Invented Spells

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Mallak's Place
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Re: Invented Spells

Unread post by Mallak's Place »

Level Eleven: Mummy Wrap (NECROMANCY)
Range: Caster
Duration: Special
Saving Throw: None
P.P.E.: One Hundred Forty (140)
This spell is a magical ritual. The caster must have an Undead Mummy under his control (made using the Create Mummy spell) and a safe place to perform the ritual as the caster must be naked during its casting.
First the caster must place 4 black candles at the cardinal points (north, south, east, & west)lighting each with magic, then create a circle around himself and the mummy with dust made from the ashes and ground bones from a humanoid corpse that was burned using magic. The caster then stands in the middle of the circle and chants the spell.
For the next 10 minutes the Mummy will systematically unravel its own linen wrappings and wrap the caster with them. When done the caster will generally have wraps that extend on his arms from his palms to his shoulder, from the heel of their foot to their groin on their legs, and from chest to hips on their torso. When the spell is complete the mummy will collapse into dust before the caster and a phantom wind will blow through the area scattering the dust from the mummy and circle across the area and blowing out the candles.
The mummy wrappings on the caster will now acts as magical protection, and will absorb half of the H.P/S.D.C. damage done to the casters, absorbing a maximum of 50 points before becoming too tattered and falling off the caster. Magic and Psionics that do damage directly to Hit Points will not be effected by the presence of a Mummy Wrap, nor will the Mummy Wrap effect Hit Points and S.D.C. points willingly sacrificed by the caster as part of a spells casting and effect.
The Mummy wrap will stay on the caster (they magically stick in place) until it has absorbed 50 points of damage or till the wrappings are removed from the casters body (willingly or un-willingly, pealing off like a Band-Aid). No magic is currently known that will regenerate the Mummy Wraps, and if the spell is cast again the New Mummy will remove the old wraps before putting the new ones on.
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Re: Invented Spells

Unread post by Stone Gargoyle »

Mallak's Place wrote:Level Eleven: Mummy Wrap (NECROMANCY)
Range: Caster
Duration: Special
Saving Throw: None
P.P.E.: One Hundred Forty (140)
This spell is a magical ritual. The caster must have an Undead Mummy under his control (made using the Create Mummy spell) and a safe place to perform the ritual as the caster must be naked during its casting.
First the caster must place 4 black candles at the cardinal points (north, south, east, & west)lighting each with magic, then create a circle around himself and the mummy with dust made from the ashes and ground bones from a humanoid corpse that was burned using magic. The caster then stands in the middle of the circle and chants the spell.
For the next 10 minutes the Mummy will systematically unravel its own linen wrappings and wrap the caster with them. When done the caster will generally have wraps that extend on his arms from his palms to his shoulder, from the heel of their foot to their groin on their legs, and from chest to hips on their torso. When the spell is complete the mummy will collapse into dust before the caster and a phantom wind will blow through the area scattering the dust from the mummy and circle across the area and blowing out the candles.
The mummy wrappings on the caster will now acts as magical protection, and will absorb half of the H.P/S.D.C. damage done to the casters, absorbing a maximum of 50 points before becoming too tattered and falling off the caster. Magic and Psionics that do damage directly to Hit Points will not be effected by the presence of a Mummy Wrap, nor will the Mummy Wrap effect Hit Points and S.D.C. points willingly sacrificed by the caster as part of a spells casting and effect.
The Mummy wrap will stay on the caster (they magically stick in place) until it has absorbed 50 points of damage or till the wrappings are removed from the casters body (willingly or un-willingly, pealing off like a Band-Aid). No magic is currently known that will regenerate the Mummy Wraps, and if the spell is cast again the New Mummy will remove the old wraps before putting the new ones on.
Seems like an expensive spell in terms of PPE and a waste of a perfectly good mummy for a measly 50 points of SDC.
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Mallak's Place
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Re: Invented Spells

Unread post by Mallak's Place »

Stone Gargoyle wrote:
Mallak's Place wrote:Level Eleven: Mummy Wrap (NECROMANCY)
Range: Caster
Duration: Special
Saving Throw: None
P.P.E.: One Hundred Forty (140)
This spell is a magical ritual. The caster must have an Undead Mummy under his control (made using the Create Mummy spell) and a safe place to perform the ritual as the caster must be naked during its casting.
First the caster must place 4 black candles at the cardinal points (north, south, east, & west)lighting each with magic, then create a circle around himself and the mummy with dust made from the ashes and ground bones from a humanoid corpse that was burned using magic. The caster then stands in the middle of the circle and chants the spell.
For the next 10 minutes the Mummy will systematically unravel its own linen wrappings and wrap the caster with them. When done the caster will generally have wraps that extend on his arms from his palms to his shoulder, from the heel of their foot to their groin on their legs, and from chest to hips on their torso. When the spell is complete the mummy will collapse into dust before the caster and a phantom wind will blow through the area scattering the dust from the mummy and circle across the area and blowing out the candles.
The mummy wrappings on the caster will now acts as magical protection, and will absorb half of the H.P/S.D.C. damage done to the casters, absorbing a maximum of 50 points before becoming too tattered and falling off the caster. Magic and Psionics that do damage directly to Hit Points will not be effected by the presence of a Mummy Wrap, nor will the Mummy Wrap effect Hit Points and S.D.C. points willingly sacrificed by the caster as part of a spells casting and effect.
The Mummy wrap will stay on the caster (they magically stick in place) until it has absorbed 50 points of damage or till the wrappings are removed from the casters body (willingly or un-willingly, pealing off like a Band-Aid). No magic is currently known that will regenerate the Mummy Wraps, and if the spell is cast again the New Mummy will remove the old wraps before putting the new ones on.
Seems like an expensive spell in terms of PPE and a waste of a perfectly good mummy for a measly 50 points of SDC.

