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Re: Invented Spells
Posted: Mon Sep 20, 2010 7:32 pm
by drewkitty ~..~
Explode Zombie
Level 5
Range: line of sight out to 50 feet per level
Duration: 1 min per level
Saving throw: none (dodge)
PPE: 50
Made by a the ArchMage Daniel McMahon, who was a explorer of worlds. After visiting a world over run with zombies. Wanting to return to that world to study the different zombies there. He invented this spell to be able to protect himself from any zombie attack during his next trip to that world. Daniel made several return trips to the world, but never returned from his 7th trip. It is presumed that he met his end, being killed or converted.
Each melee round of the spell's effect the mage can target two zombies with a exploder bolt, having a +5 to hit any zombie. Each zombie hit, flays apart, with it's parts scattered in a debris patten blown away from the mage. This dose not "kill" the zombie, just blows it apart. Other means are needed to destroy the zombie permanently. So cling-on hands and teeth are still a problem.
This spell only works 100% of the time on zombies, and 50% of the time on other animated dead. Has no effect on the living and the undead.
Re: Invented Spells
Posted: Tue Sep 21, 2010 2:00 am
by Captain Shiva
drewkitty ~..~ wrote:Explode Zombie
Level 5
Range: line of sight out to 50 feet per level
Duration: 1 min per level
Saving throw: none (dodge)
PPE: 50
Made by a the ArchMage Daniel McMahon, who was a explorer of worlds. After visiting a world over run with zombies. Wanting to return to that world to study the different zombies there. He invented this spell to be able to protect himself from any zombie attack during his next trip to that world. Daniel made several return trips to the world, but never returned from his 7th trip. It is presumed that he met his end, being killed or converted.
Each melee round of the spell's effect the mage can target two zombies with a exploder bolt, having a +5 to hit any zombie. Each zombie hit, flays apart, with it's parts scattered in a debris patten blown away from the mage. This dose not "kill" the zombie, just blows it apart. Other means are needed to destroy the zombie permanently. So cling-on hands and teeth are still a problem.
This spell only works 100% of the time on zombies, and 50% of the time on other animated dead. Has no effect on the living and the undead.
I think it should do damage to surrounding zombies caught in the blast radius,maybe 1d6/level.
Re: Invented Spells
Posted: Tue Sep 21, 2010 9:20 pm
by drewkitty ~..~
Darn Socks
Level 4
Duration: instant perm
Range: w/in 5 feet
Saving throw: none, standard for magical clothing
PPE: 19
This spell was made by the apprentice mistress of the 'White Towers of the East" to fix the students' socks and other minor rips and tares in their clothing.
This spell fixes 10 inches of rips, tare's, or worn through holes.
*************
Captain Shiva wrote:drewkitty ~..~ wrote:Explode Zombie
Level 5
...snip
I think it should do damage to surrounding zombies caught in the blast radius,maybe 1d6/level.
If I did that then it would not be the "Explode Zombie" spell.
Re: Invented Spells
Posted: Thu Sep 23, 2010 7:43 pm
by taalismn
Maybe a decent anti-zombie spell might be 'Decay Zombie' or 'Corpse Worms/Devouring Maggots'...they're animated corpses after all.
Re: Invented Spells
Posted: Thu Sep 23, 2010 7:45 pm
by taalismn
drewkitty ~..~ wrote:Metamorphosis Bikini
SoL
Range:self or other by touch
Duration: 3.5 hours per level
Saving throw: standard if unwilling other
PPE: 500
The origins of this spell is unknown, lost in a plethora of many mages taking the 5th amendment. While the name suggests that only bikinis are a result, this spell transforms a living being into swim-wear. While swim-wear, the transformed, has all their normal senses (sight, smell, touch, etc..). They, for the duration of the spell have no physical needs and can withstand any environment w/o hurt that the swim-wear they look like can withstand.
While the transformed is swim-wear, they can not communicate except through telepathy or empathic emanations.
This spell is not effective on creatures of magic or any supernatural that is unwilling, and the swim-wear radiates a magical aura that anyone that can sense/see magic will notice, if within their range.
What? They can't communicate by gentle tactile pressure?
Heck, if that were the case, you'd have guys lining up to be transformed...
"This tube-top's SQUEEZING me!"
Re: Invented Spells
Posted: Fri Sep 24, 2010 2:32 pm
by drewkitty ~..~
Mind machine Interface
Level 7 arch mage spell
Duration: 7 min. per level
Range: touch, 10 feet
Saving throw: special
PPE: 55
This was created by a Computer Geek of a Mage names Darwin Ambervale, for his non-computer savvy mages in his guild. This lets the casting mage to control a single computer through his thoughts alone. Thus the mage is able to make computer programs on the fly by just thinking about the effects he wants; or if they wish to make art on the computer, all they need is to think of the pictures they want.
Re: Invented Spells
Posted: Sun Sep 26, 2010 4:01 pm
by taalismn
drewkitty ~..~ wrote:Mind machine Interface
Level 7 arch mage spell
Duration: 7 min. per level
Range: touch, 10 feet
Saving throw: special
PPE: 55
This was created by a Computer Geek of a Mage names Darwin Ambervale, for his non-computer savvy mages in his guild. This lets the casting mage to control a single computer through his thoughts alone. Thus the mage is able to make computer programs on the fly by just thinking about the effects he wants; or if they wish to make art on the computer, all they need is to think of the pictures they want.
