Invented Spells

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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

[first draft]

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

[for a PF char.]
(comments?)
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Re: Invented Spells

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:[first draft]

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

[for a PF char.]
(comments?)

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

Unread post by drewkitty ~..~ »

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

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

[for a PF char.]
(comments?)

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

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

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

Unread post by drewkitty ~..~ »

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

...snip

Question.....

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

Unread post by Stone Gargoyle »

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

Spell Strike

(comments?)

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

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

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

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

Unread post by drewkitty ~..~ »

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

2nd draft

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


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

Unread post by Stone Gargoyle »

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

2nd draft

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


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

Unread post by taalismn »

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

...snip

Question.....

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


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

Unread post by taalismn »

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



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

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

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

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


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

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


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

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

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


MouseTraps(Invocation/Ward)
Level: 9
Type: SPELL/Invocation/Ward
Range: Can be created up to 25 ft away or by touch. Trap area is 10 ft sq. of experience.
Duration: 4 hours +1hour per level of experience
Saving Throw: None
PPE Cost: 55
Effects:
Arguably a combination of the Carpet of Adhesion and Field of Rakes spells, this spell creates an invisible trap that manifests itself in action as a giant glowing mousetrap. Victims activating the spell, by stepping into the trap area, get slammed hard to the ground(with an accompanying loud *SNAP!*) and pinned(the trap holds with a Supernatural P.S. of 30) until the spell runs out or until the creating mage cancels it. A Dispel Magic spell will dispel the trap.
. The spell creates 1 mousetrap per level of experience, allowing for multiple people to get caught by mousetraps, as long as they step into the target area.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Invented Spells

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

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


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

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Re: Invented Spells

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New Spell: Minor Enhancement
3rd level Invocation.

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

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

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

Unread post by taalismn »

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

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

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


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

That having been said, I can see this being abused in a number of ways,....Cast it on an item you're demonstrating, and you can sell it as higher quality merchandise(if your mark can't sense the magic at work)...and hopefully be well and away before the effect wears off and your customer finds themselves with ordinary goods(maybe even substandard).
Applied to a meal, it's a last minute cover-up for getting something wrong and serving up leftovers.
Last edited by taalismn on Tue Oct 12, 2021 6:52 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

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

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

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

Unread post by taalismn »

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

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


For purposes of sensing it, I'd include a Standard Saving Throw vs Magic for people handling items/eating food so enhanced...if they make the save, they recognize that there's something else at play here, and the rightly suspicious might sense some sort of magic glamor at work, while others unfamiliar with the spell might guess that it's an enhancement, however temporary, rather than an illusion.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by Mack »

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

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

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


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

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

Fair points.

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

Unread post by taalismn »

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


That raises an interesting thought: could a person use the Negate Poisons/Toxins spell to render foods they're allergic to safe for their consumption?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

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


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

I'd say that if the mage allergic to <food item> cast the NP/T spell himself it would work for his food allergies.
Basing this comment on the TtGD text that talks about magic, where the first line is about how a single spell could do a variety of things within context of that spell.
(My TtGD book is hiding from me right now so I can't give you a page citation to go with the book citation.)
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by taalismn »

Thrill-Kill(Invocation)
Level: 7
Type: Invocation
Range: 50 ft per level of experience
Duration: 24 hours per level of experience
Saving Throw: Standard
PPE Cost: 20
Effects:
This powerful mental spell effectively kills any pleasure associated with a particular activity, such as drinking, eating, sexual activity, sports, or similar. Anything that gets the adrenaline racing and the blood pumping suddenly just doesn’t do it for the person any more. The target might go halfheartedly through the motions of consuming a meal, trying to have sex, or do a project, but ultimately gives up on it for the duration of the spell. HALF normal bonuses/skill proficiencies for performing that skill/activity, and roll versus magic again; a failed roll means the victim gives up after only 1d6 melees of trying to work at it.


Stones to Spuds(Invocation)
Level: 7
Type: Invocation
Range: Touch
Duration: Permanent
Saving Throw: None, but gemstones and magical rocks CANNOT be transformed
PPE Cost: 25
Effects:
This spell turns a handful of rocks into raw edible potatoes(or some sort of similar starchy vegetable matter). Up to 1 lb of rocks per level of experience can be transformed in this manner.



Remodel(Ritual)
“OKay...where did the door that was here last time go?”
Level: 13
Type: Ritual
Range: Can affect 100 sq ft of floor(or cubic ft if dealing with multiple floors) per level of experience.
Duration: Takes 5 minutes per 100 sq. ft. Results are permanent
Saving Throw: None
PPE Cost: 300
Effects:
This spell allows the caster to effectively deconstruct, then rebuild, the interior of a building, moving doors, walls, and other interior fittings, around as easily as if they were playing with a modular dollhouse. This only affects NON-loadbearing parts of a structure.
Note: This simply moves features around; it doesn’t create new machinery or major structures, so if the building didn’t have a working elevator before, the mage cannot will one into existence(at best, they would be able to create an empty shaft where one could be installed). Note that accessory features hanging from walls or sitting on foors that are not integral to those surfaces will be scraped off or pushed aside if not removed/moved safely out of the way.
This spell CANNOT b applied to the interiors of vehicles, ships, or space stations, nor does it work on magical structures(such as dimensional pyramids)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by taalismn »

Mental Shield(Invocation)
Level: 5
Type: Invocation
Range: Self or other by touch
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 18
Effects:
This spell gives the recipient the magic equivalent of a psionic Mind Block, blocking telepathic and empathic mental probes. It also gives the recipient a bonus to save equal to the caster’s spell strength, +1, versus other psionics that have a saving throw to defend against.

BrainStorm(Invocation)
Level: 6th
Type: Invocation
Range: 30 ft+15 ft per level of experience
Duration: 1 minute(4 melees) per level of experience
Saving Throw: Standard
PPE Cost: 16
Effects:
An anti-psionic spell meant to attack psychics. Cast on a target it effectively NULLIFIES Sensitive psionic abilities such as Telepathy and Empathy, and makes other abilities more difficult to use: psionic ranged attacks like Mind Bolt, Telekinesis, and Psi-Sword will have half their range and will be -1d4 to strike because of the painful mental static it generates in the psychic.

Mental Lock-Snap(Invocation)
Level: 7
Type: Invocation
Range: Self or other by touch
Duration: 5 minutes per level of experience
Saving Throw: Standard(se below)
PPE Cost: 30
Effects:
A more powerful defensive anti-psychic spell. Anybody attempting to actively probe or possess the mind of the target of this spell must make a save versus the magic or find theselves paralyzed, unable to carry out any other action, for 5 minutes per level of experience of the caster. Once per minute, the entrapped psychic can make another saving roll and attempt to break free of the mental trap.

Conversational Digression(aka Flabert’s Flapping Gums)(Invocation)
Level: 4
Type: Invocation
Range: 80 ft +10 ft per level of experience.
Duration: 15 minutes per level of experience.
Saving Throw: Standard
PPE Cost: 10
Effects:
Cast on a talking person, this compels them to lose focus in the conversation, and begin going off on tangents, meandering off-topic, losing sequential order to events they’re trying to relate, and getting so off the point that listeners can be trapped in a long, drawn-out discussion or rather monologue. Unlike the Lost for Words spell, the speaker -CAN- relate useful information, it’s just that it takes a LONG time for them to get around to actually telling it(the spell duration is a good indication of how long it generally takes for the person to get around to actually saying what it is they meant to say at the onset of the conversation). A simple set of instructions becomes a long soliloquy on the virtues of personal hygiene or a verbal tour of the speaker’s childhood as derails of the original line of conversation. To listeners this is just generally boring and annoying, or frustrating if they urgently need some information from the targeted person. For the victim, the aftermath of the spell can leave them fatigued, sore, hoarse, and embarrassed for what they might have said under the magic’s influence.


