualmie, WA
taalismn wrote:
Stone Gargoyle wrote:
Going over some of my Painter and Tailor Spells in the Black Vault Wiki and realizing that some of them need more specific amounts on how much is affected by the spells. I might have to do some rewrites or modification of the spells.


Darn! knit! And here I was making large event tents for peanuts, PPE-wise! Now that loophole is going to be closed like a drawstring noose!


Come on those puns are getting old. Button it, zip it and patch the hole from which those puns keep bobbin out and unspooling. Ya gotta stop needling us with those and put a sock in it. Your laying the coat on to thick and your puns are far from iron clad it's like your pressing for something. Well ya better starting weaving cuz if ya stop denim guys will get you. Just keep your head down and it'll go as smooth as silk. If ya don't look behind you they'll get you in the tailor stab ya in the back.

:P

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 13, 2015 4:46 pm
  

User avatar
Champion

Joined: Tue Oct 02, 2007 1:29 am
Posts: 1755
Location: West Central region of Indiana
Can i make a request/suggestion for all you original magic creators? Yes I'm talking to you!

What would you use/how would you make a backwoods or superstition type magic? One where all the old wives tales and folk sayings and superstitions are actually true?

I kind of have in mind a backwoods/hillbilly magic user who despite the improbable and rustic nature of his invocations/rituals actually achieves the effect he was after. i also envision a lot of ridiculous rhyming.

Such as
Cure Blemishes and/or minor wounds.
Components: A live black cat, rancid hog lard, a hand full of spider webs (to make a dressing), and a full moon.
The ritual is preformed at midnight in a clearing in full view of the full moon's light. Spell caster coats the blemish/wound with the rancid hog lard and applies the spider web dressing. Stand toward the moon with your face up turned and swing the cat over your head 6 times while chanting. "Black cat Black cat swung by the tail clear my skin and make me hale." As the last word is spoken the cat's tail is released and it sails into the darkness with your blemish/wound on it's body instead of yours.
PPE cost 3
Heals up to 1d8 SDC with no scaring and clears skin of rashes/warts/pimples and other dermatological conditions.

forgive me if this doesn't make much sense. First time trying to make a magic spell and I don't know what I'm doing.

_________________
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:


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 13, 2015 4:57 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Zer0 Kay wrote:
taalismn wrote:
Stone Gargoyle wrote:
Going over some of my Painter and Tailor Spells in the Black Vault Wiki and realizing that some of them need more specific amounts on how much is affected by the spells. I might have to do some rewrites or modification of the spells.


Darn! knit! And here I was making large event tents for peanuts, PPE-wise! Now that loophole is going to be closed like a drawstring noose!


Come on those puns are getting old. Button it, zip it and patch the hole from which those puns keep bobbin out and unspooling. Ya gotta stop needling us with those and put a sock in it. Your laying the coat on to thick and your puns are far from iron clad it's like your pressing for something. Well ya better starting weaving cuz if ya stop denim guys will get you. Just keep your head down and it'll go as smooth as silk. If ya don't look behind you they'll get you in the tailor stab ya in the back.

:P
Puns, jokes and quips are how Taalismn expresses his like for materials presented. It'll be okay.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 13, 2015 5:02 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
The Oh So Amazing Nate wrote:
Can i make a request/suggestion for all you original magic creators? Yes I'm talking to you!

What would you use/how would you make a backwoods or superstition type magic? One where all the old wives tales and folk sayings and superstitions are actually true?

I kind of have in mind a backwoods/hillbilly magic user who despite the improbable and rustic nature of his invocations/rituals actually achieves the effect he was after. i also envision a lot of ridiculous rhyming.

