Invented Spells

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taalismn
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Re: Invented Spells

Unread post by taalismn »

Imagings of Apex(Invocation)
Level: 8
Type: (Invocation)
Range: Touch
Duration: Permanent
Saving Throw: None, unless the object of the image is magical, in which case it gets a standard saving throw
PPE Cost: 25
Effects:
This is a psuedo-scrying spell that allows the caster to take a photograph in hand, and several sheets of blank paper, and upon casting the spell, will get several different images based on the original in their hand. These images will show slightly different angles or perspectives of the focus of the original photograph, making them useful, for example, in identifying a photographed individual or artifact from only one original photo. The spell will produce 1 additional image/perspective per level of experience. Base quality is roughly equal to that of the original photo, but for an additional 5 PPE per image, the spell also has a touch-up function that cleans up the quality by 5% per level of experience.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by eliakon »

taalismn wrote:Well, I've been thinking of spells that novice or sub-par magic-users could cast that are low-level, but decidedly dangerous(to both the target and the user and bystanders) and counter to commonsense, the risk of 'kick-back' or of being seen casting 'defective' magic keeping them from seeing greater usage, despite any perceived utility. LIke the magic equivalent of a Cyberpunk polymer one-shot pistol. They may be echoes of failed schools of magic, or the development of mages who wouldn't listen to more learned colleagues, or corrupted attempts to copy, at lower cost, more popular and proven magic(like making a BMW-lookalike out of cardboard and a lawnmower engine).

This is a laudable goal....I like that sort of 'forgotten magic' myself.
The trick is to make sure that they actually are not of 'good utility'
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.

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

Unread post by taalismn »

eliakon wrote:
taalismn wrote:Well, I've been thinking of spells that novice or sub-par magic-users could cast that are low-level, but decidedly dangerous(to both the target and the user and bystanders) and counter to commonsense, the risk of 'kick-back' or of being seen casting 'defective' magic keeping them from seeing greater usage, despite any perceived utility. LIke the magic equivalent of a Cyberpunk polymer one-shot pistol. They may be echoes of failed schools of magic, or the development of mages who wouldn't listen to more learned colleagues, or corrupted attempts to copy, at lower cost, more popular and proven magic(like making a BMW-lookalike out of cardboard and a lawnmower engine).

This is a laudable goal....I like that sort of 'forgotten magic' myself.
The trick is to make sure that they actually are not of 'good utility'



Sort of the magic equivalent of Chindōgu, but with the added feature that they can be dangerous, even deadly, but are so TEMPTING to less-than-undinged intellects seeking prestige and power.
-------------
"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 ~..~ »

Sort of like the urban magic that was in the rifters....same issue as the comp & tech magic & the how to fit in yourTW into the setting article.

--------
A GM could make a 0th mage to roll vs her principles of Magic each time they cast a spell to see if the magic works right. Ether using the failed scroll conversion table in the PF2 MB for a horrible roll or treating it like the wild magic Limitation where there are side effect to the cast spell for a passing but not a really good roll and the spell working normally is the 0th mage gets a good roll and they get the doing a skill right exp.
May you be blessed with the ability to change course when you are off the mark.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Sort of like the urban magic that was in the rifters....same issue as the comp & tech magic & the how to fit in yourTW into the setting article.

--------
A GM could make a 0th mage to roll vs her principles of Magic each time they cast a spell to see if the magic works right. Ether using the failed scroll conversion table in the PF2 MB for a horrible roll or treating it like the wild magic Limitation where there are side effect to the cast spell for a passing but not a really good roll and the spell working normally is the 0th mage gets a good roll and they get the doing a skill right exp.


I'll have to check that out...I don't use my complete Rifter collection nearly enough...Thanks for the heads-up.
-------------
"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 »

Wood to Coal(Invocation)
Level: 4
Type: Invocation
Range: Touch
Duration: Permanent
Saving Throw: None
PPE Cost: 6
Effects:
Converts raw wood into a denser, slightly more convenient, anthracite coal-like solid. Can convert 5 lbs(per level of experience) of wood to coal at a ratio of 1.5 lbs wood/1 lb coal.

Wood to Ethanol(Invocation)
Level: 5
Type: Invocation
Range: Touch
Duration: Permanent
Saving Throw: None
PPE Cost: 6
Effects:
This spell converts wood directly into an alcohol fuel; converts 10 lbs(per level of experience) of wood. It takes roughly 10 lbs of wood to make 1 gallon of ethanol fuel(which is about 2/3 as potent as gasoline).

Revitalize Fuel(Invocation)
Level: 5
Type: Invocation
Range: Touch
Duration: Permanent
Saving Throw: None
PPE Cost: 8
Effects:
This spell allows the caster to purify four gallons (per level of experience) of liquid fuel(gasoline, oil, spirits) of impurities such as water, sand, sugar, and other chemicals. It will also revitalize stale gasoline, making it suitable for burning again.

Liquify Coal(Invocation)
Level: 5
Type: Invocation
Range: Touch
Duration: Permanent
Saving Throw: None
PPE Cost: 8
Effects:
This spell allows the caster to convert solid coal into liquid fuel. The caster can convert 10 lbs of coal per level of experience. In general, it takes roughly 10 lbs of anthracite coal, or 11 lbs of bituminous coal, to create a gallon of gasoline-like fuel.