Shoggan’s Impossible Contortion(Invocation)
Level: 9
Type: Invocation
Range: 10 ft per level of experience
Damage: 1d6 SDC/MDC depending on what the target is, plus is -1d4 to initiative, strike, parry, roll, and HALF Speed for 2d4 minutes afterwards as the target walks off the effects.
Duration: 1 minute per level of experience.
Saving Throw: Standard
PPE Cost: 50
Effects:
This attack spell attempts to put the target’s headquarters where his hindquarters are. Victims of this spell are wracked with convulsions and contortions that bend them down, up, and around to try to shove their heads up their posteriors. Even if the circle does not close, the sheer pain and awkward positioning effectively cripples the victim for the duration of the spell(and possibly beyond). Though there seems to be some mitigation of damage in the spell(the bones and joints that would normaly be subjected to fatal amounts of twist trauma aren’t), there is still damage inflicted, and good deal of lingering soreness afterwards.
Unfortunately, for characters with the double-jointed characteristic or unusually flexible anatomies(such as the Quickflex) it IS possible for them to be forced to kiss their own ass in this fashion. However, they also suffer only HALF the after-affects.
Almost needless to say, this spell is considered a minor abomination by most ‘civilized’ magic-users, who regard it as ‘uncouth’(‘Yeah, like fireballing somebody’s any cleaner?!’), so naturally brawler-types such as Combat Mages and the crueler Ludicrous Mages love it, especially in a humiliating capacity.

Note, beings with anatomies that make such contortions impossible are effectively immune to this spell...Humanoids are fair game as are dragons and serpents, centaurs and insectoids/arachnoids are at the edge, crabs and other ‘headless’ beings are immune.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:snip..

Mental Lock-Snap(Invocation)
Level: 7
Type: Invocation
Range: Self or other by touch
Duration: 5 minutes per level of experience
Saving Throw: Standard(se below)
PPE Cost: 30
Effects:
A more powerful defensive anti-psychic spell. Anybody attempting to actively probe or possess the mind of the target of this spell must make a save versus the magic or find theselves paralyzed, unable to carry out any other action, for 5 minutes per level of experience of the caster. Once per minute, the entrapped psychic can make another saving roll and attempt to break free of the mental trap.

Maybe it should be "...find themselves paralized, unable to carry out any actions that require movement, ..."
As it is, failing their saving throw locks them into doing their mental probing into the target that was protected by the spell.

taalismn wrote:Conversational Digression(aka Flabert’s Flapping Gums)(Invocation)
Level: 4
Type: Invocation
Range: 80 ft +10 ft per level of experience.
Duration: 15 minutes per level of experience.
Saving Throw: Standard
PPE Cost: 10
Effects:
Cast on a talking person, this compels them to lose focus in the conversation, and begin going off on tangents, meandering off-topic, losing sequential order to events they’re trying to relate, and getting so off the point that listeners can be trapped in a long, drawn-out discussion or rather monologue. Unlike the Lost for Words spell, the speaker -CAN- relate useful information, it’s just that it takes a LONG time for them to get around to actually telling it(the spell duration is a good indication of how long it generally takes for the person to get around to actually saying what it is they meant to say at the onset of the conversation). A simple set of instructions becomes a long soliloquy on the virtues of personal hygiene or a verbal tour of the speaker’s childhood as derails of the original line of conversation. To listeners this is just generally boring and annoying, or frustrating if they urgently need some information from the targeted person. For the victim, the aftermath of the spell can leave them fatigued, sore, hoarse, and embarrassed for what they might have said under the magic’s influence.

*chuckles*
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by Stone Gargoyle »

taalismn wrote:Conversational Digression(aka Flabert’s Flapping Gums)(Invocation)
Level: 4
Type: Invocation
Range: 80 ft +10 ft per level of experience.
Duration: 15 minutes per level of experience.
Saving Throw: Standard
PPE Cost: 10
Effects:
Cast on a talking person, this compels them to lose focus in the conversation, and begin going off on tangents, meandering off-topic, losing sequential order to events they’re trying to relate, and getting so off the point that listeners can be trapped in a long, drawn-out discussion or rather monologue. Unlike the Lost for Words spell, the speaker -CAN- relate useful information, it’s just that it takes a LONG time for them to get around to actually telling it(the spell duration is a good indication of how long it generally takes for the person to get around to actually saying what it is they meant to say at the onset of the conversation). A simple set of instructions becomes a long soliloquy on the virtues of personal hygiene or a verbal tour of the speaker’s childhood as derails of the original line of conversation. To listeners this is just generally boring and annoying, or frustrating if they urgently need some information from the targeted person. For the victim, the aftermath of the spell can leave them fatigued, sore, hoarse, and embarrassed for what they might have said under the magic’s influence.
I think the listener should have to make a saving throw or be overcome with the urge to throttle the speaker until they make sense.
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Re: Invented Spells

Unread post by taalismn »

Stone Gargoyle wrote:[I think the listener should have to make a saving throw or be overcome with the urge to throttle the speaker until they make sense.



(chuckles) Or maybe, depending on what personal details the victim divulges, a roll against straight-out insanity.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by taalismn »

New Earth Elemental Spells

*Seismic Eruptio
n(Invocation)
Level: 4
Type: Invocation
Range: 25 ft per level of experience, line of sight
Damage: 4d6 MD +2 MD per level of experience, to a 5 ft blast radius+2 ft per level of expeience.
Duration: Instantaneous
Saving Throw: None
PPE Cost: 18
Effects:
This spell causes a rock or small boulder within range and line of vision to suddenly shake itself explosively to pieces, spraying its immediate area with rocky shrapnel.

*Open Cave(Invocation/Ritual))
Level: 7
Type: Invocation
Range: 10 ft per level of experience
Duration: 1 hour per level of experience, permanent if cast as a ritual.
Saving Throw: None
PPE Cost: 40 for the spell, 80 for the ritual form
Effects:
Cast on a rock face, this spell open up a cave that can be used as a shelter
Note: It CANNOT be cast on Earth Elementals to do damage. The cave is roughly 10 ft deep. 10 ft wide, and 5 ft high per level of experience, though the opening can be sized as the caster wants.

*Raise Rock Dome(Invocation/Ritual)
Level: 8
Type: Invocation/Ritual
Range: 10 ft per level of experience
Duration: 1 hour per level of experience as a spell, permanent if cast as a ritual.
Saving Throw: None
PPE Cost: 55 for the spell, 110 for the ritual form
Effects:
This spell raises an igloo-like dome of hard rock, large enough for people or vehicles to take shelter under. The dome cavern is roughly 10 ft in diameter and 6 ft high per level of experience. The roof is 1 ft thick per level of experience, and has 2d6x10+(10 MDC per level of experience). All values are DOUBLED for the ritual form.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Invented Spells

Unread post by taalismn »

Denature Fuel(Invocation)
Level: 5
Type: Invocation
Range: Touch
Duration: Permanent
Saving Throw: None
PPE Cost: 12
Effects:
The opposite of Water to Fuel and Water to High-Grade Fuel, this spell causes liquid fuels to chemically break down into useless or barely flammable wasteproducts. The caster can render 5 gallons of fuel(gasoline, oil, alcohol, liquified natural gas, liquid hydrogen, etc.) per level of experience impotent or stale, unable to effectively work as a power source(at best, may smolder and smoke). This spell CAN work on sealed containers and through thin metal(such as fuel drums and gas tank walls). A great sabotage or vandalism tool.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by taalismn »

These spells are rumored to have originated with an obscure discipline known as Aerobic Exorcism that puts an emphasis on ‘sound ind, sound body, sound soul’, physical fitness, and healthy eating habits, but knowledge of some of their spells has leaked out and is being practiced by other practitioners of magic, such as Provender Mages, Sisters of the Hearth, and High Cooks.