Such as
Cure Blemishes and/or minor wounds.
Components: A live black cat, rancid hog lard, a hand full of spider webs (to make a dressing), and a full moon.
The ritual is preformed at midnight in a clearing in full view of the full moon's light. Spell caster coats the blemish/wound with the rancid hog lard and applies the spider web dressing. Stand toward the moon with your face up turned and swing the cat over your head 6 times while chanting. "Black cat Black cat swung by the tail clear my skin and make me hale." As the last word is spoken the cat's tail is released and it sails into the darkness with your blemish/wound on it's body instead of yours.
PPE cost 3
Heals up to 1d8 SDC with no scaring and clears skin of rashes/warts/pimples and other dermatological conditions.

forgive me if this doesn't make much sense. First time trying to make a magic spell and I don't know what I'm doing.
Superstition and fear can trigger additional accidental things to happen in magic, at least in my games. It is really up to the GM. As for ingredients for a spell, Palladium Magic does not really focus on that so much as it does P.P.E. cost to cast a spell. If you want to role-play it that way, that is up to you and your GM. I personally would give bonus points in XP for such creative role-playing.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 13, 2015 7:00 pm
  

User avatar
Palladin

Joined: Tue Jul 06, 2004 1:59 pm
Posts: 12598
Location: Snoqualmie, WA
Stone Gargoyle wrote:
Zer0 Kay wrote:
taalismn wrote:
Stone Gargoyle wrote:
Going over some of my Painter and Tailor Spells in the Black Vault Wiki and realizing that some of them need more specific amounts on how much is affected by the spells. I might have to do some rewrites or modification of the spells.


Darn! knit! And here I was making large event tents for peanuts, PPE-wise! Now that loophole is going to be closed like a drawstring noose!


Come on those puns are getting old. Button it, zip it and patch the hole from which those puns keep bobbin out and unspooling. Ya gotta stop needling us with those and put a sock in it. Your laying the coat on to thick and your puns are far from iron clad it's like your pressing for something. Well ya better starting weaving cuz if ya stop denim guys will get you. Just keep your head down and it'll go as smooth as silk. If ya don't look behind you they'll get you in the tailor stab ya in the back.

:P
Puns, jokes and quips are how Taalismn expresses his like for materials presented. It'll be okay.


I know. I was trying to get in a bunch of puns.

_________________
:thwak: you some might think you're a :clown: but you're cool in book :ok: :thwak:--Mecha-Viper

BEST IDEA EVER!!! -- The Galactus Kid

Holy crapy, you're Zer0 Kay?! --TriaxTech

Zer0 Kay is my hero. --Atramentus

The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sun Jun 14, 2015 3:03 am
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2313
Location: Heart in Texas
abtex wrote:
I think I have seen Females wear clothes enchanted with these spells or effected by them :D
Stone Gargoyle wrote:
This spell did need a PPE and amount of fabric limit.

Destroy Fabric by Stone Gargoyle

Shield of Denim by Stone Gargoyle

The mage can stiffen cloth to serve as a shield to parry blows.

Cut-Offs Shorts that look like they could parry artillery shells :shock:

On the other side, 'Destroy Fabic" could be use to 'fold up' survival gear, tents heavy jackets, and their like. The spell 'damaging' them to a lighter, easier to carry. Just repair or disspell the 'Destory' casting.

The "Shield of Denim" could be used to create ghillie style suit, strips of folded Denim. Folding Denim could also make weapons. But those would be misuse of the spell.

_________________
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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Tue Jun 16, 2015 4:35 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
abtex wrote:
On the other side, 'Destroy Fabic" could be use to 'fold up' survival gear, tents heavy jackets, and their like. The spell 'damaging' them to a lighter, easier to carry. Just repair or disspell the 'Destory' casting.
The purpose of the spell is to destroy fabric. It doesn't fold it or anything like that.
abtex wrote:
The "Shield of Denim" could be used to create ghillie style suit, strips of folded Denim. Folding Denim could also make weapons. But those would be misuse of the spell.
The spell does not in any way change the shape of the fabric.
These spells are designed for a specific purpose. I would have to write additional spells to do what you are suggesting.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Tue Jun 16, 2015 10:42 pm
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2313
Location: Heart in Texas
First, do trying to start a fight. Am a little Redneck in my think. if I need something and don't have it. I use what is a available to make. A box and a trash bag together makes a bucket for a leaky roof in a rain storm.