Well the points are practically permanent till used up. A 160 PPE for the Mummy and 140 PPE for the spell you are looking at 300 PPE total for 50 SDC/HP (that’s 6:1). Also I like the image of a unwrapping its own bandages and ritualistically covering its master with them.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

I can see it...And whatever reservations I might have regarding it in comparison to more efficient effect spells comes under the heading "In the Time of a Thousand Magicks"... :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Mystic Bridge(invocation)
“Great, map said nothing about a CANYON. How we going to get the trucks over there?”
“I got it covered.”

Level: 9
Type: invocation
Range: 100 ft away
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 45
Effects:
This spell creates a shimmering construct of magic energy that can be positioned at the time of casting to act as a bridge or a ramp for crossing gaps and abysses, or for getting up into heights. The magical bridge so created is roughly 50 ft long and 7 ft wide per level of experience, and can support up to 5 tons of weight per square ft, per level of experience. It can be tilted up (up to a maximum of 45 degrees) accordingly, and provides perfect traction for anybody or anything attempting to climb it. The bridge itself is relatively fragile, though, and has only about 10 MDC per level of the caster’s experience, and Dispel Magic will immediately destroy it.
Last edited by taalismn on Sat Aug 24, 2013 9:55 am, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by The Oh So Amazing Nate »

taalismn wrote:Mystic Bridge(invocation)
“Great, map said nothing about a CANYON. How we going to get the trucks over there?”
“I got it covered.”

Level: 9
Type: invocation
Range: 100 ft away
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 45
Effects:
This spell creates a shimmering construct of magic energy that can be positioned to act as a bridge or a ramp for crossing gaps and abysses, or for getting up into heights. The magical bridge so created is roughly 50 ft long and 7 ft wide per level of experience, and can support up to 5 tons of weight per square ft, per level of experience. It can be tilted up (up to a maximum of 45 degrees) accordingly, and provides perfect traction for anybody or anything attempting to climb it. The bridge itself is relatively fragile, though, and has only about 10 MDC per level of the caster’s experience, and Dispel Magic will immediately destroy it.


Does it form in place (as in where you need it to span), or are you just creating a giant mystical plank that you have to maneuver and anchor where you need?
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Re: Invented Spells

Unread post by taalismn »

The Oh So Amazing Nate wrote:
taalismn wrote:Mystic Bridge(invocation)
“Great, map said nothing about a CANYON. How we going to get the trucks over there?”
“I got it covered.”

Level: 9
Type: invocation
Range: 100 ft away
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 45
Effects:
This spell creates a shimmering construct of magic energy that can be positioned to act as a bridge or a ramp for crossing gaps and abysses, or for getting up into heights. The magical bridge so created is roughly 50 ft long and 7 ft wide per level of experience, and can support up to 5 tons of weight per square ft, per level of experience. It can be tilted up (up to a maximum of 45 degrees) accordingly, and provides perfect traction for anybody or anything attempting to climb it. The bridge itself is relatively fragile, though, and has only about 10 MDC per level of the caster’s experience, and Dispel Magic will immediately destroy it.


Does it form in place (as in where you need it to span), or are you just creating a giant mystical plank that you have to maneuver and anchor where you need?


Forms in place...comes together like it's being woven of mist, sunbeams, and spiderwebs. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by taalismn »

Hand Cup(Evocation)
“You know, you could have waited until the duke’s servents brought out more cups for the punch bowl?”
Level: 1
Type: Evocation
Range: Self or by touch
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 1
Effects:
A very simple, but useful, spell, Hand Cup allows the caster to dip into liquids and scoop up a brimming handful without losing a drop or getting their hand wet. The scooped up liquid seems to hover inside a conical surface tension field and can be drunk from or poured out with ease.Maximum capacity is roughly equal to a cubic volume the width and height of the width of the hand at the palm(though two hands may be cupped together with this spell for double the normal capacity). Note, however, that scalding hot or acidic liquids cannot be scooped up without damaging the spell-user unless they are somehow protected from such damage.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by Stone Gargoyle »

taalismn wrote:Hand Cup(Evocation)
“You know, you could have waited until the duke’s servents brought out more cups for the punch bowl?”
Level: 1
Type: Evocation
Range: Self or by touch
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 1
Effects:
A very simple, but useful, spell, Hand Cup allows the caster to dip into liquids and scoop up a brimming handful without losing a drop or getting their hand wet. The scooped up liquid seems to hover inside a conical surface tension field and can be drunk from or poured out with ease.Maximum capacity is roughly equal to a cubic volume the width and height of the width of the hand at the palm(though two hands may be cupped together with this spell for double the normal capacity). Note, however, that scalding hot or acidic liquids cannot be scooped up without damaging the spell-user unless they are somehow protected from such damage.
Why would they get burned if they never actually touch the water?
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Re: Invented Spells