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


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

*Cut Sugar(Invocation)
Level: 3
Type: Invocation
Range: Touch or 5 ft. Affects 1 pound of food per level of experience
Duration: Permanent
Saving Throw: None
PPE Cost: 5
Effects: This spell does the same for sugar that the Cut Sodium spell does for sodium; reduces the sugar content of a given volume of food by 50%. The extracted sugar falls to the side as crystalline dust.

*Retain Water(Invocation)
Level: 3
Type: Invocation
Range: Self or other by touch
Duration: 12 hours per level of experience
Saving Throw: Standard
PPE Cost: 5
Effects: The caster can control their perspiration and retain water that might otherwise be lost. This can extend the character’s ability to go without drinking for the duration, though shading the skin is advised as cooling by sweat is effected. As a side effect, the caster’s urine is concentrated and stool is hard and dry to minimize water loss. This spell CAN counter spells like Dessicate the Supernatural.

*Induce Hunger/Thirst(Invocation)
Level: 5
Type: Invocation
Range: Touch or 30 ft per level of experience
Duration: 30 minutes per level of experience
Saving Throw: Standard
PPE Cost: 8
Effects:
Magic version of the Psionic ability. Induces an acute craving for food or drink. The target will suddenly feel ravenously hungry or thirsty, and if either food or drink are immediately available, may commence to binge-eat/drink. If satisfaction is NOT immediately at hand, the victim will be distracted by the desire to go seeking to assuage their hunger/thirst at the earliest opportunity(leave their post to go grab something to eat or drink, raid the cookie jar/liquor cabinet, hit the nearest fast food joint for the biggest burger/milkshake they can get, etc.).

*Junk Food to Health Food(Invocation)
Level: 6
Type: Invocation
Range: Touch or 5 ft. Affects 2 pounds of food per level of experience
Duration: Permanent
Saving Throw: None
PPE Cost: 12
Effects: This spell converts tasty, unhealthy, fatty and sugary foods to nutritious fiber-rich unappetizing raw granola and sprouts. The spell also reduces the volume of food by 50%

*Grass and Twigs(Invocation)
Level: 7
Type: Invocation
Range: Touch or 5 ft. Affects 2 pounds of food per level of experience
Duration: Permanent
Saving Throw: None
PPE Cost: 14
Effects: This spell turns ordinarily undigestable plant matter such as lawn grass, weeds, and tree twigs into (barely) edible (and fiber-rich!) foodstuffs. This spell incidentally also neutralizes any (non-magical) land poisons, so it’s safe to use on the likes of poison ivy.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by taalismn »

(because my inner mage just won't qui)
Ectoplasmic Blanket(Invocation)
Level: 6
Type: Invocation
Range: Touch
Duration: 1 hour per level of experience
Saving Throw: None
PPE Cost: 11
Effects:
This spell generates a swath(roughly 6 ft square per level of experience) of thick ectoplasm that can serve as a temporary cover. Unlike regular ectoplasm that feels cold and clammy to the touch, this spell creates an insulating thick haze of sorts that feels comfortably warm(typically 70 degrees F). Besides warmth and modesty, though, the ectoplasmic blanket offers no other protections.

Nu Eye(Invocation)
Level: 4th
Type: Invocation
Range: Self or others by touch
Duration: 5 minutes per level of experience
Saving Throw: Standard
PPE Cost: 6
Effects:
The Nu Eye spell allows the recipient to see through another part of their body, typically the side or back of the head, chest, or the palm of the hand. Typically a skin mark resembling an open eye appears on the designated body part. A very useful spell for overcoming blindness or blindfolds.
Visual acuity is roughly equal to the recipient’s normal vision. CAN be combined with other magic vision enhancement spells.

Hornet’s Nest(aka Stinging Cloud)(Invocation)
Level: 5
Type: Invocation
Range: 25 ft +10 ft per level of experience, plus covers a 10 ft +5 ft area per level of experience.
Duration: 2 melees per level of experience
Saving Throw: Standard to avoid the lingering aftereffects
PPE Cost: 12
Effects:
This spell conjures up what looks like a hornet or wasp nest that is thrown and shatters on impact, unleashing what a cloud of stinging or biting insects. Though these stinging particles/mites will not cause anybody to go into fatal allergic shock(if they have the susceptibility), the bites are still extremely painful and distracting. Those caught in the stinging cloud will take 1d4 SDC/MDC(depending on what the being is) per melee, will lose initiative and 1 APM due to the distraction, and must, if they have any exposed flesh to be bitten/stung, make a save versus magic or suffer a lingering -`1d4 on initiative, strike, dodge, and parry for 1d6 minutes afterwards.
This spell does NOT affect robots, power armor, cyborgs, or inorganic beings.

Remote Vision(Ritual)
Level: 9
Type: Ritual
Range: Connection range is 1 mile per level of experience. Twice that if the mark is set up on a ley line, and triple that if set up on a ley line nexus.
Duration: Setting up the marking ritual takes 5 minutes. The connection is effectively permanent until canceled or the mark destroyed.
Saving Throw: None
PPE Cost: 25
Effects:
This is an attempt to copy the Temporal Magic spell Remote Viewing. It’s a quick field ritual that allows the caster to create the equivalent of a closed-circuit video surveillance system. With a few minutes’ preparation, the caster marks a chalk outline of an open eye where they want to set up a view point, then casts the spell. Henceforth, the mage, as long as they remain within range of the marked site, can without further PPE cost, peek through the chalk mark as if it were a peephole.
The caster can set up as many view-marks as they have ME points, but can only look through one at a time(takes a melee action).
Note that the eye-marks are detectable by those sensitive to magic, and the marks are easily wiped away/destroyed, breaking the magic connection.
Last edited by taalismn on Mon Jul 18, 2022 2:01 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Being put up for critiquing only.

Singularity / One

Level 7 Archmage Spell
Range: touch
Duration: 2 minutes per level if handed off to someone or indefinitely if the archmage maintains the spell through touch.
Saving throw: none
PPE: 11

Magic that make things indestructible, this is not something like that, but it may seam to be. What it does is make the item’s core information that of the concept of One. Even if the item was made of multiple parts while under the geas of this magic the item cannot be disassembled, bent or broken because it has to be treated as something that has only one part. This means for the duration the item does not have any parts. It does not have any parts, molocules, atoms, or anything smaller than the item as a whole.

Side effects of placing this magic on radioactive matirials is that for a time they are not radioactive. Fluids don’t flow nor evaporate. Heat does not pass into nor through the item.

This magic cannot be placed on living beings.
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Being put up for critiquing only.

Singularity / One
This means for the duration the item does not have any parts. It does not have any parts, molocules, atoms, or anything smaller than the item as a whole.
.


"I can't get this damn Rubik's Cube to work!"

Wow, cast it on a lock and lock picks should fail to work at all....
-------------
"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
------------
User avatar
drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:
drewkitty ~..~ wrote:Being put up for critiquing only.

Singularity / One
This means for the duration the item does not have any -=[t does not have any parts, molecules, atoms, or anything smaller than the item as a whole.
.


"I can't get this damn Rubik's Cube to work!"

Wow, cast it on a lock and lock picks should fail to work at all....

alright...got a 'wow' from taalismn.