So if I need some protection and weapons, and all that's available is a pile of clothing (or what i wearing). Add a couple spells and some skills, I make do. Till my attackers provide me with some. Lenght of knoted rope and dipped in tar (let dry) will make nice club. Rope around a hard stick, some mud, shaped fire harden sticks and fire dried equals club or 'mace'. Upgraded with real nails. Yes I have done this a very badly rolled up character.
Stone Gargoyle wrote:
abtex wrote:
On the other side, 'Destroy Fabic" could be use to 'fold up' survival gear, tents heavy jackets, and their like. The spell 'damaging' them to a lighter, easier to carry. Just repair or disspell the 'Destory' casting.
The purpose of the spell is to destroy fabric. It doesn't fold it or anything like that.

Guess using "Resize Clothing and Armor (Lesser)" or (Greater) spell would be a better to use for storing items. But those spells only work on Clothing and Armor, nothing else. Right? "Expand Space" spell only effects the inside of an item, not making it easier to transport.
Stone Gargoyle wrote:
abtex wrote:
The "Shield of Denim" could be used to create ghillie style suit, strips of folded Denim. Folding Denim could also make weapons. But those would be misuse of the spell.
The spell does not in any way change the shape of the fabric.
These spells are designed for a specific purpose. I would have to write additional spells to do what you are suggesting.

When I think of folding, I think Origami, which is commonly used with paper. Making shapes on the material being folded. If you can do a Shield bash attack, making or folding Denim into other shapes, could form other 'weapons' or armor. Meaning simple quick in the field ones. Better shaped designs if the time allows or predesigned for that purpose.
Should have read text of spell better. But it says only for parrying blows.

Stone Gargoyle wrote:
Shield of Denim by Stone Gargoyle
The mage can stiffen cloth to serve as a shield to parry blows. Said cloth has an S.D.C. of 5 per square foot after alteration. The cloth can be folded prior to using the spell on larger fabric to get a smaller yet thicker shield.


Any thoughs on Cloth or other material to use with spells to quick in the field, weapons, armor and surivial gear?

_________________
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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Wed Jun 17, 2015 3:36 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
abtex wrote:
First, do trying to start a fight. Am a little Redneck in my think. if I need something and don't have it. I use what is a available to make. A box and a trash bag together makes a bucket for a leaky roof in a rain storm.
Please don't be insulting or I'll have to report you. My point was that the spells are basically utilitarian in purpose.
abtex wrote:
Guess using "Resize Clothing and Armor (Lesser)" or (Greater) spell would be a better to use for storing items. But those spells only work on Clothing and Armor, nothing else. Right? "Expand Space" spell only effects the inside of an item, not making it easier to transport.
You could feasibly resize clothing for storage, though the spell is generally intended as a way of fitting a specific piece of clothing to a specific wearer so that it is the right size for them to wear.
abtex wrote:
The "Shield of Denim" could be used to create ghillie style suit, strips of folded Denim. Folding Denim could also make weapons. But those would be misuse of the spell.
You could shape the fabric and then harden it into weapons I suppose, but the damage would probably be less than an actual weapon, so why bother? Actual weapons are pretty common. Unless you are fighting in a clothing store where a lot of clothes are available for making into weapons, such an application of the spell is less than practical.
abtex wrote:
When I think of folding, I think Origami, which is commonly used with paper. Making shapes on the material being folded. If you can do a Shield bash attack, making or folding Denim into other shapes, could form other 'weapons' or armor. Meaning simple quick in the field ones. Better shaped designs if the time allows or predesigned for that purpose.
The fabric must be folded before being hardened, so getting fabric to hold shapes would be problematic, though I suppose it could be done with certain stiffer materials.
abtex wrote:
Should have read text of spell better. But it says only for parrying blows.
That's because the spell was pretty much designed for defensive uses.
abtex wrote:
Any thoughts on Cloth or other material to use with spells to quick in the field, weapons, armor and survival gear?
I do not believe any of the spells currently are designed with battle mages in mind. You do make an interesting point, though, and one worth consideration. Let me think on it.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Wed Jun 17, 2015 10:27 pm
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2313
Location: Heart in Texas
Stone Gargoyle wrote:
abtex wrote:
First, do trying to start a fight.
Please don't be insulting or I'll have to report you.