Unread post by 13eowulf »

Stone Gargoyle wrote:
taalismn wrote:Hand Cup(Evocation)
“You know, you could have waited until the duke’s servents brought out more cups for the punch bowl?”
Level: 1
Type: Evocation
Range: Self or by touch
Duration: 5 minutes per level of experience
Saving Throw: None
PPE Cost: 1
Effects:
A very simple, but useful, spell, Hand Cup allows the caster to dip into liquids and scoop up a brimming handful without losing a drop or getting their hand wet. The scooped up liquid seems to hover inside a conical surface tension field and can be drunk from or poured out with ease.Maximum capacity is roughly equal to a cubic volume the width and height of the width of the hand at the palm(though two hands may be cupped together with this spell for double the normal capacity). Note, however, that scalding hot or acidic liquids cannot be scooped up without damaging the spell-user unless they are somehow protected from such damage.
Why would they get burned if they never actually touch the water?

You can burn yourself without ever touching the source of the heat, in this instance on the steam coming up. On the other hand put on a latex glove and dip your hand in boiling water, even if you dont touch the water you will get burned via heat transfer.
As a level 1 spell for the cost of 1 PPE I can see it not being protective.

A thought: Rather then level 1 this would make a great addition to Real Time Casting from that one rifter.
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Re: Invented Spells

Unread post by taalismn »

That's right; it's mildly water-repellent like a static charge, but hot steam, radiant heat, and corrosive vapors will still do a number on your hand.
Appropriate protection would have to be more than a latex glove; a gauntlet or heat-resistant physiology.
-------------
"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 ~..~ »

Cup/Mug/Tankard
Level 4 common magic
Range: Self, handed to other.
Duration: 4 min. per level
Saving Throw: N/A
PPE: 3 per duration.
This makes a cup or a mug or tankard ( 1 for every 2 levels of exp. rounding up) out of the ether that has the function of it's shape. This drinking vessel reacts to the physical world as if a physical object until the duration ends or is no longer held by a living being (whichever is sooner.) After being passed to another the vessel can not be canceled before the end of the duration unless it is passed back to the mage. And the mage can maintain the spell by paying the PPE cost each time the duration come to an end, or by overcharging the spell for a set number of durations.

It does not take damage from any mundane liquids held in it, no matter how hot or cold or how corrosive. The vessel does not transmit any heat differential between the liquid and it's surroundings. (Does not conduct heat or cold.) This does not protect the user from the liquid reacting with the environment. And the vessel will not shield the user from environmental extremes where some liquids are naturally found. (The user need to have other protections if they want to dip out some lava from an active lava pool or from a pool of liquid helium.)

But can be used a a blunt weapon like physical vessels can be. Each vessel has 10 SDC and takes a quarter of the damage it delivers to itself if used as a weapon. The vessel will keep its form for about 5 seconds after being let go of, therefore it will stay intact for one throw attack before dissolving back into the ether.

(Note: If used in a MDC setting the SDC of the vessel will still be 10 SDC.)
Last edited by drewkitty ~..~ on Sat Aug 31, 2013 2:29 pm, edited 1 time in total.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Cup/Mug/Tankard.


Ah! Much more stylish, plus you can use it for 'beer stein knuckles'. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

taalismn wrote:
drewkitty ~..~ wrote:Cup/Mug/Tankard.


Ah! Much more stylish, plus you can use it for 'beer stein knuckles'. :D

Add a level and +20% PPE and you can have the "Combat" version of the spell where the vessel does not take any damage unless attacked itself. :roll:

I was trying to cover all the situations that players might used said vessel for when I wrote the C/M/T base spell, and having it "Not a Munchkin Spell" when it came to the inevitable 'bar fight'.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:
taalismn wrote:
drewkitty ~..~ wrote:Cup/Mug/Tankard.


Ah! Much more stylish, plus you can use it for 'beer stein knuckles'. :D

Add a level and +20% PPE and you can have the "Combat" version of the spell where the vessel does not take any damage unless attacked itself. :roll:

I was trying to cover all the situations that players might used said vessel for when I wrote the C/M/T base spell, and having it "Not a Munchkin Spell" when it came to the inevitable 'bar fight'.




Indeed; it's durable enough but also fragile enough. And tavern owners HATE it when hurled beer steins leave divots in the fireplace brickwork.
-------------
"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 ~..~ »

Instant Bikini
Level: 5
Range: 2' per level up to level 5, +10' per level starting with Level 6.
Duration: 10 min. per level, perm.
Saving throws: none.
PPE: 40 temp, 100 perm
Developed on the resort world Hawaii, this changes clothes into swimwear. With each level, up to 5, the caster can effect one set of clothes per casting. Starting at level 6 the caster can effect 5 sets of clothing per level of experience. All clothing to be effected need to be within Line Of Sight.
If then clothes are being worn by a person, then the swimwear will fit that person's figure and be fashionably appropriate for the person to be seen in, from the view point of the caster. (i.e.: no ugly's in swimwear that make them have a Horror Factor.)
Magical Clothing get a standard save verses this magic. The change does not negate any magic they possess while effected by this magic.