Smokeless Burn(Invocation)
Level: 7
Type: Invocation
Range: Touch
Duration: 1 day per level of experience
Saving Throw: None
PPE Cost: 11
Effects:
This spell enchants a cord(per level of experience) of wood or other flammable material to burn without smoke or other exhaust gases, the waste gases instead solidifying into ash-like material. This spell can be used to hide a campfire from being detected by its smoke, or for burning indoors without proper ventilation to exhaust combustion fumes.
Last edited by taalismn on Sun Aug 30, 2015 10:58 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 ~..~ »

Cast smokeless burn on a tree, (living, dead, whatever), convert it into coal, convert the coal into liquid fuel....smokeless tailpipe emissions. ;)
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:Cast smokeless burn on a tree, (living, dead, whatever), convert it into coal, convert the coal into liquid fuel....smokeless tailpipe emissions. ;)


Yep, industrial alchemy at work.
Have to find a way to stabilize the smokeless part, as it only lasts a couple of days, but if you can, you can stockpile the stuff. Clean? Yes, but the downside is you're clearcutting forests for fuel, so the eco-activists are still going to be after you.
-------------
"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 »

Water Bed(Ludicrous Magic)(Invocation)
Level: 8
Type: Invocation
Range: 10 ft per level of experience
Duration: 15 minutes per level of experience.
Saving Throw: None
PPE Cost: 30
Effects:
This spell turns an ordinary mattress into the consistancy of thin quicksand, while still retaining its shape. Anybody sitting on top of it, however, will find themselves sinking into it and, depending on how deep/thick the mattress is, may be in danger of being smothered unless they can quickly extricate themselves. Those with a quick state of mind(or the Swimming skill) will be able to float themselves and remain head above the sheets until they can pull themselves out or the spell ends. Until cessation of the spell, anybody caught in the transformed mattress will be popped back to the surface(20% chance of ending up UNDER the mattress). This spell is believed to be an early Ludicrous Magic spell, harkening to when it was still an assassination art.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

Panzer Fist
Level 5
Range: Self or other by touch.
Duration: Two successful Strikes or three min per level.
Damage: Special
Saving throw: Dodge.
PPE: 18
Created by the Grand Inquisitor of the Tarnshear Islands to use during the Senate Debates over new laws and budgets. The spell surrounds a hand or a foot and when that extremity successfully strikes someone; or something; that person is hit with the force equal to 100 pounds (6D6 SD) per level of the caster. If the person hit weights less then the apparent weight being hit with they are knocked back 1D4 feet and need a successful roll for balance (Sense of Balance skill roll or Maintain Balance roll vs 16) to keep to their feet. The spell does not make the extremity any heavier, it only makes it so the force hitting the target is that what that weight would hit with.
Panzer Fist (Greater) is Level 10 and hits with forces equating to 1,000 pounds per level and costing 80 PPE.

Beta Rings are magical items permanently enchanted with Panzer Fist or PF(G) and are add their damage to the h2h damage of whoever is wearing them on their leg or arm.
Last edited by drewkitty ~..~ on Mon Oct 05, 2015 5:16 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

drewkitty ~..~ wrote:Panzer Fist
Level 5
Range: Self or other by touch.
Duration: Two successful Strikes or three min per level.
Damage: Special
Saving throw: Dodge.
PPE: 18

Beta Rings are magical items permanently enchanted with Panzer Fist or PF(G) and are add their damage to the h2h damage of whoever is wearing them.


Are the beta rings stackable? Can I put one on each finger and thumb (5) enchanted with PF (G) and hit someone with 5K pounds of force?
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Has updated the spell text.
They are typically made to be warn on the ankle or wrist of the person. Only giants that would wear bracelets are finger rings could wear them as finger rings.

That is up to the GM if they can stack. Note the Beta Rings should be so rare that it is only the maker or their closest kith and kin that use them.

Can they be built into a into a weapon...yes....but if it is a melee weapon then it needs to be magicly bound to the user so it does not weigh a ton :twisted: to the user.
When I say built into the weapon that is what I mean. It has to be a part that is not welded, fused or or otherwise merged with another part to make one in one physical part.

Is the magic transmitted via a weapon, no, not directly.
If the user is hammering in a stake with his fist then yes.

However, with both of these it might get the weapon stuck in the hole it made, or break the weapon.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Create Wood (Greater)
Level: 6
Range: appears within 20' of the mage.
Duration: Created over 5 seconds, Permanent.
Saving Throw: n/a
PPE: 20 per casting.

Unlike the lesser spell, this spell creates the wood (from anywhere between bark encrusted logs and finished boards [finished boards requiring no sanding except for any new cuts.]) without having to gather up a physical components to make the wood out of. However, if the mage wishes to recreate a particular type of wood (species) then she needs a sample of that wood for the spell to sample the pattern of it. If there is no sample of wood to use as a pattern, or the mage does not have any idea in her head about what the wood should be (soft- or hardwood), the spell creates a white wood that is as light as yellow-poplar (40 board feet per 100 lb.).

This spell creates 100 pounds of wood per level of the mage casting the spell with each casting. However, the mage can add in extra PPE to create larger batches of wood if they want large planks, beams or logs.

Artists and Artisan mages (they have the relevant skills at a professional quality) can use this spell to make fully formed wooden items ready for the final detail workings. It takes a skill roll and only makes one individual item per casting. A skill roll is made for each item made this way, and a failed roll means the product of the spell is only fit for firewood.
Last edited by drewkitty ~..~ on Wed Oct 21, 2015 4:40 pm, edited 7 times in total.
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Re: Invented Spells

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drewkitty ~..~ wrote:Create Wood (Greater)
Level: 6
Range: appears within 20' of the mage.
Duration: Created over 5 seconds, Permanent.
Saving Throw: n/a
PPE: 20 per casting.

Unlike the lesser spell, this spell creates the wood without having to gather up a physical components to make the wood out of. However, if the mage wishes to recreate a particular type of wood (species) then she needs a sample of that wood for the spell to sample the pattern of it. If there is no sample of wood to use as a pattern, or the mage does not have any idea in her head about what the wood should be (soft- or hardwood), the spell creates a white wood that is as light as poplar.

This spell creates 100 pounds of wood per level of the mage casting the spell with each casting.