Should have been "not trying" to start a fight.
Sorry, trying to post before going to work.

Stone Gargoyle wrote:
abtex wrote:
Any thoughts on Cloth or other material to use with spells to quick in the field, weapons, armor and survival gear?
I do not believe any of the spells currently are designed with battle mages in mind. You do make an interesting point, though, and one worth consideration. Let me think on it.

again, "to quick in the field" should be "for quick use in the field"

_________________
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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2015 2:45 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
[You could shape the fabric and then harden it into weapons I suppose, but the damage would probably be less than an actual weapon, so why bother? Actual weapons are pretty common. Unless you are fighting in a clothing store where a lot of clothes are available for making into weapons, such an application of the spell is less than practical..


"I thought you said hitting the 'Rags to Riches' place would be a cakewalk! You said nothing about the chick in the denim armor or the midget snapping underwear elastics like a kraut machinegun!!!"

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

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2015 3:08 pm
  

User avatar
Megaversal® Ambassador

Joined: Tue Apr 05, 2005 2:09 pm
Posts: 3544
Location: Plymouth, CT
Comment: The silent thief of Rozrehxeson.
Have anything like these spells been proposed in this topic already? My G.M. at the time I wrote these didn't allow me to playtest them. I just found the file I wrote these in on my thumb drive and I thought I'd dredge them up and post them to get peer review. These are all Temporal Magic spells.

Spell Stasis: Lesser
Range: Self
Duration: Immediate; The spell in stasis can be held for 1 day per level
Saving Throw: None
P.P.E.: 110
Counts as a Level 11 Temporal Magic spell

Upon completion of this spell, the caster must immediately (within the next 15 seconds) cast a second spell. As soon as the PPE is expended for this second spell, its effect is prevented from occurring and is held in stasis for as long as one day per level of the caster. At any time the caster can end the stasis effect with just a thought (counts as one melee action), causing the spell that was held to have its normal effect as if it were just cast. All the requirements for the held spell to be successful must still be met at this time, or else the spell is wasted to no effect.

Only spells (not rituals) from level 10 and below can be held in this manner. The temporal caster can have one spell held in stasis for every five levels; From level 1-4 the caster can hold only one spell, at levels 5-9 the caster can hold two spells, from level 10-14 the caster can hold three spells, etcetera. Each spell to be held requires a separate casting of Spell Stasis: Lesser.

Spell Stasis: Greater
Range: Self
Duration: Immediate; The stasis effect can last up to one day per level
Saving Throw: None
P.P.E.: 275
Counts as a Level 13 Temporal Magic spell

Similar to Spell Stasis: Lesser, the caster must cast this spell and immediately follow it up with a second spell, which is then kept in stasis. The difference is that this stasis effect can be turned off AND BACK ON AGAIN at will! This is only effective for spells with a duration other than instant. But this allows a caster to keep a spell in stasis until its effect is desired. At that time, the caster removes the spell from stasis (takes one melee action) and lets the effect occur. Any time before the duration of that spell ends, the caster may mentally put it BACK IN STASIS (takes one melee action), effectively “pausing” the spell and preventing it from running out of its duration. This can be done for the duration of the Spell Stasis: Greater spell, or until the duration of the held spell runs out when not in stasis (once that spell duration ends, so too does the Spell Stasis: Greater spell).

Only spells (not rituals) from level 10 and below can be held in this manner. The temporal caster can have only one spell held in stasis in this manner, and it counts as one Spell Stasis: Lesser effect when figuring how many Spell Stasis: Lesser spell effects can be held.

Temporal Prison
Duration: 1D4 minutes (weeks) per level
Range: Up to 100 feet away per level
Area of Effect: Encapsulates an area 10 feet × 10 feet × 10 feet. Every level of the caster's experience beyond first allows 10 feet to be added to one of those dimensions. Thus, a 7th level caster caster could affect an area 70 feet × 10 feet × 10 feet, 30 feet × 30 feet × 30 feet, or 40 feet × 40 feet × 10 feet, or so on.
Saving Throw: Special, see description
P.P.E.: 2,200; half for Temporal Wizards and Temporal Raiders
Considered a Temporal Magic Spell of Legend

This potent spell will encapsulate an area and all inside of it within a powerful temporal barrier, isolating them from the real world for the duration of the spell. The most insidious effect of this spell is that the flow of time is significantly decreased within the area of effect; every minute which passes inside is the equivalent of about an entire week of time in the real world! The caster must focus on the area to be so encapsulated for the entirety of the casting of the spell – if the caster wishes to move the effect to a new area he must stop casting the spell and start over, focusing on the new area.