If the lock is in a door then the spell would effect the entire door to make it into a single indivisible idea. But yes, for the duration that lock couldn't be opened.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:[
alright...got a 'wow' from taalismn.

If the lock is in a door then the spell would effect the entire door to make it into a single indivisible idea. But yes, for the duration that lock couldn't be opened.



Okay, now for something more difficult. :demon:
How about a car engine?
How about a car? If I touch the frame, does only parts of the frame effectively fuse(door reverse to lock/open, windshield wipers refuse to move), or does the whole vehicle lock up? (running motor seizes up)

How about the nuclear power plant on a vehicle(larger power plants are probably too big for the spell to work, but something more compact?). Do the heat exchanger systems freeze up, or does the presence of radioactive material in the assembled device prevent the spell from working on the nuke-pack?
By the same token, would radioactive material in contact with the assemblage prevent one from 'freezing' the 'pit' in a nuclear bomb and lock the bomb's explosives from triggering the physics package?
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"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,
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Re: Invented Spells

Unread post by drewkitty ~..~ »

So what you are suggesting is to apply a weight/mass limit on the spell?
Or maybe a tech level limiter?

As to direct answers...
Car...wouldn't run-wouldn't roll if cast on the car as a whole.
Nuclear power cells (all sorts)...the power it produced would decline and stop because the radioactivity would stop.
Would it ruin the nuclear power cell...60-40 chance. Depending on what type.
--specific: Betavoltics (nuclear batteries): the power would stop immediately, then power back up with the same speed. They (the Betavoltics power cell itself) would take no damage from being non-functional for a time.

As for electricity wonkyness......that would be a GM thing....
May you be blessed with the ability to change course when you are off the mark.
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Re: Invented Spells

Unread post by taalismn »

Water-Shade(Invocation)
Level: 2
Type: Invocation
Range: Self, others by touch
Duration: 10 minutes per level of experience
Saving Throw: None
PPE Cost: 4
Effects:
This spell acts as a magic raincoat, keeping the recipient of the spell dry by repelling the water inches away from them. The person can read a newspaper in a torrential downpour and remain perfectly dry. It will NOT, however, save them from being bowled over by water-based attacks, like high-pressure waterhoses, nor will it keep them from getting wet in flood waters.


Lightest Step(Invocation)
Level: 6
Type: Invocation
Range: Self or other by touch
Duration: 15 minutes per level of experience
Saving Throw: None
PPE Cost: 12
Effects:
A version of the Featherlight spell, but applicable to living creatures, Lightest Step essentially negates the weight of the recipient so that they can move about only exerting the lightest ground pressure with their steps; more akin to an insect’s weight than of a larger creature. The spell-subject can walk across twigs and ground cover without fear of breaking them, can step on pressure plates without activating them, and, while not able to walk across water, can stride across soft earth, mud, and even quicksand without fear of getting bogged down.
Bonuses:
Lightest Step gives the recipient a base Prowl ability of 50%, or a bonus of +30% to an existing Prowl skill. The recipient still leaves tracks/evidence of their passage, but their footprints are so light and faint that Tracking skills suffer a penalty of -20%.
Penalties:
This spell applies only to beings whose weight falls within the 100 lb. per level of experience limitation of the mage casting the spell.(so at level 8, the caster will be able to affect an eight hundred pound minotaur, for example).
Recipients will also have possible problems moving in head- or crosswinds(reduce speed by 80% if running into a wind of 5 MPH or more) while tail winds may give them a boost(increase speed by 50%) but increase the chance of a trip or fall(roll every melee under P.P. or take a spill; lose initiative and 1 APM getting back up).
Last edited by taalismn on Wed Apr 05, 2023 9:17 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

taalismn wrote:Water-Shade(Invocation)
Level: 2
Type: Invocation
Range: Self, others by touch
Duration: 10 minutes per level of experience
Saving Throw: None
PPE Cost: 4
Effects:
This spell acts as a magic raincoat, keeping the recipient of the spell dry by repelling the water inches away from them. The person can read a newspaper in a torrential downpour and remain perfectly dry. It will NOT, however, save them from being bowled over by water-based attacks, like high-pressure waterhoses, nor will it keep them from getting wet in flood waters.




So if I understand the description I cannot cast the spell, dive into a body of water and expect to come up dry? How does it work in a downpour but not in other situations?
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Re: Invented Spells

Unread post by taalismn »

The Oh So Amazing Nate wrote:
So if I understand the description I cannot cast the spell, dive into a body of water and expect to come up dry? How does it work in a downpour but not in other situations?


It's like an umbrella as opposed to a wet(dry)suit. Not unidirectional or water sealing, but more like a planar forcefield diverting water. In that regard I should probably make it cheaper, but the higher PPE cost is balanced out by the longer duration.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Invented Spells

Unread post by taalismn »

(Spell dump time? Spell dump time)

New Earth Elemental Spells

*Rolling Stone
(Invocation)
Level: 4
Type: Invocation
Range: Touch or 10 ft per level of experience to activate
Duration: 45 minutes
Saving Throw: None
PPE Cost: 10
Effects:
This spell summons a minor Earth Elemental essence in the form of a small rolling rock the size of a softball. The rolling stone can act as a sort of Familiar, and can be sent rolling ahead to scout out terrain, relaying what it senses/encounters back to its summoner.. It can also carry out a basic body block/ram attack.
The Rolling Stone has the following atributes:
3d6 MD
Speed: 15 MPH
Actions/Attacks Per Melee: 2
+3 Dodge, +3 Roll
Damage: Ramming attack: 1d4 SDC

Earthgrip(Invocation)
Level: 7
Type: Invocation
Range: 5 ft per level of experience
Duration: 2 minutes per level of experience
Saving Throw: None
PPE Cost: 40
Effects:
This spell allows the Warlock to summon a massive stony arm and fist from the ground, that acts like a giant robotic waldo, aping the warlock’s own arm and hand movements with the respective hand. The arm itself is some 10 ft long/tall + 2 ft per level of experience, has 15 MDC+2 per level of experience, and has a supernatural P.S. of 30+2 per level of experience. Its P.P. and hand to hand bonuses are the same as the caster’s.
The arm is rooted to where it was summoned from and cannot move around from that spot.
This spell can be cast multiple times up to the maximum number of manipulatory arms/hands the caster has(feet do not count, but prehensile tails and tentacles do).

*Earth Bridge(Invocation/Ritual)
Level: 8
Type: Invocation/Ritual
Range: 10 ft per level of experience
Duration: 5 minutes per level of experience as an invocation, 1hour per level of experience if cast as a ritual.
Saving Throw: None
PPE Cost: 60 for the spell, 120 for the ritual form
Effects:
This spell allows the Warlock to summon up a stone arch or ramp to bridge the gap between two points.
The stone bridge is 25 ft long per level of experience, and 6 ft wide per level of experience in its invocation form, can angle up 5 ft per level of experience, and has 1d4x10 MD+5 MD per level of experience. The bridge can support 500 lbs per MD point. These stats are DOUBLE if the spell is cast as a ritual(requires 15 minutes’ preparation time).

*Earth Gate(Invocation)
Level: 9
Type: Invocation
Range: Self or other by touch
Can travel 8 miles +1 mile per level of experience(destination sites MUST be known and familiar to the Warlock), but both the starting and ending points must be on the same contigious ground(cannot Earth Gate from the second floor of a building to a hll nearby, or from the deck of a ship to land).
Duration: Instantaneous
Saving Throw: Standard, if the subject does NOT want to be teleported.
PPE Cost: 60
Effects:
This is arguably a teleport spell disguised by Earth Elemental magic, though Water Warlocks claim it allows an instant shortcut through the Elemental Plane of Earth. With a touch or gesture, the target of this spell seems to be swallowed up by a sudden hole in the ground that closes up after them. In reality, they are teleported to another location( The starting and ending points MUST be in earth/dirt/rock(not second floors of buildings out of contact with the earth, nor can the spell work through concrete or other artificial obstruction) where they appear to be spat up out of the ground. The process is Instantaneous, but teleportees report experiencing an instant of being buried alive before popping back into normal space, though their bodies and clothing show no sign of dust or dirt.