(do want to reasurch weights per board-foot right now....will do that later)



Define "wood" are we talking pieces of cut tree that are suitable for campfires and simple shelters (lean-to) or are we talking about finished pieces of lumber that are suited for building things?
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

Razzinold wrote:And the award for best witty retort to someone reporting a minor vehicular collision goes to:
The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Note 1: There are 4 board feet in a 6 foot long 2x4. Or to say there is two thirds of a board foot in each foot of a two by four. ("2x4 length" x "0.66")
For other dimensional lumber...... http://www.engineeringtoolbox.com/board ... _1453.html

Note 2: after sawing and planing the standard 2x4 that you can get at lumberyards and home improvement centers today is 1.5x3.5 inches in cross-section.

Weight (in pounds) of different wood types per board-foot, at aprox. 6% moisture, rounded to the nearest tenth.
A board-foot is the volume of a one-foot length of a board one foot wide and one inch thick.

Wood Type: pounds per board-foot (board-feet per 100 lb.)
North American Woods
Softwoods
Cedars: 1.8 to 2.6 (55.6-38.5)
Dougles-fir: 2.7-2.8 (37-36)
Fir: 1.8-2.5 (55.6-40)
Hemlock: 2.3-3.0 (43.5-33.3)
Pine: 2.0-3.3 (50-30.3)
Redwood:
--old growth: 2.2 (45.5)
--2nd growth: 2.0 (50)
Spruce: 2.0-3.0 (50-33.3)
Tamarck: 3.0 (33.3)

Hardwoods
Alder, red: 2.2 (45.5)
Apple: 3.9 (25.6)
Ash:
--Black: 2.8 (36)
--Green: 3.2 (31.3)
--White: 3.4 (29.4)
Aspen: 2.1 (47.6)
Basswood, american: 2.2 (45.5)
Beech, American: 3.6 (27.8 )
Birch: 3.0-3.7 (33.3-27)
Cherry, Black: 1.9 (52.6)
Chestnut, American: 2.4 (41.7)
Dogwood, Flowering: 4.2 (23.8 )
Elm: 2.9-3.6 (34.5-27.8 )
Hickory, Pecan: 3.7 (27)
Hickory, true: 4.0-4.2 (25-23.8 )
Holly, American: 3.1 (32.3)
Locust, Black:
Madrone, Pacific: 3.7 (27)
Maples
-Softs: 2.7-3.0 (37-33.3)
-Hards: 3.2-3.5 (31.3-28.6)
Oak, reds: 3.1-3.6 (32.3-27.8 )
Oak, whites: 3.6-5.0 (37.8-20)
Walnut, black: 3.1 (32.3)
Willow, black: 2.3 (43.5)
yellow-Poplar: 2.5 (40)

A Selection of Imported Woods
Balsa: 0.9 (111.1)
Benge: 4.0 (25)
Carribian Pine: 4.1 (24.4)
Cocobolo: 5.2 (19.2)
Ebony, east indian: 4.3 (23.3)
Ebony, African: 5.4 (18.5)
Mahogany, African: 2.5 (40)
Mahigany, true: 2.6 (38.5)
Purpleheart: 4.0 (25)
Rosewood, indian: 4.5 (22.2)
Rosewood, Bazllian: 4.7 (31.3)
Spanish Cedar: 2.5 (40)
Teak: 3.2 (31.3)

Footnote: http://www.woodweb.com/cgi-bin/calculat ... weight.pdf
Last edited by drewkitty ~..~ on Wed Oct 21, 2015 5:16 pm, edited 4 times in total.
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Re: Invented Spells

Unread post by abtex »

The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:Create Wood (Greater)


Define "wood" are we talking pieces of cut tree that are suitable for campfires and simple shelters (lean-to) or are we talking about finished pieces of lumber that are suited for building things?

If not the 2nd half, then we need an upgraded spell. So many uses for a spell like that.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by drewkitty ~..~ »

I have updated the CW(G) spell addressing the comments, and the weights list to include number of board feet per 100 lb.
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Re: Invented Spells

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drewkitty ~..~ wrote:I have updated the CW(G) spell addressing the comments, and the weights list to include number of board feet per 100 lb.

I Thank you.

The folk at "Murphy's Law Enforcement, Fine Designed Instant Stuff and Firewood"
The CyberCentuar TW Designer at Millstone Aviation Thanks you.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by drewkitty ~..~ »

Binding Spells
(oriented for heros unlimited or nightbane/-spawn)
In the latter part of the 20th century the FBI and MI6 were approached by a society of magi that were seeking to trade their mystical know how for protection from unknown assailants that were killing off their members. They turned to the mundane agencies because they themselves were unable to protect their member families from the threat that was killing them off.
Since then the society has supported the work of the two agencies and trained a handful of their operatives in the use of magic. Even these operatives were not fully trained in understanding the principles underlaying magic.
The two spell presented here are but a few of the spells developed for the agencies the society made deals with. Remember that on a globe planet the shortest route to another place will seam curved on a 2D map of that 3D world. So when tracking an endpoint of a direction over a extremely long distance will take a navigation roll.

A Mother's Senses
Level: 9
Range: Touch, Special
Duration: One Month per level of caster
Saving Throw: standard
P.P.E.: 65

Placed between two subjects, with one taking the position of the 'Mother' and the other taking the position of the 'Child'. The spell lets the Mother know the rough Direction& Distance and general State of Mind of the Child.
So long as the Child is on the same planet the Mother know which direction (shortest route) the Child is from the Mother. Even so, the state of mind will only be known if within the range of the spell (20 mile per level of caster).
One Mother can only be linked to one Child plus one per every 10 points of the mother's M.E. attribute score. Other wise they tend to get lost in the feelings they are experiencing. If the Mother has more children linked to her she experiences a -2 to all combat rolls, and for each Child of the Mother's limit a -10% skill penalty assessed on the Mother. Females tend to be able to monitor an additional child bond then men without penalty.