Temporal beings and temporal spellcasters will automatically sense the flow of time changing within the area as the spell is being cast, and will have ample time to move out of the area before the spell finishes. All others can only sense that something is wrong if they make a save versus magic; if successful, they get a feeling that something bad or strange is about to occur in the area they are within, and may leave it before the spell is finished. Only one save is allowed, and if it is not made they have no warning and no chance to evade once the spell is completed.

Once created the boundary of the time prison cannot be physically crossed. Only magic spells such as mystic portal, dimensional teleport or equivalent will allow passage into or out of the temporal prison. Yes, even those who were caught in the spell’s initial effect may use magic to escape, but remember – they are operating at a much slower speed than the outside world, and as such even a simple action (one melee attack) would take hours of real-world time to complete!

The duration of this spell is only 1D4 minutes per level to those within the temporal prison, but because of this temporal distortion it will last for that many weeks of real time. The caster can end this spell at any time. Those inside the area of effect can be observed from the outside and will be seen almost as statues, moving in very slow motion. To those inside the effect everything on the other side of the boundary is a visible blur of motion that makes seeing anything which isn't part of the unchanging landscape or sitting still for hours at a time nearly impossible to discern.

Time Warp: Temporal Shield
Duration: 1 melee round per level
P.P.E.: 90
Saving Throw: Special, see below
Counts as a level 10 Temporal Magic spell

Upon completion of this spell, a shimmering shield of semi-transparent energy comes into being in front of the caster’s outstretched hand. Anything which comes in contact with this shield will be transported harmlessly into the future! Energy blasts, rail gun bullets, even people – upon contact with the field they are transported one minute (per level) in the future. They will emerge at the same location from where they were, unharmed and unhindered. Bullets will continue flying, energy blasts will continue traveling, people will continue walking/moving, etcetera. The difference is that one minute per level of the caster will have passed, and (if the caster is smart!) the caster is no longer in the same position.

The shield has a diameter of 5 feet and will hover in front of the caster’s open hand (either or, caster’s choice upon completion of the spell). It will always remain oriented to the direction of the caster’s hand, and will turn and move with the caster. There is no saving throw against this effect. However, since it is visible and does not encircle the caster, enemies can try to go around it to reach the caster. When an attacker tries this, if the caster is aware he can roll a parry (with a +4) to interpose the shield again and cause the attack to hit the field.

There is a limit of 100 lbs per level which can be transported to the future in this manner before the shield will fail. Anything which is over this limit does not get transported – instead, the shield disappears and the caster is subject to whatever was coming at him (can try to evade as per normal but now with an additional -4 to the attempt). Ranged attacks have negligible mass, but they too will stress the shield’s capabilities; every 1 M.D. in damage the attack does is treated as 1 lb which is transported. This means a 1D6×10 rail gun blast which hits the shield and does 30 M.D. will be treated as if 30 lbs had been transported, and the remaining capability of the shield is reduced accordingly. If that’s enough to drop the shield then the 30 M.D. would go against the caster (unless he successfully evaded despite the -4 to the attempt).

_________________
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image
Watch us on HippoTV on Twitch!

HU2 GM Screen | Temporal Wizard O.C.C. update 0.8 | New Temporal Magic
Rifts random encounters | New Elemental Magic | Visualizing A.R.


Last edited by Glistam on Fri Dec 30, 2016 9:06 am, edited 3 times in total.

          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2015 3:56 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
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:
[You could shape the fabric and then harden it into weapons I suppose, but the damage would probably be less than an actual weapon, so why bother? Actual weapons are pretty common. Unless you are fighting in a clothing store where a lot of clothes are available for making into weapons, such an application of the spell is less than practical..