Full suits of armor are not effected by this magic, even so, the clothing underneath will be. This works even through environmental body armor.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Instant Bikini
Level: 5
Range: 2' per level up to level 5, +10' per level starting with Level 6.
Duration: 10 min. per level, perm.
Saving throws: none.
PPE: 40 temp, 100 perm
Developed on the resort world Hawaii, this changes clothes into swimwear. With each level, up to 5, the caster can effect one set of clothes per casting. Starting at level 6 the caster can effect 5 sets of clothing per level of experience. All clothing to be effected need to be within Line Of Sight.
If then clothes are being worn by a person, then the swimwear will fit that person's figure and be fashionably appropriate for the person to be seen in, from the view point of the caster. (i.e.: no ugly's in swimwear that make them have a Horror Factor.)
Magical Clothing get a standard save verses this magic. The change does not negate any magic they possess while effected by this magic.

Full suits of armor are not effected by this magic, even so, the clothing underneath will be. This works even through environmental body armor.


Kinda reminds me of the anime 'Outlaw Star'...there's an episode set on a resort planet where EVERYBODY arriving has to wear swimwear, whether they want to or not, in order to insure the proper visual idea that everybody is relaxing and having fun(this doesn't sit too well with the visiting gunmen and pursuing assassin, who are jumped by the authorities, forcibly stripped, and dressed in appropriate attire). I could see this spell being used as part of the Customs intake(especially since in the anime, the planet plays host to an enclave of what could be considered the equivalent of technowizards). :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

taalismn wrote:snip...(especially since in the anime, the planet plays host to an enclave of what could be considered the equivalent of technowizards). :D

Who Lived up above the snow line. :fl:
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:
taalismn wrote:snip...(especially since in the anime, the planet plays host to an enclave of what could be considered the equivalent of technowizards). :D

Who Lived up above the snow line. :fl:


The assassin getting literally snowballed had to make that, after all the fanservice, the funniest of all the episodes.
-------------
"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 ~..~ »

Destroy Dead Flesh Greater
Level 8
Duration: Instant
Range: 5' radius per level AoE, up to 25' per level away.
Saving Throw: none, standard for animated dead.
PPE: 9 & 3 PPE per 120 lb. of flesh effected.
The dead flesh crumbles into an ash pile with in 1 melee round. Animated dead have a standard save vs. this magic. Undead failing their save have 3d6 damage done to them that can not be regenerated for one day per level of caster.
The side effect is that non-magical clothing made out of animal or plant products are also effected by this spell.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Water Sphere
Level: 6
Duration: 10 minutes per level
Range: 10' per level radius, up to 30' per level away.
Saving throw: standard.
PPE: 37
This creates, or gathers, a sphere of water, salt or fresh, around an object or in a place. Beings that need to be in water to survive will find the water sustaining. The water of the sphere is held together by the magic, will absorb 10 MD per 10' or water, from from the damage inflicted by directed energy weapons and will stop any projectile weapons when fired into the water. This is unless said weapons have been optimized for underwater use. Then they do their listed damages, and have their listed ranges, for underwater use.

If a being saves from the magic then the magic will not be attached to them and could move out of the sphere of water when it encompasses them. Otherwise the sphere will move with the target of the spell. Unless a object has an intelligence through mystic means, it will have no save vs magic.
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Re: Invented Spells

Unread post by taalismn »

Since I couldn't find a spell to cheaply turn animals into mini-monsters for a TW device I had in mind, I created this Summoning spell:

Summon Shadow Kitten (Invocation)(6th Level)
Level: 6
Type: Invocation
Range: Immediate
Duration: 3 hours per level of experience if the critter isn’t provoked; two minutes per level of experience if agitated into combat.
Saving Throw: None
PPE Cost: 70
Effects
This spell summons a creature commonly called a ‘Shadow Kitten’ from the Shadow Realms. Normally the critter resembles a slightly oblong mass of jet black fur roughly the size of a kitten, and is quite docile when summoned, and can be picked up and petted without problem, but if abused, poked hard, or otherwise provoked, it becomes an animate bowling ball of slashing claws and teeth. Shadow Kittens CAN be made into Familiars(they’re known as ‘Shadow Beast Lites’), anchoring them to the Material Plane, but they tend to be catlike in their laziness and insubordination.
Even if and when the spell elapses, there’s a 25% chance that the ShadowKitten might stick around(typically wanders off on its own, ignoring the summoner) to investigate anything that catches its fancy or cause trouble.
Alignments: (Animal) Effectively anarchist
Lifespan: Unknown
Size: Roughly 6-8 inches long and 1 lb in weight
Gender: Unknown