[b]New Fire Elemental Spells
Heat Prostratio[/b]n(Invocation)
Level: 3
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: Instantaneous
Saving Throw: Standard. Beings especially susceptible to heat save at -2.
PPE Cost: 10
Effects:
This spell creates an intense localized wave of heat that can overwhelm most creatures and stun them, if not outright knock them out. Those failing their save will be stunned for 1d4 melees(-1d4 on initiative, strike, dodge, and parry, and -1 APM), plus must roll under their P.E, or be knocked flat out unconscious for 2d4 melees. Those wearing EBA are affected as well, but they get a +2 to save.


Blazing Visage(Invocation)
Level: 4
Type: Invocation
Range: Self or others by touch.
Duration: 4 minutes per level of experience
Saving Throw: Standard if the recipient doesn’t want the illusion foisted on them, for others save vs Horror Factor 14.
PPE Cost: 9
Effects:
This is a Fire-based illusion spell that gives the recipient a frightening illusory glamour that is fire-related, relying on the fear many have of fire. This can be a burning corpse, fiery flame-blackened skeletion or a demonic being of flames, Has an effective Horror Factor of 14.

*Flame Walk(Invocation)
Level: 4
Type: Invocation
Range: Self or others by touch
Duration: 1 minute per level of experience
Saving Throw: None
PPE Cost: 20 for Fire Warlocks and Fire/Water Elemental Fusionists. 15 for Air/Fire Warlocks
Effects:
This spell allows the caster to walk or ride on flames as if they were solid. This applies to fireballs as well. The caster takes no damage from the flames and can climb as high as the flames reach, so if fires from a gas main are jetting thirty meters in the air, the warlock can ride the flames upto that height. Of course, when the flames subside and drop, so too does the warlock riding atop them.


Fire Flight(Invocation)
Level: 6
Type: Invocation
Range: Self or others by touch.
Duration: 3 minutes per level of experience
Saving Throw: None
PPE Cost: 36, HALF for Air/Fire Warlocks
Effects:
This spell allows the Warlock to fly atop a jet of flames, like an Elemental jetpack. The Warlock can fly at a Speed of 50(roughly 35 MPH)+10 per level of experience, and can reach an altitude of 100 ft +10 ft per level of experience. The flames shoot out 2d4 ft behind/below the flier and do 2d4 SDC/MDC(depending on what the effected object is) burn damage to anything caught in the jet.

*Flare-Jump(Invocation)
Level: 9
Type: Invocation
Range: Self or other by touch
Can travel 5 miles +1 mile per level of experience(destination sites MUST be known and familiar to the Warlock)
Duration: Instantaneous
Saving Throw: Standard, if the subject does NOT want to be teleported.
PPE Cost: 70
Effects:
This is arguably a teleport spell disguised by Fire Elemental magic, though Fire Warlocks claim it allows an instant shortcut through the Elemental Plane of Fire. With a touch or gesture, the target of this spell seems to be incinerated in a sudden burst of flame. In reality, they are teleported to another location(must be known to the Warlock and within range of the spell) where they appear in another flare of flames and smoke. The process is Instantaneous, but teleportees report experiencing an instance of intense heat and light before popping back into normal space, though their bodies and clothing show no sign of heat damage or exposure.


*Ash Rise(Ritual)
Level: 15
Type: Ritual
Range: Touch
Duration: Permanent
Saving Throw: None
PPE Cost: 400
Effects:
This is a powerful Fire Element-based -resurrection- spell, that calls upon the spirits of Fire to restore to life those who were burned to death(including those killed by electrocution and plasma). Even if the person has been burnt to ashes, as long as at least half of their ashes can be collected and placed in the ritual circle, they can be restored to life. This spell can only be attempted ONCE; if it fails, the summoned fire burns what remains of the body to a fine(r) ash that dissipates on the wind. It is more a matter of negotiation with the primal force that killed the person than a brute force resurrection(hence the low PPE cost). There is a 45%(+ the M.A. of the caster) chance of success with this spell.
Those raised by this spell will forever be marked by a phoenix-shaped burn scar somewhere on their bodies.
Ash Rise will NOT work on those who were dead of other causes, then cremated. It will also not work on vampires or other supernatural creatures who have been killed with fire.
Note: Fire Elemental Warlocks will get a bonus equal to TWICE their MA, for their ability to persuade the spirits of Fire to give back the dead.



New Air Elemental Spells

*Optical Distortion
(Invocation).
Level: 2
Type: Invocation
Range: 40 ft +10 ft per level of experience. Covers an area 5 ft in diameter, +5 ft per level of experience.
Duration: 1 minute per level of experience
Saving Throw: None
PPE Cost: 3 for Air Warlocks, DOUBLE for everybody else
Effects:
This spell causes the air in the area of effect to affect light passing through it, refracting the path of light and distorting such perceived values as distance and exact location.
Optical targeting(regular optics, lasers, Mrk 1 Eyeball) through the affected area will be -1d4 to strike.

*Electrical Storm(Invocation)
Level: 7
Type: Invocation
Range: 200 ft radius per level of experience
Duration: 1 minute per level of experience
Saving Throw: Special(see below)
PPE Cost: 65
Effects:
This spell summons up a supercharged thunderstorm cell with very high electrical activity. The storm’s electrical mayhem is powerful enough to queer magnetic compass readings(-30% to Navigation skills using magnetic compasses/instruments) and interfere with radio transmissions(- 30% to Radio/TV skill rolls).
For every melee(15 seconds) that somebody is caught in the area of the electrical storm, there is a 30% chance that they will be struck by lightning 1d4 times (+15 % if the highest point in the area, +20% if carrying/wearing highly conductive metal and improperly grounded). Being struck by lightning inflicts 2d6 MD per blast.
Living beings struck by the lightning bolts get a save versus magic. On a successful save, they are merely stunned(lose intiative and 1d4 APMs) and take no physical damage.



[b]New Water Elemental Spells


*Water Gate[/b](Invocation)
Level: 9
Type: Invocation
Range: Self or other by touch
Can travel 5 miles +1 mile per level of experience(destination sites MUST be known and familiar to the Warlock). DOUBLE range if the starting and ending points are in or on a body of water.
Duration: Instantaneous
Saving Throw: Standard, if the subject does NOT want to be teleported.
PPE Cost: 70
Effects:
This is arguably a teleport spell disguised by Water Elemental magic, though Water Warlocks claim it allows an instant shortcut through the Elemental Plane of Water. With a touch or gesture, the target of this spell seems to be iinundated and dissolved by a thick spray of water. In reality, they are teleported to another location( both the starting and ending point must be within bodies of water large enough to completely immerse the teleportee) where they appear to be rematerialized out of an upwelling of water. The process is Instantaneous, but teleportees report experiencing an instant of being underwater before popping back into normal space, though their bodies and clothing show no sign of water submergence.
Last edited by taalismn on Wed Apr 05, 2023 9:27 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by abe »

Prehensile beard-level 1
Ppe needed-10
Effect-your beard (must be a natural one) becomes prehensile allowing you to hold 1 extra item (at higher levels you can actually USE the items the beard holds) lasts 2 hours per level.
Any thoughts?
Last edited by abe on Sat Oct 15, 2022 12:43 am, edited 1 time in total.
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Re: Invented Spells

Unread post by Stone Gargoyle »

abe wrote:Prehensile beard-level 1
Ppe needed-25
Effect-your beard (must be a natural one) becomes prehensile allowing you to hold 1 extra item (at higher levels you can actually USE the items the beard holds)
Any thoughts?
Too expensive for what it does. You don't have a time limit or anything else defining the spell. Two thumbs down.
Last edited by Stone Gargoyle on Sat Oct 15, 2022 12:31 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by abe »

Stone Gargoyle wrote:
abe wrote:Prehensile beard-level 1
Ppe needed-25
Effect-your beard (must be a natural one) becomes prehensile allowing you to hold 1 extra item (at higher levels you can actually USE the items the beard holds)
Any thoughts?
Too expensive for what it does. You don't have a time limit or anything else defining the spell. Two thimbs down.