"I thought you said hitting the 'Rags to Riches' place would be a cakewalk! You said nothing about the chick in the denim armor or the midget snapping underwear elastics like a kraut machinegun!!!"
Making clothing into weapons kind of reminds me of the Asian cartoon Panty and Stocking. But casting spells to make clothing rubbery and able to be used as slingshots is an interesting idea.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2015 3:58 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
Glistam wrote:
Anything like this already?
I could not say. I do not have my Rifts Book of Magic handy to see what Temporal spells are already covered.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2015 4:06 pm
  

User avatar
Megaversal® Ambassador

Joined: Tue Apr 05, 2005 2:09 pm
Posts: 3544
Location: Plymouth, CT
Comment: The silent thief of Rozrehxeson.
Stone Gargoyle wrote:
Glistam wrote:
Anything like this already?
I could not say. I do not have my Rifts Book of Magic handy to see what Temporal spells are already covered.

Sorry, when I asked that I meant in relation to this 25 page thread of invented spells. I'm familiar with the Temporal spells in the Rifts Book of Magic, Fleets of the Three Galaxies, Rifter 57 and Wormwood. With the exception of the Wormwood spell, none of the spells I listed above are similar to to any of the published spells.

_________________
Zerebus: "I like MDC. MDC is a hundred times better than SDC."

kiralon: "...the best way to kill an old one is to crash a moon into it."

Image
Watch us on HippoTV on Twitch!

HU2 GM Screen | Temporal Wizard O.C.C. update 0.8 | New Temporal Magic
Rifts random encounters | New Elemental Magic | Visualizing A.R.


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2015 8:14 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
Making clothing into weapons kind of reminds me of the Asian cartoon Panty and Stocking. But casting spells to make clothing rubbery and able to be used as slingshots is an interesting idea.


It's like Ranma 1/2 fanfiction; with enough creativity and insanity, ANYTHING can be made into a martial art. And in Palladium, we have, in at least one universe, the Time of a Thousand Magics(so, somewhere in the megaverse, it's possible there was a Time of a BILLION Magics), but many have been lost(including, hopefully, Taxation Magic and $#!+Magery).
So, yeah, turning clothing into latex or elastic could actually come under several schools of magic, starting with Tailor Magic, but not confined to it(DomiMagic, the Mystic Arts of Domination and Submission come to mind, and Fashioneestics as well), while Elastics of Doom have cropped up several times in individuals' pursuits of refining Ludicrous Magery. :clown:
And let's not forget the Chainsaw Zipper of Death, believed to have been adapted from Spinning Blades. :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
------------


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2015 10:30 pm
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2313
Location: Heart in Texas
Great now "Making clothing into weapons" would be a conversion :badbad: :badbad: .

Unless looking at history for "weapons" used, improvised self defense weapons and makeshift weapons. [google the last two] There just need means like spells and other materials mis-use to form them. "Millwall brick", Improvised explosive device out of fruit or food, ....

Defense is also needed armor, parrying and bashing devices and such.

_________________
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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Thu Jun 18, 2015 10:45 pm
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2313
Location: Heart in Texas
Stone Gargoyle wrote:
But casting spells to make clothing rubbery and able to be used as slingshots is an interesting idea.

atlatl spear throwers, bows with real or 'thead' arrows for a couple more

Did someone say "Buttons into Bullets" spell?

As dozens of Magic users from just everyday PPE users to Greater 'power factorys', raid the Clothing Stores. Could be why the pictures always show layers of clothing on Magic using folk?

_________________
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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2015 12:45 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
abtex wrote:
Stone Gargoyle wrote:
But casting spells to make clothing rubbery and able to be used as slingshots is an interesting idea.

atlatl spear throwers, bows with real or 'thead' arrows for a couple more

Did someone say "Buttons into Bullets" spell?