A Marriage's Bond
Level: 10
Range: Touch, Special
Duration: Four Months per level of Caster
Saving Throw: Standard
P.P.E.: 100

Placed on two people, this lets the two know the general Direction & Distance and general State of Mind of the other within the bonding. So long as the two are within the spell's range (20 miles per level of the caster) the state of mind of the other can be sensed. The Feeling of direction and distance (shortest route) will work so long as the two are on the same planet. The magic works better between a Female-Male bond pairing, and works Best between the F-M pairing that are married. Bonds made between unmarried F-M pairings last twice as long as the standard duration, while with married couples the range of sensing the other's state of mind that is also doubled.

A Father's Position
Level: 12
Range: 10 feet, Special
Duration: One Year
Saving Throw: Standard
P.P.E.: 212

The bond created by this is between a central subject, the Father, and several others, the Family. The Father knows, when he thinks about each of his Family, where they are and what motions they are doing in a general sense. Whether they are in a house, outdoors, in a car, on a bridge, in an office building, in the countryside.....direction and distance are not a part of the information of where they are. Typing-writing, cooking, running for exercise, Running being chased, driving, riding, cooking, cleaning the <room type>, sleeping vs awake (sleep walking take a vs 16 perception roll), sewing....this does not give what is being written, nor what being sewn.
(What the spell lets the Father know is 'Day in the Life of' sort of information, then the monitored subject's direction and distance.)
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taalismn
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Re: Invented Spells

Unread post by taalismn »

Interesting; I've been working on something similar, Bond Magic, with different permutations and degree of 'bond', from simply sharing an empathic connection to borrowing powers to full-on body possession.
-------------
"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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abtex
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Re: Invented Spells

Unread post by abtex »

Like drewkitty use of 3-Letter agencies and his spells.

taalismn wrote:Interesting; I've been working on something similar, Bond Magic, with different permutations and degree of 'bond', from simply sharing an empathic connection to borrowing powers to full-on body possession.

When your 'Bond Magic' is finished please post it.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by drewkitty ~..~ »

Was dreaming this morning and the above three spells were drawn for the idea(s) from the dream.

taalismn wrote:Interesting; I've been working on something similar, Bond Magic, with different permutations and degree of 'bond', from simply sharing an empathic connection to borrowing powers to full-on body possession.

You should look at my "Switch" spells, in reference to the possession spells idea. And the Married magic spells, that play on the marriage bond.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Making Wood (or Create Wood (lesser))
Level: 2
Range: Immediate Area.
Duration: Taking 1 minute for the spell to assemble the wood.
Saving Throw: n/a
PPE: 5 softwood for burning, 11 hardwood for building.

Collecting wood fibers from the surroundings and magically bonds them together is what this spell does. Any deadwood, dead branches, sawdust or even shed leaves in the immediate surroundings are incorporated into the wood being made. The texture of the wood is similar to particle-board or masonite depending on if it was softwood or hardwood being made.
If there is no usable wood stuff (tree, bush, leaves) available the spell will not work at all. But normally this spell will make 20 pounds of board or logs per casting.
Last edited by drewkitty ~..~ on Tue Oct 27, 2015 12:03 am, edited 3 times in total.
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Re: Invented Spells

Unread post by abtex »

drewkitty ~..~ wrote:Making Wood (or Create Wood (lesser))
Level: 2
Range: Immediate Area.
Duration: 1 minute.
Saving Throw: n/a
PPE: 5 softwood for burning, 11 hardwood for building.

The created Wood only lasts One Minute?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by drewkitty ~..~ »

abtex wrote:
drewkitty ~..~ wrote:Making Wood (or Create Wood (lesser))
Level: 2
Range: Immediate Area.
Duration: 1 minute.
Saving Throw: n/a
PPE: 5 softwood for burning, 11 hardwood for building.

The created Wood only lasts One Minute?

Updated to be more specific about the duration means.
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Re: Invented Spells

Unread post by abtex »

Sorry. Thanks.
First thought were... :shock:
"Boy, that was a short fire."

"I thought you were going to build a House."
"It was here a minute ago?!"
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

abtex wrote:Sorry. Thanks.
First thought were... :shock:
"Boy, that was a short fire."

"I thought you were going to build a House."
"It was here a minute ago?!"


Well, now you have the base spell for a Magic 3D Wood Printer. 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

taalismn wrote:
abtex wrote:Sorry. Thanks.
First thought were... :shock:
"Boy, that was a short fire."

"I thought you were going to build a House."
"It was here a minute ago?!"


Well, now you have the base spell for a Magic 3D Wood Printer. 8)

The CW greater that I posted a while back...yes.
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Comment: I'm just trying to see if my ideas work, and got way to much free time. Feel free to add to it.

Re: Invented Spells

Unread post by skidmarc »

OK so these got .. a little - wordy, so I am putting each in a separate post.
EDIT: Actually, I'm putting them together for convenience - Jefffar


After way to much Soul Eater this came out

Soul Hide
PPE: 20 plus 2 per melee for all spells cast even if their duration ends before the spell hide does
Range: Self or touch. It will only protected those or that which it is cast upon and all items within their aura, a wizard will be protected as will enchanted items will on her person.
Duration: 5 minutes per level
Description: Soul Hide acts as a camouflage against those that can sense magic and psionics. Unlike Transferal it does not require the mage to use someone as a grounding rod at the same time it is not a effective at hiding a wizard. Developed as a direct response against Psi-Stalkers and those that can pick up on magic it is a simple disguise of one’s power like a hat and sunglasses or a superhero’s mask just make you unrecognizable so this spell will hide power, it however does not stand up to close scrutiny. It does allow limited use of spells and psionic powers All spells are half as powerful (range, duration, etc.).
This spell is a skill one can improve over time; Percentage is 35% when first learned, with no bonus for previous levels and +5% for every level up after learning and should be roll once every other melee (30 seconds). Spells can be cast while using Soul Hide but are minus 2% plus the spells level per spell, and casting a spell or psionic power is like a light in a dark area. For example a ninth level spell would be -2% for the spell and minus 9% totaling 11% for the spell level three third level spells would be -6% and -9% totaling -15%. Casting a spell will temporally break the protection for as long as it is being cast.
Very focused scans of the user or area and physical scanners both normal technology and techno-wizard will reduce the percentage buy minus 15% and require a dice roll twice per melee, roughly every 7 to 8 seconds.