I just edited the spell (both the cost and the time limit.
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Re: Invented Spells

Unread post by Stone Gargoyle »

abe wrote:
Stone Gargoyle wrote:Too expensive for what it does. You don't have a time limit or anything else defining the spell. Two thumbs down.

I just edited the spell (both the cost and the time limit.
The cost and duration are still too much for a level 1 spell.
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Re: Invented Spells

Unread post by Kraynic »

I think it might be ok, but I think it is begging for a weight limit. I mean, the beard may be prehensile, but it is still attached to your chin. How much weight do you want attached to your lower jaw over a long period of time? 1 lb.? Maybe 2 (though hanging a common machinist's hammer from your jaw seems a bit much to me)?
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Re: Invented Spells

Unread post by Stone Gargoyle »

Kraynic wrote:I think it might be ok, but I think it is begging for a weight limit. I mean, the beard may be prehensile, but it is still attached to your chin. How much weight do you want attached to your lower jaw over a long period of time? 1 lb.? Maybe 2 (though hanging a common machinist's hammer from your jaw seems a bit much to me)?
Right? And what is to keep the hair from being pulled out from the weight hanging off of it.
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Re: Invented Spells

Unread post by taalismn »

Stone Gargoyle wrote:
Kraynic wrote:I think it might be ok, but I think it is begging for a weight limit. I mean, the beard may be prehensile, but it is still attached to your chin. How much weight do you want attached to your lower jaw over a long period of time? 1 lb.? Maybe 2 (though hanging a common machinist's hammer from your jaw seems a bit much to me)?
Right? And what is to keep the hair from being pulled out from the weight hanging off of it.


And there's already a counter to it posted on this thread:
Follicle Yank.

"I use Follicle Yank to pull the prehensile beard off along with the hammer. I use telekinesis to beat the guy to a pulp with his own hammer."

....And I remembered correctly that Drewkitty posted a spell, Medusa Locks(Lesser), that was much more versatile and fleshed out(full-bodied, one might say).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by taalismn »

Dang, I thought I was through with Golem variants and could concentrate on creating a proper Golemancer, but the Muse strikes again....

Soap Golem

Create Soap Golem
(Ritual)
Level: 8
Type: Ritual
Range: Touch
Duration: Exists until destroyed
Saving Throw: None
PPE Cost: 70
Effects:
This spell allows the caster to create an animated servant made of soap.
To create, the caster first assembles a roughly humanoid form out of soap, then rubs some of his or her own blood into the soap. Animating a Soap Golem costs the caster a temporary loss of 1 SDC point. There is no permanent cost to the mage because of the non-regenerating nature of the golem.

Soap Golem
(aka ‘Scrubba’. ‘Perfumolems’, ‘Sudders’)
“-okay, who’s been using up all my gym soap AGAIN?!”

Most serious golemancers regard the Soap Golem as not a proper golem at all, but merely animated material. They’re at best regarded as a ‘suicide animations’ as their effective lifespans are dictated by how fast their soapy material ablates away in the course of their work. However, because of the ease of creation, Soap Golems are popular with creator mages. Ludicrous Mages in particular love to create Soap Golems as entertainment, and because they can be used to create slippery, sudsey paths for others to fall over.
Soap Golems are stupid little automatons that will be be set to a task such as ‘scrub these floors’ that they will work at, gradually growing smaller and smaller as they wear away, until they destroy themselves in the process. As combatants they are virtually useless, but they can provide useful distractions, and creatures of filth and disease regard them with no small amount of terror.
The nature of soap golems has led to them beig sometimes called ‘perfume golems’ owing to the scented materials used in their creation(similary, wax golems also share this attribute). This adds to the general reputation of them being harmless. However, some mages with experience in prison have been known to embed razorblades in their soap golems, giving them a +1d6 SDC damage to their melee strikes.

Size: 2-3 ft tall, 15-25 lbs
SDC: 50 SDC
MDC: ----
Physical Attributes: I.Q. 3, P.S. 4, Speed: 8
Horror Factor: 10 to creatures of filth and disease
Magic Abilities:
*Slippery--Soap Golems are hard to get a hard grip on; attempts to grapple/entangle them are at -5 to succeed.

*Immune to toxins, poisons, psionics and bio-manipulation magic.

*Create Slippery Surfaces----Soap Golems can lay down slick films of slippery soap on any fairly flat water-impermeable surface like tile, asphalt, linoleum, or metal. Anybody attempying to walk across it without proper traction gear(like spiked-sole boots or ice studs) must roll under their P.P. at -6 (or use a skill-based balance ability like Acrobatics) to remain on their feet crossing the slick(lose initiative and 1 APM getting back up). It costs the Soap Golem 1 SDC of its own reserve to lay down a film patch 6 ft wide and 20 ft long. The slick generally lasts 4 hours before drying out and losing its slipperyness.

Vulnerabilities:
*Water-Soluble----Water-based attacks do DOUBLE damage to Soap Golems

*Ablative---Soap Golems tend to lose 1 SDC for every 12 hours of continious labor they put in, so they generally last only a month of constant round-the-clock drudgery, unless otherwise repaired. It generally takes 5 pounds or kilograms of fresh soap to repair 1 SDC point.

Actions/Attacks Per Melee: 5
+1 Dodge
+2 Roll
Punch/Kick does 1d4 SDC , 1 SDC when their total body SDC drops below 20.

Options:
The material design of the Soap Golem makes it amenable to magic involving hygiene.

*(Spell) Suds---Generates extraordinary amounts of soapy foam that effectively acts like a Cloud of Smoke spell and covers a 10 ft area. Suds last 2d6 minutes, and the churning frothing mass of suds can look frightening to those who don’t know what to expect. However, each use ablates away the substance of the golem; 1 SDC per spell use.. 4 PPE to add at the time of creation.

*(Spell) Fortify Against Disease-----Living creatures who make skin-contact with the Soap Golem get the benefit of a Fortify Against Disease spell. Lasts 2 hours per level of the caster. 30 PPE to add at the time of creation.

*(Spell) Cleanse----This magically wipes away all grime from a living creature and any clothes it is wearing, but not armor . It costs the Soap Golem 1 SDC of its own mass to use this spell. 12 PPE to add at the time of creation.

*(Spell)Scour----Scour is a more powerful version of the Cleanse spell, and is meant for a broader and more thorough spectrum of cleaning. Scour WILL work on body armor, and structure surfaces, and works like a mystic sandblaster, powering off ground-in/seeped-in stains, but will also remove paint and added markings. Can affect a 10 ft area of surface per level of experience of the caster and costs the Soap Golem 1 SDC of its own mass to use this spell.. 24 PPE and several pounds/kilograms of pumice stone to add at the time of creation.