As dozens of Magic users from just everyday PPE users to Greater 'power factorys', raid the Clothing Stores. Could be why the pictures always show layers of clothing on Magic using folk?
I am definitely inspired to do more spells for clothing into weapons. Once I am able to have my books handy, of course.
abtex wrote:
Great now "Making clothing into weapons" would be a conversion
No, not unless the clothing turned into energy constructs which serve as weapons.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2015 12:52 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
taalismn wrote:
It's like Ranma 1/2 fanfiction; with enough creativity and insanity, ANYTHING can be made into a martial art. And in Palladium, we have, in at least one universe, the Time of a Thousand Magics(so, somewhere in the megaverse, it's possible there was a Time of a BILLION Magics), but many have been lost(including, hopefully, Taxation Magic and $#!+Magery).
A taxation spell could easily be written for Money Magic. Imagine shaking someone's hand and triggering a spell to transfer funds from your bank account to theirs. :twisted:
taalismn wrote:
So, yeah, turning clothing into latex or elastic could actually come under several schools of magic, starting with Tailor Magic, but not confined to it(DomiMagic, the Mystic Arts of Domination and Submission come to mind, and Fashioneestics as well), while Elastics of Doom have cropped up several times in individuals' pursuits of refining Ludicrous Magery. :clown:
And let's not forget the Chainsaw Zipper of Death, believed to have been adapted from Spinning Blades. :twisted:
Much twisted inspiration happening here. :D

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2015 3:41 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
This spell lacked a lot of the details, such as the size of the fabric and the dimensional pocket created:

Concealing Cloak by Stone Gargoyle

School of Magic: Tailor Magic
Spell Level: Five
Range: Touch
Duration: 3 minutes per level
Saving Throw: none
P.P.E. cost: 25
The mage can hide inside a piece of fabric and let it drop over him, effectively entering a pocket dimension to hide The fabric must be a square 3 feet X 3 feet in size (a square yard). The mage must crouch down, as this is a fairly small space (spell creates a dimensional pocket 3 feet X3 feet X3 feet).

This one needed a little bit of clarification:

Daryl's Disintegrating Garment by Stone Gargoyle

School of Magic: Tailor Magic
Spell Level: Five
Range: Touch
Duration: 1 day per level
Saving Throw: none
P.P.E. cost: 25
The caster creates a timed spell within the garment which holds it together for the duration after the spell is cast. Once the duration of the spell or at any time the caster wishes, the garment falls apart, reduced to threads. The magic used is to hold the garment together. Casting dispel magic will remove the spell and cause the garment to disintegrate.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2015 4:06 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
Stone Gargoyle wrote:
taalismn wrote:
It's like Ranma 1/2 fanfiction; with enough creativity and insanity, ANYTHING can be made into a martial art. And in Palladium, we have, in at least one universe, the Time of a Thousand Magics(so, somewhere in the megaverse, it's possible there was a Time of a BILLION Magics), but many have been lost(including, hopefully, Taxation Magic and $#!+Magery).
A taxation spell could easily be written for Money Magic. Imagine shaking someone's hand and triggering a spell to transfer funds from your bank account to theirs. :twisted:


"Shakedown"---Everybody expects it to be a more violent spell(like grabbing somebody by the ankles and empty their pockets by the inversion method). This is more subtle.
"See Assets" would work something like 'See Aura" and would give the spellcaster a general idea of how solvent an observed person is, or how solvent they THINK they are. Combined with Words of Truth or other lie detection magic, it can help determine if a person is hiding additional assets/resources(clearly this would need some clearer parameters as to what would count as an 'asset' and how it would be perceived....a person with title holdings of miles and miles of arid unusable desert land might read differently from somebody with a bag of gold bullion hidden under their floorboards at home, or stock certificates in Humongous Petroleum).