Physical Attributes:
IQ: (animal intelligence) 7
ME: 12
MA: 16
PS: 23(considered Supernatural)
PP: 23
PE: 17
PB: 5
SPD: 36
(PPE): 2d6
MDC: 2d6+6 (2d6 SDC and 2d6 Hit Points in non-MDC realms)
Horror Factor: 12 when in berserker mode
Natural Abilities:
-Prowl 80%
-See in total darkness
-Impervious to cold, heat, disease, drugs, and poison
-Regenerates 1d6 MD per melee round.
-Track 65%
-Leap up to 8 ft up/across
Psionics: None
Magic:
-Shadowmeld(no PPE cost)
Combat:
Attacks per melee (Berserker mode; the ShadowKitten only fights in Berserker mode, all or nothing): 4
Initiative: +2
Strike: +2
Save Versus Horror Factor: +8
Damage:
Bite(Berserker mode) 1d6(MD)
Claw(Berserker mode) 2d6 (MD)
Quills(Berserker mode) 4d6 (MD) on a body block/ram. Anybody attempting to grab it takes 1d6 damage(SDC or MDC depending on their P.S. class) from the quills.

Note: Reduce ALL stats(MDC/SDC. Spd, PS, APMs, damage, etc.) by HALF in daylight.
-------------
"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 ~..~ »

A machinegun TW device that summons said SK in ether 'pet me" mode or in "attack; mode, was the 1st idea that came to mind when reading the above post.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:A machinegun TW device that summons said SK in ether 'pet me" mode or in "attack; mode, was the 1st idea that came to mind when reading the above post.



Posted the (Shadow) Kitten Launcher over in the Rifts threads. :D
Tossing an SK is enough to provoke it. :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

Transform to Mac OS
Level: 6 Technomancer spell
Duration: instant, perm.
Range: touch
Saving throw: N/A
PPE: 40
This makes the operating system of a technological device run on the Mac OS, and fixes damage induced problems of devices already running the Mac OS.
Androids already use the Mac OS so they do not need this upgrade.

Backwards Compatibility
Level: 4 Technomancer spell
Duration: 1 hr per level; perm.
Range: Touch
Saving throw: N/A
PPE: 28 temp; 61 perm.

Lets the device run programs of earlier versions of the device/OS.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Transform to Mac OS
Level: 6 Technomancer spell
Duration: instant, perm.
Range: touch
Saving throw: N/A
PPE: 40
This makes the operating system of a technological device run on the Mac OS, and fixes damage induced problems of devices already running the Mac OS.
Androids already use the Mac OS so they do not need this upgrade.

Backwards Compatibility
Level: 4 Technomancer spell
Duration: 1 hr per level; perm.
Range: Touch
Saving throw: N/A
PPE: 28 temp; 61 perm.

Lets the device run programs of earlier versions of the device/OS.



What Bill Gates fears. :P
-------------
"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 ~..~ »

Universal OS
Level: 7 Technomancer Spell
Duration: 1 hour per level or perm.
Range: touch
Saving Throw: N/A
PPE: 42 temp, 78 perm.
Any programs can run on a electronic device enchanted by this spell.

Universal Anti-Virus
Level: 6 Technomancer Spell
Duration: 1 hour per level or perm.
Range: touch
Saving Throw: N/A
PPE: 38 temp, 108 perm.
This will reveal to the user what programs are on the device and list them as to whether they are hidden or not from the user, whether or not they are a part of the base programing.
This will allow the user to remove programs, cookies, viruses, slave & ghost slave (remote operation) programs, and back doors from the device.
The permanent enchantment will prevent any additional infection of the device.
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The Oh So Amazing Nate
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

I don't get these last few spells you've put up. They are well written and complete sure, but I can't see a usefulness in them. Are you playing a spell caster with these skills or some sort of.. well this guy. https://www.youtube.com/watch?v=JJ38TXAytYk
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taalismn
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Re: Invented Spells

Unread post by taalismn »

The Oh So Amazing Nate wrote:I don't get these last few spells you've put up. They are well written and complete sure, but I can't see a usefulness in them. Are you playing a spell caster with these skills or some sort of.. well this guy. https://www.youtube.com/watch?v=JJ38TXAytYk



Well, the last one's very handy if somebody's tried to erase their computer hard drive to remove evidence like a worm program, as well as to secure it against further incursions. It's Ghost In the Shell Meets Harry Potter or Magery Invading The Pure Tech Realm of Cybernet.

And I for one would LOVE to have cross-platform compatibility of programs, even if licensing doesn't allow it. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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

Unread post by drewkitty ~..~ »

Form Fitting Armor (lesser)
Level: 7
Range: Touch
Duration: 20 min. +10 min per level over 6.
Saving Throw: N/A, magical armor is immune.
P.P.E.: 46

This take the armor the person is wearing and shrinks the thickness of it to one tenth of its original thickness and custom fits the armor to the wearer to allow for maximum movement. This reduces movement penalties by three quarters, but blunt damage is passed through the armor to the wearer.
(e.g.: if the movement penalties for the armor is -20% then they are reduced to -5% with this temporary enchantment.)