Mind Block taken waaay to far.

AURA SHIELD
PPE: 30
Range: Self or touch
Duration: 3 melee rounds per level
Aura Shield is a protection against any spell or other supernatural power much as Mind Block will protect against mental attacks. This spell is completely effective against spells and powers up to twice the casters level higher level attacks will add +5 to the users save vs magic and double any other bonuses.
Spells that create energy or use a physical component will get no save but can have their power reduced. Thus Agony will not be effective, fire ball or a magic knife will have their effect reduced to one tenth, Telekinesis and the stabby effect of the knife will not be reduced, you’d do well to dodge them.
Spells of Legend and creatures of magic will reduce all save bonus by half and will only be half as effective.

Planted in a windy March recess, cultivated with bike rides into a head wind, left to rot in the field

BREAKING WIND/WIND BREAKER
PPE: 2 for every 10 mph of wind speed for 100 square feet (10x10 ft.) multiplied by a factor one for every 100 sq. ft and by a factor of 2 for rain and dust.
Range: 0 to 15 feet and can be set to move with the caster or stay stationary
Duration: 3 minutes per level
Breeze Block also known as Wind Breaker or more rudely Breaking Wind is a spell that literally uses air to create wall against blowing wind. This can have many applications, where ever you need less moving air, enjoy a picnic on a windy day, block heat sapping wind and warm up on a sunny winter day, provide a pocket of shelter in strong wind and even protect from rain, sand and other light particles. It can even be warped the caster’s desired form.
Perhaps the greatest use is that it can cut your wind resistance in half, or more if shaped properly. When traveling in a strong wind movement penalties are half or three quarters if shaped properly. When used for streamlining the energy used is cut 25% for the largest and least streamlined vehicles for small or well streamlined vehicles it is half. Thus a bicyclist will fatigue at half the norm and a flying carpet can go twice as fast, a train or semi truck will consume 25% less fuel. Aircraft cannot use this because it will interfere with propulsion and control (flying carpets is magic).
Shaping the wall will improve results for this spell it requires an extra five PPE. per attempt and has a Skill percentile of 20% +5 per level, forming the wall to double the effect and improve streamlining is -20% each. Failed rolls can be fixed by rechanting the spell and expending 5 PPE, however rolling twice the target percentile roll will break the spell to no use a roll of 50 on a target of 25. Trying to double the effect can allow half the needed shield to cover a very small area, cutting PPE in half, but a failed roll will draw the full PPE needed.
I believe one should aqueous to the possibility that their ideas can be improved upon and that one should present definitions and solutions when possible rather than offer endless complaint.
English translation
Yeah I know my work may be bad, show the problem and show me a solution, please. If you just want to say its stupid, BUTTON YOUR LIP!
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Hero Maker
Level: SoL
Range: Touch.
Duration: Permanent & Special.
Saving Throw: Special.
P.P.E.: 728

During the nightmares of the second Dallas incursion in the late 1980's....wait....you never heard of it? Oh yah...they got covered up. Just take my work something happened then. The magester Neiamaia O'shanly was first deployed this spell to empower the people around him, to fend off the...well I really shouldn't get into that detail. Needless to say the incursion was fended off and covered up. How was it covered up you ask.....I don't rightly remember..*waves it off* it does not matter. The important part is that the heros he created that day were empowered to be able to call forth a weapon of magic that let them fight off the invaders. Each of them takes a form that matches the hero's personality or talents, and grew with the hero as they grow in experience. By the end of the incursion three of the heros had grew so much as to unlock unexpected powers from their weapons. No, I don't know what they were....but the new powers were related to the form.
Be warned, if you choose to subject yourself to this empowerment there is a good chance you will die. Ether in the circle with your body rejecting the magic or during the missions you will be sent on during your years of servitude. You didn't think we would just hand this power out for free did you??? *laughs* 5 years of service, that is the normal duration of the service. Is it worth it? for some it is very much worth it. So far all of the original surviving empowered heros have not aged a day since they survived the empowerment, and they are healthier then most athletes.

This ritual can be attempted on any character, but if the hero is successful in the saving throw (vs 20) the magic courses through them, that attacks the character it being cast on. Bringing the character down to Zero HP and SDC. For each Psionic power, each minor super power and level attained the char has a +3 to the saving throw, major super powers give +7 to this saving throw. Ignore all the normal attribute bonuses when making this saving throw.

This spell can empower a living person to be able to call forth a personal magic weapon created from their own life force. Each and every weapon is starts out only doing one die of damage with each hit but with each successive level obtained one die of damage is added to the base damage of the weapon. Ranged weapons use D4's, single handed melee weapons use D6's and two handed hafted weapons use D8's.

Pick a type of weapons or roll a D10 for a random weapon
01: Knife
02: Sword
03: Hammer
04: Axe
05: Spear
06: Staff
07: bow
08: Gun, Pistol
09: Gun Rifle
10: Whip
See the Weapons Compendiums to pick out a specific type of the weapon rolled or chosen.

At every odd level after level 2 the hero gains a power of some sort related to the character in some way. A char with a firey personality will likely to end up with fire related powers. Or maybe the powers are related to the char's zodiac sign. So if related to the Gemini sign the char might get a 2nd one handed weapon and paired weapons. Or if the hero is a seeker of truth they will get spell like powers that let them see, hear, sense things they normally wouldn't normally know about or gives them the ability to know when someone lies to them or read/understand languages and text that are unknown to them. Once a direction is taken the player & GM need to stick with that direction. Nearly all of these powers are only in effect or accessible when the weapon is manifested. Players talk things out with your GMs to customize the powers the character concept.

To start out with the character's physical attribute points are raised to a minimum of 10, and with each level (including the 1st) gains +2 attribute points to be placed in any of the physical attributes. (These can be saved up traded 3 for 1 to raise a mental attribute by +1).