Wax and Candle Golems
Wax and Candle Golems are wax(though sometimes tallow mixtures are also used)-based animated constructs. Because of their weak construction materials and low animation cost, Wax/Candle Golems are considered, like Cardboard Golems, to be cheap throwaway animations that rarely last long. Nevertheless, the ease of their creation and low PPE costs make them popular for beginning creator-mages and as household servants for more experienced golemancers.

“I rather wish I hadn’t made my wax golem so lifelike; I caught my wife in bed with it.”

Create Wax/Candle Golem(Ritual)
Level: 10
Type: Ritual
Range: Touch
Duration: Exists until destroyed
Saving Throw: None
PPE Cost: 180 for an ordinary Wax Golem, 220 for a Candle Golem (200/240 respectively if using synthetic wax)
Effects:
This spell allows the caster to create an animated servant made of wax.
To create, the caster first assembles a roughly humanoid form out of wax. Natural beeswax is best, but tallow or synthetic waxes can also be used(albeit at slightly greater PPE cost if using synthetics). The mage then adds a few drops of his or her own blood to the wax and casts the spell ritual to animate the construct. There is no permanent cost to the mage because of the non-regenerating nature of the golem.
To make a Candle Golem, the golemancer includes a wick made of braided waxed straw and his own hair to the process.

Wax Golem
The Wax Golem is exactly that; a humanoid form made of sculpted wax. They have the advantage of being easily sculpted artistically, and can even be made to look very beautiful, realistic, and even resemble living beings. Their main attraction is their low cost and relative simplicity of construction.

Candle Golem
Candle Golems are another type of Wax Golem, but whereas the Wax Golem is typically carefully sculpted to resemble a regular human in features and dimensions, the Candle Golem is a hulking misshapen monstrosity with little thought given to making it pretty.
Candle Golems resemble hulking barely humanoid forms of melted wax. A lit wick sticks up from the top of the head. Candle Golems can be enhanced to produce various magic fumes or magic light.

Size: 5-7 ft tall, 250-300 lbs
SDC: 90 for Wax Golems, 120 for Candle Golems
MDC: ----
Physical Attributes: I.Q. 7, P.S. 12, Speed: 16
Horror Factor: 10
Magic Abilities:

*Immune to toxins, poisons, psionics and bio-manipulation magic.

*Sculpted Looks(Wax Golem)---Wax Golems can be sculpted to possess quite beautiful and lifelike features. They generally start out with a P.B. of 3d6, but with each successful Sculptng roll during the time of their creation, an extra point of P.B. can be added. No effective upper limit as the golems are MAGICAL creations.
Bonus: If making the Wax Golem look like a specific person or being, the creator gets a +5% if using the Disguise skill to make the waxwork look like the original.

*(Spell) Ignite Fire(Candle Golem)---The Candle Golem can light its own fire on command.

*Lantern Light and Globe of Daylight spells last TWICE as long as normal if cast on a Candle Golem.

Vulnerabilities:
*Meltable----Fire-based attacks do 50% more damage to Wax Golems

*Ablative---Candle Golems tend to lose 1 SDC for every 12 hours of continious light they are lit, so they generally last only a month of constant round-the-clock lighting, unless otherwise repaired. It generally takes 2 pounds or kilograms of fresh wax to repair 1 SDC point.

Actions/Attacks Per Melee: 3
+1 Dodge
Hot Wax Spatter (10 ft range) does 1d4 SDC
Punch/Kick/Body Block does 1d6 SDC/MDC depending on target.

Options:
The material design of the Candle Golem makes it amenable to magic involving fire, vapor, and light.

*(Spell) Cloud of Smoke---The wick generates a cloud of thick obscuring smoke over a 30 ft area, and lasting 5 minutes per use. 4 PPE to add at the time of creation.

*(Spell) Cloud of Slumber---The wick generates a cloud of anesthetic vapors; those vreathing the fumes must save versus magic or be rendered unconscious for 1d6 melee rds after being dragged out of the cloud. Covers a 20 ft area. 16 PPE to add at the time of creation.

*(Spell) Lantern Light---The Golem can be made to glow with a magic light that illuminates out to 10 ft. 2 PPE to add at the time of creation.

*(Spell) Globe of Daylight --- The candle light burns with the equivalent of sunlight, lighting up a 6 ft radius per level of expedience of the Golem’s creator. 4 PPE to add at the time of creation.

*(Spell) Fiery Touch----The Candle Golem can deliver a burning contact attack that does 4d6 SDC or 1d6 MDC, depending on what the target is. 20 PPE to add at the time of creation.
Last edited by taalismn on Mon Mar 20, 2023 8:56 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Invented Spells

Unread post by Stone Gargoyle »

Excellent work, T.
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Re: Invented Spells

Unread post by taalismn »

Expanding my grimoire....

Slick-skin(Invocation)
Level: 3
Type: Invocation
Range: Self or others by touch
Duration: 2 melees per level of experience
Saving Throw: None
PPE Cost: 6
Effects:
This coats the target with a layer of extremely slippery ectoplasm. This makes them extremely hard for others to get a good grip on; grappling and entangling attacks are -6 to succeed at, and the recipient of the spell gets a bonus of +20% to the Escape Artist skill to slip out of handcuffs and other restraints.


Corrosive Spray(Invocation)
Level: 7
Type: Invocation
Range: 20 ft +10 ft per level of experience
Duration: 2 melees(30 seconds), +10 ft per level of experience
Saving Throw: Can attempt to physically dodge the spray(at -3)
Standard vs magic; on a successful save, spray does HALF damage.
PPE Cost: 20
Effects:
This spell generates a jet of acid-like droplets that eat away at whatever they strike. Being magic in nature, the corrosive affects targets normally impervious to mundane material attacks. The spray does 4d6 SDC/MDC(depending on what the target is), plus does an additional 3d6 points of damage each following melee rd. If the target cannot avoid getting hit with the caustic spray in the first place, they can attempt a save versus magic; a successful save doesn’t completely mitigate the effects, but does reduce the damage. Flushing the affected areas with enough water or an anti-caustic chemical will also work to reduce the damage.


Short T-Jump(Invocation)
Level: 8
Type: Invocation
Range: Self or other by touch
Teleport range is 500 ft(+100 ft per level of experience), line of sight.
Duration: Instant
Saving Throw: +4 save if unwilling to make the jump
PPE Cost: 40
Effects:
This is a shorter-ranged, but more tactically flexible and less expensive(PPE-wise) version of Rift Teleportation. With it, the caster or designated other can teleport to another location as long as it is within spell range and in line of sight.
An additional person can be added to the teleport per every level of experience, as long as they are touching the teleporting person.


Circle of Oblivion(Ritual)
Level: 13
Type: Ritual
Range: Not applicable; the target-subject is centered in a mystic circle while the caster stands outside it.
Duration: Permanent. The ritual itself has a 5 minute window during which the target can be killed.
Saving Throw: The intended victim can attempt to prevent their soul from being ‘locked out’ but is at -4 to save.
PPE Cost: 380
Effects:
Known also as ‘The Executioner’s Circle’, this ritual is used to prevent a person’s spiritual/PPE essence from being tapped, reclaimed, or otherwise resurrected. The intended victom must be held in the center of a magic circle inscribed on the ground while the ritual is activated, and killed during it. The person so killed CANNOT be resurrected or used as the basis of a ghost. Nor can their PPE be tapped at the time of death, nor their corpse be raised as a zombie or skeleton. For all intents and purposes, they have been perma-killed.