Form Fitting Armor (greater)
Level: 9
Range: Touch
Duration: 20 min. +10 min per level over 8.
Saving Throw: N/A, magical armor has a standard save.
P.P.E.: 78
This takes the armor the person is wearing and shrinks the thickness of it to almost nothing, custom fits the armor to the wearer, and reduces the weight of the armor to almost nothing to allow for maximum movement. This negates movement penalties of the armor, but blunt damage is passed through the armor to the wearer.
Magical armor has a 2% (non-cumulative) of retaining the shape after the duration of the enchantment expires.

Form Fitting Armor (greatest)
Level: 12
Range: Touch
Duration: perm. for non-magical armor and 1 hour per level above 12.
Saving Throw: N/A, magical armor has a standard save.
P.P.E.: 238
This takes the armor the person is wearing and shrinks the thickness of it to almost nothing, custom fits the armor to the wearer, and reduces the weight of the armor to almost nothing to allow for maximum movement.
This negates movement penalties of the armor, and protects the wearer from blunt damage that might of otherwise passed through to the wearer.

Magical armor has a 7% (non-cumulative) of retaining the shape after the duration of the enchantment expires.

Note: With these three enchantment spells the armor will form to whatever is underneath it. So clothes and other things will show through in the form of "Panty Lines", but will not "show off" intimate "details", but will support what needs support. :wink: :wink:
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Form Fitting Armor (lesser)
Form Fitting Armor (greater)
Form Fitting Armor (greatest)


Bonus points for modifier spells that render the armor selectively transparent. :D
"I hit her in the cleavage! How could I miss a target that big?! She should have six arrows sticking out of her chest! Sucking chest wounds!!! She should be ####ing DEAD already!!!!"
-------------
"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:Form Fitting Armor (lesser)
Form Fitting Armor (greater)
Form Fitting Armor (greatest)


Bonus points for modifier spells that render the armor selectively transparent. :D
"I hit her in the cleavage! How could I miss a target that big?! She should have six arrows sticking out of her chest! Sucking chest wounds!!! She should be ####ing DEAD already!!!!"

there are other spells to make things transparent/invisible...
But I know what you mean. :wink:

In one sci-fi novel I read years ago one of the chars had a dress that randomly went transparent in patches, an algorithm that kept her hold out gun from being shown.
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Personalize lesser
Level: 5
Range touch
Duration: 30 min per level or perm
Saving throw: standard for magical stuff only otherwise none
PPE: 28 temp., 58 perm.

This lets the mage personalize stuff (nothing living) changing the object's color at such detail that the mage can 'fool the eye' much like very good paintings can make thing look real. Such like in body painting to make it look like the person to look like the person has clothes on even though they do not. To accomplish this fine detailing requires 3 successful Art painting or drawing rolls. They need not be consecutive successful rolls. The item can also be made translucent to a point of 45% opaquacy.

Magical stuff can only be changed temporarily.

Personalize Greater
Level: 8
Range touch
Duration: 2 hours per level or perm
Saving throw: standard for magical stuff only otherwise none
PPE: 48 temp., 78 perm.

This lets the mage personalize stuff (nothing living) changing the object's color at such detail that the mage can 'fool the eye' much like very good paintings can make thing look real. To accomplish this fine detailing requires 3 successful Art painting or drawing rolls. They need not be consecutive successful rolls.
This greater version can also make parts of the item being effected to be transparent. (Like how most window glass is transparent. This is not invisibility.)

Personalize Greatest
Level: 9
Range: touch, 10 feet per level above 6
Duration: 1 hour per level or perm
Saving throw: standard for magical stuff only otherwise none
PPE: 51 temp., 81 perm.

This is like the other two lesser spells but can make stuff invisible as a color option along with the other aspects of Personalize Greater.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:[
In one sci-fi novel I read years ago one of the chars had a dress that randomly went transparent in patches, an algorithm that kept her hold out gun from being shown.



Alan Dean Foster novel had a society where heavily personalized EBA was a REQUIREMENT just to get around outside. EVERYBODY wore what amounted to light power armor. The equivalent of the 'sandwich man' advertising campaign featured beautiful people in full-body video displays that would every so often go COMPLETELY transparent revealing the nude body inside the suit, insuring a steady amount of attention.
-------------
"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 ~..~ »

Relief
(To create a sculpture in relief is to give the impression that the sculpted material has been raised above the background plane.)
Level 6
Range: touch
Duration: 20 min per level or perm
Saving Throws: standard for magical stuff otherwise none.
PPE: 42 temp, 86 for perm.

Designs in relief can be put on an object by changing the shape of the external surface. These can be as small and an etching, up to a high-relief (almost a fully independent statue) depending on the thickness of the material being cast on to. I able to effect 1 cubic foot of material per level of the caster or a area or 2 square feet per level, which ever is the lesser of the two.
Throughout the duration of the spell the mage can three time change the pattern of the design of the relief. Once it has been changed for a third time each change will cost 7 PPE. The quality of the relief is determined by an Art:Sculpture skill roll or a Forger skill roll if an etching scale relief.

