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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 3:26 pm
  

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[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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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 4:26 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 4:59 pm
  

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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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After that you can post your house rules....as your house rules.

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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 5:19 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 5:25 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 6:02 pm
  

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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.]

_________________
Answering the OP's question with the canon answer should be done First.
After that you can post your house rules....as your house rules.

May you be blessed with understanding,
and the ability to change course when you are off the mark.


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 Post subject: Re: Invented Spells
Unread postPosted: Sun Nov 29, 2020 6:11 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Wed Dec 02, 2020 8:56 pm
  

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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.

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

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


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 Post subject: Re: Invented Spells
Unread postPosted: Wed Mar 03, 2021 9:04 pm
  

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Location: Somewhere between Heaven, Hell, and New England
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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 Post subject: Re: Invented Spells
Unread postPosted: Thu Mar 04, 2021 12:44 am
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Mon Oct 11, 2021 4:12 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Mon Oct 11, 2021 9:38 pm
  

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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.

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

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


Last edited by taalismn on Tue Oct 12, 2021 6:52 pm, edited 1 time in total.

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 Post subject: Re: Invented Spells
Unread postPosted: Tue Oct 12, 2021 6:14 pm
  

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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

_________________
Answering the OP's question with the canon answer should be done First.
After that you can post your house rules....as your house rules.

May you be blessed with understanding,
and the ability to change course when you are off the mark.


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 Post subject: Re: Invented Spells
Unread postPosted: Tue Oct 12, 2021 6:51 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Tue Oct 12, 2021 11:07 pm
  

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Supreme Being

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Comment: This space for rent.
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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Love your neighbor.
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 Post subject: Re: Invented Spells
Unread postPosted: Wed Oct 13, 2021 12:32 am
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Mon Nov 15, 2021 7:26 pm
  

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Location: Eastvale, calif
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.)

_________________
Answering the OP's question with the canon answer should be done First.
After that you can post your house rules....as your house rules.

May you be blessed with understanding,
and the ability to change course when you are off the mark.


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 Post subject: Re: Invented Spells
Unread postPosted: Sat Jan 15, 2022 9:13 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Thu Feb 17, 2022 9:50 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Mon Feb 21, 2022 8:07 pm
  

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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*

_________________
Answering the OP's question with the canon answer should be done First.
After that you can post your house rules....as your house rules.

May you be blessed with understanding,
and the ability to change course when you are off the mark.


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 Post subject: Re: Invented Spells
Unread postPosted: Mon Feb 21, 2022 8:19 pm
  

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Comment: "Your inferiority complex might be justified."
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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 Post subject: Re: Invented Spells
Unread postPosted: Mon Feb 21, 2022 9:48 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Tue Mar 08, 2022 3:12 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Sun Mar 13, 2022 8:35 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 46131
Location: Somewhere between Heaven, Hell, and New England
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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 Post subject: Re: Invented Spells
Unread postPosted: Sat May 07, 2022 7:43 pm
  

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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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 Post subject: Re: Invented Spells
Unread postPosted: Tue May 17, 2022 2:09 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
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(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 he 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 mele 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.

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