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

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2015 4:57 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
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:
A taxation spell could easily be written for Money Magic. Imagine shaking someone's hand and triggering a spell to transfer funds from your bank account to theirs. :twisted:

"Shakedown"---Everybody expects it to be a more violent spell(like grabbing somebody by the ankles and empty their pockets by the inversion method). This is more subtle.
Of course they expect it to be more violent. But imagine the poor target of the spell going to his account and suddenly finding money missing. Presumably this would also give the mage the account number of the person but would be untraceable from the other end.
taalismn wrote:
"See Assets" would work something like 'See Aura" and would give the spellcaster a general idea of how solvent an observed person is, or how solvent they THINK they are. Combined with Words of Truth or other lie detection magic, it can help determine if a person is hiding additional assets/resources(clearly this would need some clearer parameters as to what would count as an 'asset' and how it would be perceived....a person with title holdings of miles and miles of arid unusable desert land might read differently from somebody with a bag of gold bullion hidden under their floorboards at home, or stock certificates in Humongous Petroleum).
Well, for the purpose of taxation, that desert land might be assessed a greater value than it is actually worth, just to squeeze more money out of the target

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2015 6:00 pm
  

User avatar
Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6693
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
This one was missing the PPE cost. Oops...

Power Tie by Stone Gargoyle

School of Magic: Tailor Magic
Spell Level: Eight
Range: Touch
Area of Effect: 20 foot radius
Saving Throw: none; Save vs. mind control to counter effect of tie once created
Duration: 1 hour per level
P.P.E. cost: 50
This incantation affects a garment which, when worn, will give +20% to Trust/Intimidate and Charm/Impress to the character unless those looking at him save vs. mind control.

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2015 8:59 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
Count Money(Money Magic)(Invocation)
Level: 1
Type: Invocation
Range: Touch
Duration: Instant
Saving Throw: None for normal currency, magic coins and currancy get a standard saving throw.
PPE Cost: 2
Effects:
By simply touching a bundle of bills, or a sack of coins, the caster can instantly tell how many coins/bills there are, and their collective value. This spell will also work through thin metal, ceramic(piggybanks), and leather(wallets/purses), but not through safety deposit boxes, collection boxes, and desk vaults.

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

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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Fri Jun 19, 2015 11:49 pm
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2313
Location: Heart in Texas
Quote:
Making clothing into weapons kind of reminds me of the Asian cartoon Panty and Stocking.


Stone Gargoyle wrote:
abtex wrote:
Great now "Making clothing into weapons" would be a conversion
No, not unless the clothing turned into energy constructs which serve as weapons.

Palladium Forum rules about conversions. Is what I was thinking about.

But taalismn may have provided a way round that...

taalismn wrote:
So, yeah, turning clothing into latex or elastic could actually come under several schools of magic, starting with Tailor Magic, but not confined to it (DomiMagic, the Mystic Arts of Domination and Submission come to mind, and Fashioneestics as well), while Elastics of Doom have cropped up several times in individuals' pursuits of refining Ludicrous Magery. :clown:
And let's not forget the Chainsaw Zipper of Death, believed to have been adapted from Spinning Blades. :twisted:


Is that already a Spell called "Chainsaw Zipper of Death" or is that coming soon?

_________________
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


          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 20, 2015 7:01 am
  

User avatar
Champion

Joined: Sat Jan 04, 2003 2:01 am
Posts: 2313
Location: Heart in Texas
taalismn wrote:
"I thought you said hitting the 'Rags to Riches' place would be a cakewalk! You said nothing about the chick in the denim armor or the midget snapping underwear elastics like a kraut machinegun!!!"

"Where did she get that from?? She was wearing more clothing that minute ago, no much but more ... Right! "
"You have a problem, with what's she almost has on now?"
"No, just asking. You got a camera?"

_________________
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


Last edited by abtex on Sat Jun 20, 2015 2:41 pm, edited 1 time in total.

          Top  
 
 Post subject: Re: Invented Spells
Unread postPosted: Sat Jun 20, 2015 9:58 am
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 42169
Location: Somewhere between Heaven, Hell, and New England
abtex wrote:

Is that already a Spell called "Chainsaw Zipper of Death" or is that coming soon?


Off the top of my head...
Though I'd already done a variation of 'Spinning Blades', only for chains and ropes; 'Wreath of Hydra' I think I called it, and another one for needles, so a spell turning a zipper into a weapon (or cutting tool) wouldn't be too farfetched and off-reservation.

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

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


          Top  
 
 
Post new topic Reply to topic



Who is online

Users browsing this forum: No registered users


Display posts from previous:  Sort by  
Jump to:  

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


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