Unlike with most spells the casting mage can, before the end of the duration make the relief permanent just by saying a few words and adding the rest of the PPE.
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Re: Invented Spells

Unread post by torjones »

Was hoping for some feedback on a spell. For reference, it's a modification of the England spell: Dimensional Envelope. Specifically I'd like people's thoughts on: too little/much PPE? Different level?

Thanks!


Enlarge Area
Range: Special
Duration: Vaires
Saving Throw: Not Applicable
PPE: Temporary: 400; Permanent: 600
Level: 12

Magic users have been mucking about with space and time for a very long time. This spell, one of the oldest examples of that classification of spell, allows the mage to enlarge the space within a given area by up to one ten foot cube per caster level. The expanded space will last up to one year per caster level. Only one casting of this spell can work on any given area at a time, and repeated castings only extend the time that the area remains enlarged.

The exterior dimensions of the enlarged area remain the same throughout the duration of this spell! A Side effect of this spell, is that nothing stored within the enlarged area has weight out side of the enlarged area, so if one were to cast it upon a fuel tank, as is commonly done, the weight of the fuel tank remains the same, regardless of how much fuel is added to the tank. An additional side effect is that nothing within the expanded area feels any inertia if the area is moved, leading to the second most common task mages use this spell for, casting on the inside of a conveyance, or their bedroom in a mobile home, allowing the mage to ride along in peace and comfort. Any connections that traverse between the inside of the enlarged area to the outside are magically modified to remain connected, regardless of where they were placed originally. The magic of this spell follows the path of least resistance, moving those connections to the most convenient spot (for the spell, not necessarily the spell caster).

Anyone who is able to access the area to be expanded will still be able to access the area after expansion, this spell does not grant any additional security to the room, only more usable space.

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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Looks good. But you could define how long the temp. level of the spell last in the basic stats (one year per level or perm.), bump the level up to 13 or 14, and change the range to something like "One Room". Another consideration would be whether or not the spell can be applied to the same room multiple times.

The only other thing I would change is the name, to 'More Space', but that is just a styling thing.
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Re: Invented Spells

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:Relief
(To create a sculpture in relief is to give the impression that the sculpted material has been raised above the background plane.)
Level 6
Range: touch
Duration: 20 min per level or perm
Saving Throws: standard for magical stuff otherwise none.
PPE: 42 temp, 86 for perm.

Designs in relief can be put on an object by changing the shape of the external surface. These can be as small and an etching, up to a high-relief (almost a fully independent statue) depending on the thickness of the material being cast on to. I able to effect 1 cubic foot of material per level of the caster or a area or 2 square feet per level, which ever is the lesser of the two.
Throughout the duration of the spell the mage can three time change the pattern of the design of the relief. Once it has been changed for a third time each change will cost 7 PPE. The quality of the relief is determined by an Art:Sculpture skill roll or a Forger skill roll if an etching scale relief.

Unlike with most spells the casting mage can, before the end of the duration make the relief permanent just by saying a few words and adding the rest of the PPE.
I like this. I could also see it as being included in a new school of magic, Sculptor Magic, much as I did the Painter Mage. Very inspiring.
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Re: Invented Spells

Unread post by 13eowulf »

Stone Gargoyle wrote:
drewkitty ~..~ wrote:Relief
(To create a sculpture in relief is to give the impression that the sculpted material has been raised above the background plane.)
Level 6
Range: touch
Duration: 20 min per level or perm
Saving Throws: standard for magical stuff otherwise none.
PPE: 42 temp, 86 for perm.

Designs in relief can be put on an object by changing the shape of the external surface. These can be as small and an etching, up to a high-relief (almost a fully independent statue) depending on the thickness of the material being cast on to. I able to effect 1 cubic foot of material per level of the caster or a area or 2 square feet per level, which ever is the lesser of the two.
Throughout the duration of the spell the mage can three time change the pattern of the design of the relief. Once it has been changed for a third time each change will cost 7 PPE. The quality of the relief is determined by an Art:Sculpture skill roll or a Forger skill roll if an etching scale relief.

Unlike with most spells the casting mage can, before the end of the duration make the relief permanent just by saying a few words and adding the rest of the PPE.
I like this. I could also see it as being included in a new school of magic, Sculptor Magic, much as I did the Painter Mage. Very inspiring.


Maybe a school of Artisan Magic, as a number of recent spells might fall into that already.
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Re: Invented Spells

Unread post by torjones »

drewkitty ~..~ wrote:Looks good. But you could define how long the temp. level of the spell last in the basic stats (one year per level or perm.), bump the level up to 13 or 14, and change the range to something like "One Room". Another consideration would be whether or not the spell can be applied to the same room multiple times.


Thanks!
I have changed the range and duration lines in my copy.
I thought the first paragraph stated quite clearly that the spell can't be applied to the same room multiple times simultaneously. Its to keep the spell from being too powerful, and why I left it at the lower level. As it stands, I'm wondering if it could be a 10th level spell, or maybe 11th. I'm not sure why though you think it should be 13th or 14th. What's your reasoning?