Locate Lost Luggage(Spell of Legend)
Level: Spell of Legend
Type: Invocation
Range: Touch for the item, 2 light years per level of experience for detection
Duration: 48 hours per level of experience
Saving Throw: None
PPE Cost: 100 per piece of luggage
Effects:
This Spell of Legend arose after a frequent traveller through Phaseworld got sick and tired of having his baggage misdirected.
Once cast on a piece of luggage, the caster will be able to know in what direction and how far away his or her baggage is. However, they CANNOT tell under what circumstances it is in(being rifled through by thieves, behind a barbed wire fence patrolled by direwolves, buried under bags of fertilizer, etc....).
Last edited by taalismn on Thu Jan 05, 2023 10:05 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by taalismn »

*Two Left Feet(Ludicrous Magic)(Invocation)
Level: 5
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: 3 minutes per level of experience
Saving Throw: Standard
PPE Cost: 18
Effects:
This is a movement impairment spell that causes the target-vicim’s legs to become magically mismatched and misaligned, resulting in HALF speed, jumping distances, dodge bonuses, and HALF all skill proficiencies for leg-based skills such as Dancing, Swimming and Climbing. The victim tends to trip over themselves and run in circles.

*Rubber Limb(Ludicrous Magic)(Invocation)
Level: 7
Type: Invocation
Range: Touch or 5 ft per level of experience
Duration: 2 melees(30 seconds) per level of experience
Saving Throw: Standard
PPE Cost: 20
Effects:
This spells alters a target’s limb(one limb per spell, cannot be cast on the head or torso) causing it to become effectively boneless. The targeted limb becomes limp and flacid and malleable like a deflated balloon, so it can easily slip out of retraints(+20% to Escape Artist and similar skills) and others’ grips(+2 to Escape), but the limb has a P.S. of 1, cannot support weight(so if cast on a leg, the person will fall over), and cannot manipulate objects like weapons. The rubberized limbs can also be stretched to twice their normal length, and be tied in knots, but will magically slip the tie ince the spell wears off.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

taalismn wrote:Wax and Candle Golems
Wax and Candle Golems are tallow-based animated constructs. Because of their weak construction materials and low animation cost, Wax/Candle Golems are considered, like Cardboard Golems, to be cheap throwaway animations that rarely last long. Nevertheless, the ease of their creation and low PPE costs make them popular for beginning creator-mages and as household servants for more experienced golemancers.

“I rather wish I hadn’t made my wax golem so lifelike; I caught my wife in bed with it.”


I love these works and everything you create. Far be it from me to criticize your talent and imagination. But...tallow is made from cow fat. It's not "wax" like bee's wax or paraffin. I think it'd be interesting to add in an actual "tallow" golem variant that would give off a nice savory smell when burnt, could make things greasy, and other fat related things. Or change the wording in the description
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Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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Re: Invented Spells

Unread post by taalismn »

The Oh So Amazing Nate wrote:[
I love these works and everything you create. Far be it from me to criticize your talent and imagination. But...tallow is made from cow fat. It's not "wax" like bee's wax or paraffin. I think it'd be interesting to add in an actual "tallow" golem variant that would give off a nice savory smell when burnt, could make things greasy, and other fat related things. Or change the wording in the description


Thanks for both the praise and pointing out my mistake! I've changed up the wording a bit as a result.
Though I'm thinking that a tallow golem made to resemble a normal person might better be able to pass for human, because they'd smell...well, animal-fatty and not like a freshly washed car...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:Lightest Step(Invocation)
...snip...
Penalties:
This spell applies only to beings of 100 lb. per level of experience.
...snip

this has words missing, it should read something like ...
'This sell applies only to beings who's weight falls within the 100 lb. per level of experience limitation of the mage casting the spell.'
Last edited by drewkitty ~..~ on Tue Apr 04, 2023 8:52 pm, edited 2 times in total.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

taalismn wrote:snip.
*Earth Gate(Invocation)
Level: 9
Type: Invocation
Range: Self or other by touch
Can travel 8 miles +1 mile per level of experience(destination sites MUST be known and familiar to the Warlock), but both the starting and ending points must be on the same contiguous ground(cannot Earth Gate from the second floor of a building to a hill nearby, or from the deck of a ship to land).
Duration: Instantaneous
Saving Throw: Standard, if the subject does NOT want to be teleported.
PPE Cost: 60
Effects:
This is arguably a teleport spell disguised by Earth Elemental magic, though Water Warlocks claim it allows an instant shortcut through the Elemental Plane of Earth. With a touch or gesture, the target of this spell seems to be swallowed up by a sudden hole in the ground that closes up after them. In reality, they are teleported to another location(must be known to the Warlock and within range of the spell) where they appear to be spat up out of the ground. The process is Instantaneous, but teleportees report experiencing an instant of being buried alive before popping back into normal space, though their bodies and clothing show no sign of dust or dirt.

I would remove the "the mage needs to know the location being sent to" limitation, and substitute in that both locations need to be somewhere the Warlock can stand on earth/dirt/rock. With the same effect that the warlock couldn't use this spell standing on a floor of a building that was not one that wasn't directly on a dirt floor/rock covered dirt floor. while the Warlock would be able to gate from hill to hill, it would be useless to gate into a building's upper floors. Basement..yep..... the princess's tower room..nope.
How would a Water Warlock know that? I would have the Earth warlocks say that.

[b]New Fire Elemental Spells
Heat Prostratio[/b]n(Invocation)
Level: 3
Type: Invocation
Range: 50 ft +10 ft per level of experience
Duration: Instantaneous
Saving Throw: Standard. Beings especially susceptible to heat save at -2.
PPE Cost: 10
Effects:
This spell creates an intense localized wave of heat that can overwhelm most creatures and stun them, if not outright knock them out. Those failing their save will be stunned for 1d4 melees(-1d4 on initiative, strike, dodge, and parry, and -1 APM), plus must roll under their P.E, or be knocked flat out unconscious for 2d4 melees. Those wearing EBA are affected as well, but they get a +2 to save.

*Optical Distortion[/b](Invocation).
Level: 2
Type: Invocation
Range: 40 ft +10 ft per level of experience. Covers an area 5 ft in diameter, +5 ft per level of experience.
Duration: 1 minute per level of experience
Saving Throw: None
PPE Cost: 3 for Air Warlocks, DOUBLE for everybody else
Effects:
This spell causes the air in the area of effect to affect light passing through it, refracting the path of light and distorting such perceived values as distance and exact location.
Optical targeting(regular optics, lasers, Mrk 1 Eyeball) through the affected area will be -1d4 to strike.

these look familiar..at least in concept..to a spell I posted ages ago.
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 diffraction 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 vacuum and will cause an updraft from the hot air rising.




*Water Gate[/b](Invocation)
Level: 9
Type: Invocation
Range: Self or other by touch
Can travel 5 miles +1 mile per level of experience(destination sites MUST be known and familiar to the Warlock). DOUBLE range if the starting and ending points are in or on a body of water.
Duration: Instantaneous
Saving Throw: Standard, if the subject does NOT want to be teleported.
PPE Cost: 70
Effects:
This is arguably a teleport spell disguised by Water Elemental magic, though Water Warlocks claim it allows an instant shortcut through the Elemental Plane of Water. With a touch or gesture, the target of this spell seems to be inundated and dissolved by a thick spray of water. In reality, they are teleported to another location(must be known to the Warlock and within range of the spell) where they appear to be rematerialized out of an upwelling of water. The process is Instantaneous, but teleportees report experiencing an instant of being underwater before popping back into normal space, though their bodies and clothing show no sign of water submergence.[/quote]
With this water gate spell I would set the limitation that both starting point and ending point have to be in water (even if it is just the gated's feet in a bucket of water, and the ending point having to be in a body of water large enough to completely immerse everyone being gated. Otherwise the magic fails.
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