Each hero can call forth their weapon by just willing it, but can only maintain it for 5 min./L +ME min per hour. The weapon's damage can be charged with PPE to do extra damage, costing 5 PPE per extra Die. This charge is used up in the next strike that hit's it's intended target. The character starts off at 3D6 PPE (or what is normal for the char's race) and gains their PE in PPE with every level. While maintained the weapon only takes damage from attacks directed at it, and has SDC equal to the wielder's ME & PE combined.
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Re: Invented Spells

Unread post by abtex »

Thanks drewkitty ~..~. I have often wonder how you would convert HU abilities into spell(s), this helps make it happen.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

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

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

Unread post by taalismn »

Indeed, it's a good plot device/campaign intro, having 1st level characters just acquiring their weapons, or a mid-campaign power-up/theme change, having ordinary characters now suddenly having the responsibility of a superpowered weapon in their hands........
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

taalismn wrote:Indeed, it's a good plot device/campaign intro, having 1st level characters just acquiring their weapons, or a mid-campaign power-up/theme change, having ordinary characters now suddenly having the responsibility of a superpowered weapon in their hands........

Yep.

Yes, it is more a spell for NPC's, that create a type of mystically bestowed characters.

If you note, it is harder for more higher level & powerful characters to be enhanced with this spell then low level and no power chars.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

The Turkey Bucket
Level: 5 cooking magic
Range: 5 feet.
Duration: 1 hour per level of the mage.
Saving throw: n/a.
PPE: 110.

What to do with the holiday turkey? Bake it or deep fry it? Creating a turkey frying pot and oil that is heated to the right temperature. This will cook the bird just like using a physical turkey frier, except that they is no open flame and any of the oil that spills or splatters out evaporates into ectoplasmic mist.

Note: a knowable cook and a thermometer should be used while cooking via deep frier. This spell does not cut off the heat when the meat is done, it continues till the casting mage cancels the spell.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:The Turkey Bucket
Level: 5 cooking magic
Range: 5 feet.
Duration: 1 hour per level of the mage.
Saving throw: n/a.
PPE: 110..



Kinda high PPE cost...and does it work with other poultry? Capybara? Marmoset? Larval Xiticix? How about a big fat pug?
-------------
"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:The Turkey Bucket
Level: 5 cooking magic
Range: 5 feet.
Duration: 1 hour per level of the mage.
Saving throw: n/a.
PPE: 110..



Kinda high PPE cost...and does it work with other poultry? Capybara? Marmoset? Larval Xiticix? How about a big fat pug?

It is just a cooking device spell. What goes into it is up to the user. Even spuds.

Cost....see the duration and tell me another spell with that sort of duration and doesn't cost an arm and a leg of PPE.
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Re: Invented Spells

Unread post by taalismn »

Circle of Annoyance(Invocation)
Level: 3
Type: Invocation
Range: Self, Touch, or 10 ft per level of experience. 10 ft radius of effect per level of experience
Duration: 30 minutes per level of experience
Saving Throw: Standard for both the intended victim, and those around them.
Mind Blocks will also screen against the Annoyance effect.
PPE Cost: 7
Effect:
Creates an aura of mild repulsion around the center/victim of the spell; the victim's personality traits, speech, and appearance just start peeving off people and grating on their nerves, and more inclined to tune them out, increasingly find fault with them, start moving away from them, and generally treating them like they were a human skunk. Even the most charming, charismatic, personable person, if successfully hit with this spell, will find themselves being treated like a skinhead in the middle of a social gathering of anti-nazis. Those in the area of effect of the spell-aura are less inclined to give shrift to anything the victim says, even if totally true and innocent(those around the victim have a chance equal to their ME of actually listening /paying real attention to the victim).
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

Super Suit
Level: 7 invocation
Range: self and one other 5'/L or two others by touch.
Duration: One hour per level of caster.
Saving Throw: none for mundane cloth, standard for magical cloth.
P.P.E.: 25

This spell is the savior of many Super Heroes who have gotten caught away from their hero costume (their super suit). Transforming the clothing the hero is wearing into that hero's crime fighting outfit. The crime fighting outfit takes whatever damage it normally would take, but when the magic ends the clothing turns back into the clothing they were before being transformed with the damage done to it while it was a super suit.
The spell can be cast upon a group of people by drawing out a circle and casting the spell as a ritual that takes 3 minutes to cast, costing 40 PPE total, but only lasting 10 minutes per level of the caster.

This spell can be used to transform a hero's super suit into street clothing that is normally worn by the person. The mage can choose to override the magic and choose what style the clothes are changed into.


-----------
What inspired this spell? The cover of a "The Incredibles" disc case gave direction to my thoughts while pondering what sort of spell to write up.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Super SuitWhat inspired this spell? The cover of a "The Incredibles" disc case gave direction to my thoughts while pondering what sort of spell to write up.



Because cell-phones have removed that old standby the phone booth from existence.... :D

This spell, incidentally, is also good for mages and high priests who want to hide their 'working clothing' until they need it....It's kinda nice to be able to duck out of the Temple of Darkness where you're the Infinite Shadow Lord, run down the street un-harassed, and grab a sandwich from your favorite deli without having to spend the better part of a half-hour unzipping and de-clasping the Robes of Impressive Evil.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

The Puppy
Level 10, Living Magic (Archmage spell)
Range: near self
Duration: Till dispelled or destroyed
Saving Throw: n/a
PPE: 250
The living magic being created by this spell is in the form of a puppy (wulf or dog) 10-20 inches tall at the shoulders, with fluffy fur. The 'puppy' has a high animal intelligence and ears better then a (house) cat's. Is loyal to the anchor of the spell (this can be the mage or someone else within 5 foot of the caster) and like a puppy is playful and wanting to play all the time. Is immune to all forms of mind control and does not need sleep nor does it get tired. Each time the spell is cast, the coat of the 'puppy' will be uniquely patterned.
IQ: 11(animal), MA: 17, PS:10 (SNPS in high magic world), PP: 12 (is reduces by half while 'playing', PB: 2d4+9, xDC: 20 per level of the anchor. Able to leap 3'+ 1'/level of the anchor up and across. Double the width if leaping down or if having a running start.
Combat: 4 APM, +5 Dodge.
Claws: 1d4 damage (SD to SDC & MD to MDC)
Tackle: Knock Down and 1d4 SD
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:The Puppy