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Re: Invented Spells

Unread post by drewkitty ~..~ »

Write Lunar Text
Level: 3
Duration: 20 min.; perm
Range: what they write during the writing duration.
Saving throw: N/A
PPE: 18

The writing done while this spell is in effect can only be seen/read when exposed to moonlight. The words must be written by the mage with a pen, pencil or some other writing implement.
This spell does not work with electronic media.
A successful object read will reveal the presence of the writing, but does not let the psion read or know what the words say.

Write Text of the Underworld
Level: 4

Duration: 15 min.; perm
Range: touch,what they write during the writing duration.
Saving throw: N/A
PPE: 20

The writing done while this spell is in effect can only be seen/read when are underground. The words must be written by the mage or someone touched by the mage, with a pen, pencil or some other writing implement.
Electronic data storage is can not be affected by this spell and a successful object read will reveal the presence of the writing, but does not let the psion read or know what the words say.

Heavenly Text
Level 3
Duration: 20 min.; perm
Range: what they write during the writing duration.
Saving throw: N/A
PPE: 16

The writing done while this spell is in effect can only be seen/read when is above 10,000 feet above sea level. The text must be written by the mage with a pen, pencil or some other writing implement.
Electronic media is not effected by this spell, and a successful object read will reveal the presence of the writing, but does not let the psion read or know what the words say.
Last edited by drewkitty ~..~ on Sun Nov 24, 2013 4:14 pm, edited 3 times in total.
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Heavenly Text
Level 3
Duration: 20 min.; perm
Range: what they write during the writing duration.
Saving throw: N/A
PPE: 16

The writing done while this spell is in effect can only be seen/read when is above 10,000 feet above sea level. The text must be written by the mage with a pen, pencil or some other writing implement.
Electronic media is not effected by this spell


"Read this only when your flight levels out at 10,000 ft and you're well on your way to Europe."

------
"Dear Frank, I'm leaving you for a Ludicrous Mage. By the time you can book a return flight from Heathrow, I'll be gone. Sayonara, you two-timing bastard!
Fallen out of love,
Your ex-wife, Suzi.
P.S. I'm keeping the griffon."
-------------
"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 ~..~ »

Writing of the Realm
Level 4
Duration: 20 min. ; perm.
Range: what they write during the writing duration.
Saving throw: N/A
PPE: 19

The words written while this spell is in effect are hidden from the world when taken away from the land it was written in. The writing must be done with a pen, pencil or other writing implement for the text of the writing to be affected by the magic. The writing can only be seen when it is within 50 miles of the spot it was recorded. The mage can increase the range of the readability of the words by 10 miles per level above level 1, and can reduce the range of readability of the words by half (50%) of the default range for each level above level 1.

A successful object read will reveal the presence of the writing, but does not let the psion read or know what the words say.
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.
Reading and writing (literacy) is how people on BBS interact.
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The Oh So Amazing Nate
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Re: Invented Spells

Unread post by The Oh So Amazing Nate »

When you say 50 miles of the land it was written in, what exactly do you mean? 50 miles of my house? My town? my county? my state? my country?

Not knowing the exact limitation, based on the definition of "land it was written in", changes the effectiveness of the spell. Otherwise, I see what you're trying to do and it has merit.

Nate.
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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Stone Gargoyle
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Re: Invented Spells

Unread post by Stone Gargoyle »

I think the spell would be more realistic if it was 50 miles from the specific location where the item was written. Otherwise how is one to determine the geographic boundaries as known by the spell? And what happens when a book is in a land which changes political regime and is no longer in the land it was written in because that land is now called something else?
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

The Oh So Amazing Nate wrote:When you say 50 miles of the land it was written in, what exactly do you mean? 50 miles of my house? My town? my county? my state? my country?

Not knowing the exact limitation, based on the definition of "land it was written in", changes the effectiveness of the spell. Otherwise, I see what you're trying to do and it has merit.

Nate.

drewkitty ~..~ wrote: The writing can only be seen when it is within 50 miles of the spot it was recorded.

Reading instead of skimming is a good thing.
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.
Reading and writing (literacy) is how people on BBS interact.
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The Oh So Amazing Nate
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Location: West Central region of Indiana

Re: Invented Spells

Unread post by The Oh So Amazing Nate »

So to put as fine a point on it as possible, "the spot it was recorded in" should refer to the exact geographical coordinates on the globe where such writing is created.

Makes the spell useful against taking the material to foreign land.
Makes the spell useless when trying to share recorded information with a nearby ally.

Still, I see what you're trying to do here and I like the idea.
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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Stone Gargoyle
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Re: Invented Spells

Unread post by Stone Gargoyle »

The term "spot" is pretty vague... It would better read "the exact geographic location in which it is written".
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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drewkitty ~..~
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Re: Invented Spells

Unread post by drewkitty ~..~ »

Note the spell was written as if for the PF setting so it does not contain nany of the annoyingly specific words that came about with the modern age.
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.
Reading and writing (literacy) is how people on BBS interact.
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taalismn
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Re: Invented Spells

Unread post by taalismn »

drewkitty ~..~ wrote:Note the spell was written as if for the PF setting so it does not contain nany of the annoyingly specific words that came about with the modern age.



The modern version requires GPS coordinates. :bandit:
-------------
"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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