The living magic being created by this spell is in the form of a puppy (wulf or dog) 10-20 inches tall at the shoulders, with fluffy fur. The 'puppy' has a high animal intelligence and ears better then a (house) cat's. Is loyal to the anchor of the spell (this can be the mage or someone else within 5 foot of the caster) and like a puppy is playful and wanting to play all the time. Is immune to all forms of mind control and does not need sleep nor does it get tired.



Doesn't leave deposits all over the place, mark its territory, or chew up your furniture.
Does tend to draw Dogboys sniffing around your domicile if not used carefully.
-------------
"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 ~..~ »

(Had an Idea last night.)

Tentacle Armor
Level: 6
Range: self or other by touch
Duration: 2 minutes per level of spell caster
Saving Throw: Special
PPE: 18

A magic force field, much like that of the Armor of Ithan spell, but taking the physical form of a mass of tentacles, worms,vines , chains, or what ever fits the target's personality, that seam to block ranged fire with their apparent random movements. The spell provides 12 MDC per level of the spell caster (110 SDC +12 SDC per level). It is not till the attacker get into melee range that this spell distigushes itself as different from another armor spell in that the tentacles move to parry the physical attacks and grapple with the attackers. The tentacles can parry each incoming melee attack with an effective Natural AR of 9 with all melee attacks with rolls under 9 or under being parried away from their target. Even MD melee attacks. If the attacker gets within 3 feet of the protected individual the tentacles reach out to grapple with the attacker to put the attacker in a hold, The attacker can avoid the grapple attack by a normal dodge vs 8. The holding tentacle has a PS of 8 and a MDC of 1 (5 SDC).
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Re: Invented Spells

Unread post by drewkitty ~..~ »

One Hundred and Four
Level: 10
Effective Range: 104 feet +104 feet every additional level past level 4.
Damage: 104 xD +104 xD for every two levels gained over level one.
Saving throw: Dodge
PPE: 104
Creates five 104 gram armor piercing bullets (a physical object) and fires it at a targets as a projectile weapon One at a time. The casting mage can shoot the projectile at a target within it's effective range with a +3 to strike. Targets outside the effective range have the normal to strike penalties for shooting at target outside the effective range of projectile weapons. The bullet created by the spell is composed of gasses from the atmosphere it was created in and lasts for five minutes before explosively sublimating back into their gaseous form, doing 1d6x10 SD.
Mages that are skilled in sniping (has the sniping skill) get a bonus 104 feet to their effective range.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:(Had an Idea last night.)

Tentacle Armor
Level: 6
Range: self or other by touch
Duration: 2 minutes per level of spell caster
Saving Throw: Special
PPE: 18

A magic force field, much like that of the Armor of Ithan spell, but taking the physical form of a mass of tentacles, worms,vines , chains, or what ever fits the target's personality, that seam to block ranged fire with their apparent random movements. (5 SDC).


Sounds like another variant on Armor Bizarre. :mrgreen:
-------------
"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:(Had an Idea last night.)

Tentacle Armor
Level: 6
Range: self or other by touch
Duration: 2 minutes per level of spell caster
Saving Throw: Special
PPE: 18

A magic force field, much like that of the Armor of Ithan spell, but taking the physical form of a mass of tentacles, worms,vines , chains, or what ever fits the target's personality, that seam to block ranged fire with their apparent random movements. (5 SDC).


Sounds like another variant on Armor Bizarre. :mrgreen:

drewkitty ~..~ wrote:….. this spell distigushes itself as different from another armor spell in that the tentacles move to parry ….

yup
sort of.


It is a combination of the concepts two spells, AB and the Wall of vines spell.
May you be blessed with the ability to change course when you are off the mark.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

"Ah, so you got your Cthulu jacket on."
"Either that or it's a hentai-suit."
-------------
"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 ~..~ »

Tattoo Magic Spells
In a tattoo shop in the old town of splynn. "what do you want the tattoo of? A manticore, a beast dragon…..or a the visage of Splynncryth, this city's lord?"*the shop keeper pulls out large books with pages made out of leather for the Gurgoyle customer to look through. After turning through all the pages the customer turns back to a page and points at a human clothed in robes with a giant spear bursting the chest open. "ah a quality choice, but that is our last one ready for immediate placement." ……. The shop keeper stands touching the Gurgoyle's chest and the page in the book of leathers, chanting. At the end of the chanting the picture changes from being in the book and appearing on the Gurgoyle's chest.

It is not known where these spells that manipulate tattoos were first developed, but they were first used in Splynn in 100 PA. While the most common forms of these spells are invocations, whenever they are used in Atlantis they are commonly used as Rituals to overcome the supernatural nature of most of the customers.
The lesser versions of the spells only work on non-magical spells, while the Greater versions will work on Magic Tattoos with the same placement effects and limitations & recovery times as the magic tattoo text describes.. And the Greatest Versions will be able to place normal tattoos onto supernatural beings making them just magical enough to make them permanent.
With all of these spells when magic user is touching the living flesh (ether target or source) then the spell has +3 to spell strength towards that beings saving throw's roll..

Copy Tattoo lesser
Level 5
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard.
PPE: 27

This copies an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. A magic user with this spell can copy a tattoo onto or from leather once they are level 5. If the target of the spell saves vs the magic, the spell fails completely with nothing is copied.

Transfer Tattoo lesser
Level: 5
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard.
PPE: 27

This transfers an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. A magic user with this spell can Transfer a tattoo onto or from leather once they are level 5. If the target of the spell saves vs the magic, the spell fails completely with nothing transferred.

Erase Tattoo lesser
Level 4
Duration: instant & perm.
Range: 5 feet or touch.
Saving Throw: standard.
PPE: 17 (or 52 for a full body sweep)

This erases one Tattoo or scar from the target of the spell. Does not work on mystic based tattoos nor dose it work on scars that is being maintained by magic or curses.
--
Copy Tattoo greater
Level 8
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard.
PPE: 167

This copies an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. A magic user with this spell can copy a tattoo onto or from leather once they are level 5. If the target of the spell saves vs the magic, the spell fails completely with nothing is copied.

Transfer Tattoo greater
Level: 8
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard.
PPE: 98

This transfers an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. If the target of the spell saves vs the magic, the spell fails completely with nothing transferred.
A magic user of level 7 or greater can transfer & store normal tattoos and tattoos that are magical to a cured leather hide. However, magic tattoos that can create a magical effect cannot be stored on a dead substrate. A living hide is needed. An Animal can be used to store the Magic tattoos for a years time on the animal. After that their potanacey will fade,with sometimes the animal gaining access to the magic or the magic will imbued with some sort of augmentation on the animal.

Destroy Tattoo greater
Level 6
Duration: instant & perm.
Range: Others, 5 feet or touch.
Saving Throw: standard, special.
PPE: 29 (or 154 for a full body sweep)

This destroys one magic tattoo or scar from the target of the spell or cleanses the whole body of all tattoos scars magic and mundane. Does work on mystic based tattoos & scars except those maintained by curses. To remove curse sourced tattoos and scars, a successful remove curse spell needs to be cast on the person before casting this spell.
However, there is a risk of the spell BackFiring on the caster if used on a magic tattoo. For unlike with mundane tattoos, magic tattoos get a saving throw after the person's saving throw has failed. If the Tattoo makes it save it will follow the magic back to the caster and be imprinted onto the caster's body and soul, doing the normal amount of damage to the recipient to the mage.
--
Copy Tattoo greatest
Level 10
Duration: instant & perm.
Range: 5 feet or touch.
Saving Throw: standard.
PPE: 421

This copies an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. If the target of the spell saves vs the magic, the spell fails completely with nothing is copied. A level 8 magic user will be able to target a leather skin to store magic (effect) tattoos in a dormant state for up to a year per level, till the magic fades. Copying from a dormant magic (effect) tattoo take a successful Understanding the Principles of Magic roll -25%. A failed roll indications that the tattoo applied was only a magical tattoo and will not produce any effects.

Transfer Tattoo greatest
Level: 11
Duration: instant & perm.
Range: 5 feet or touch.
Saving Throw: standard.
PPE: 223

This transfers an existing tattoo from a source to a target. Both the source and target have to be some sort of skin. If the target of the spell saves vs the magic, the spell fails completely with nothing transferred.
A level 8 magic user will be able to target a leather skin to store magic (effect) tattoos in a dormant state for up to a year per level, till the magic fades.

Destroy Tattoo greatest
Level 9
Duration: instant & perm.
Range: 5 feet or touch.
Saving Throw: standard.
PPE: 171 (or 520 for a full body sweep)

This erases one magic tattoo or scar from the target of the spell or cleanses the whole body of all tattoos scars magic and mundane. This spell works on any mystic based tattoos & scars event those maintained by curses. However, both the character and mystic tattoos and scars get a saving throw after the character'. And even if the spell works there is a 1 in twenty chance of the mage taking 2D6 damage to his Hit points (or 4D6 MD is MDC), from the mystic energies of the tattoo being channeled back into the mage once they are loosed from their bonds.
Last edited by drewkitty ~..~ on Thu Jun 16, 2016 1:32 am, edited 1 time in total.
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Inscribe Tattoo lesser
Level 6
Duration: 5 minutes of manipulation.
Range: Other by touch.
Saving throw: standard.
PPE: 58

This lets the magic user casting this spell make a mundane tattoo on skin of the target. From the basic black lined tattoos to full technicolor tattoos. The tattoo can cover up to 6 square inches per level.

Inscribe Tattoo Greater
Level 7
Duration: 5 minutes of manipulation.
Range: Other by touch.
Saving throw: standard.
PPE: 98

This lets the magic user casting this spell make a magical tattoo on skin of the recipient, even super natural beings. From the basic black lined tattoos to full technicolor tattoos. This can be used on any surface to mark objects as well as living flesh.
(note: this does not make a Magic (effect) Tattoo….just one that stay via magic.)

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

Anything as a Tattoo
Level 11, enchanter specialty spell (level SoL as common magic spell)
Range: touch
Duration: 2 days per level
Saving Throws: standard
P.P.E.: 890
This spell makes an object or a small mundane being be absorbed into the skin of the target. This is popular with large supernatural being to place humanoids onto their skins as living (¿moving?) tattoos. If the subject of the spell is a living being they also get a saving throw +3. If the spell is successful the the subject is flattened, without being damaged, into a tattoo onto the target. If any saves are successful then nothing happens.
GMs get to decide if living beings made into tattoos are placed into suspended animation while a tattoo, or are parasitic off the Target of the spell, can move any way or SoL and can die from hunger or thirst if kept as a tattoo for too long.

A simple negate magic will remove the magic making the subject of the spell 3D again.
If the target of the spell is killed this magic is immediately terminated.
Last edited by drewkitty ~..~ on Thu Jun 16, 2016 1:39 am, edited 2 times in total.
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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taalismn
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Re: Invented Spells

Unread post by taalismn »

Ouch....
Adding even more variety to your inking experience. 8)

I can see the Splugorth having a love/hate attitude towards this magic getting loose.
-------------
"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 ~..~ »

I edited the tattoo spells to give them more "character"
May you be blessed with the ability to change course when you are off the mark.
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