I'd try to tie in some sort of skill-based sucess/duration, like an IQ bonus, or a + if the mage has a computer skill and/or mathematics skill.
Simply creating images on a computer screen(from where they can be manipulated/saved) might be a separate spell; Project Mental Image(Techno), which would be alot less involved than say, magically hacking a computer, since all you'd need would be a powered up television set or monitor screen(saving images would be as simple as having a VCR or a harddrive hooked to the device in question)
Re: Invented Spells
Posted: Sat Nov 27, 2010 4:51 am
by JuliusCreed
Those of you who roam the PFRPG threads are most likely familiar with the alchemist dear old Uncle Remus by now, and he doesn't do just magic items! He was just trolling around and found this place and suddenly thought "Hey... I can put some new spells in here!" Well here they are folks... some of the spell ideas straight from the brilliant, and occassionally twisted mind of everybody's favorite Uncle!
If there are already similar spells, rituals, circles or wards already posted here, I'm sorry... not copying them or anything... I'm just too damn lazy to go through all of the posts on this thread to keep repeats from happening
Relentless FireballFire Elemental level 4 OR Wizard level 7
Range: 90 ft +10 ft per level of experience
Duration: 3 melees per level of experience
Damage: 1d6 per level of experience
Saving Throw: Dodge; Victim must be aware of the attack and must roll 18 or higher (Dodge bonuses are applicable)
PPE: 20
For all intents and purposes this spell is identical to the level 3 Fire spell Fireball (PFRPG pg. 235-236) except that if the victim succeeds in dodging it will turn around and come back for another shot at him. The Relentless Fireball effectively has 3 attacks per melee round. It is NOT directed by the caster in any way save for the initial choosing of who its target is. After that it's pretty much fire and forget. The Relentless Fireball remains until the duration elapses or it hits its target. If the target manages to get a suitable obstacle between himself and the fireball, such as ducking though a door and slamming it shut or behind a wall (one opponent in the initial playtest actually used one of his comrades as a shield) the fireball will impact against the shield and dissipate, dealing its full damage to the obstacle.
Forked LightningAir Elemental level 5 OR Wizard level 7
Range: Line of sight, up to 150 ft +20 ft per level of experience
Duration: Instant
Damage: 1d6 per level
Saving Throw: None
PPE: 20+10 per additional target beyond 3
A Call Lightning spell that can hit more than one target at once. As with Call Lightning, Forked Lightning streaks down from the sky and cannot be dodged, striking up to 3 different opponents at once. Additonal targets may be included at an increased PPE cost (noted above) Damage is rolled once and applied to ALL of the targets. All targets must be within line of sight. No single target can be struck more than one time from a single casting of this spell, for example the mage casts it against 2 opponents. Both of them will be struck, but the 3rd fork is wasted, harmlessly striking the ground.
Laughing GasAir Elemental level 2 OR Wizard level 4
Range: 100 ft
Duration 4 melees per level of experience
Saving Throw: Standard
PPE: 5
This spell creates a light pink mist that covers a 20 foot radius area. Those affected will begin to laugh uncontrollably, losing half their attacks as well as Initiative and are -5 to Strike, Parry or Dodge. Even if the Saving Throw is successful, victims will still be a little giggly and distracted, losing one attack.
Cutting WindAir elemental level 5 (not available as a Wizard spell)
Range: Line of Sight up to 100 ft +10ft per level of experience
Duration: Instant
Damage: 2d6+1d6 per level of experience
Saving Throw: Dodge
PPE: 25
This spell allows the warlock to create a sudden gust of icy cold wind that literally slices its target to the bone. Victims not only suffer the listed damage but must save vs Pain (14 or better) of be numbed by the bone chilling cold, suffering a -3 to Strike, Parry and Dodge for 3 melees. The Warlock must roll to Strike with this icy gust, but they do so with a +6 to Strike.
That's all for now folks. More to come as I find them in my own archives or as they spring to mind.
Re: Invented Spells
Posted: Sat Nov 27, 2010 11:58 pm
by drewkitty ~..~
Relentless FireballPF chars only have 2 APM at L2 from their h2h's. Two attacks per melee is a better then the 4 stated in your text.
Forked LightningVery reminiscent to the Chain Lighting spell in Library of Bletharia.
Laughing GasNice
Cutting Windsounds like this was based off an anime wind power.
But if it went full anime the wind would only affect the person's clothes.
Re: Invented Spells
Posted: Sun Nov 28, 2010 7:03 am
by JuliusCreed
drewkitty ~..~ wrote:Relentless Fireball
PF chars only have 2 APM at L2 from their h2h's. Two attacks per melee is a better then the 4 stated in your text.
Duly noted and editted
but met you halfway and made it 3 APM... it's still a pretty powerful spell. Thanks
Forked Lightning
Very reminiscent to the Chain Lighting spell in Library of Bletharia.
I wouldn't know... don't have that one, but thanks for the info
Laughing GasNice
Was originally thinking to make it a Wizard only spell but considering all the mists and clouds Air has I thought why not... Flatulence Cloud may be next
Cutting Windsounds like this was based off an anime wind power.
But if it went full anime the wind would only affect the person's clothes.
Actually this is based off of a power or spell from some other game but I can't remember which one... want to say White Wolf's Vampire the Masquerade as a Tremere ability. The power originally required the user to break a small piece of glass during the initial casting.
Re: Invented Spells
Posted: Thu Dec 02, 2010 12:12 pm
by JuliusCreed
Hey folks! Uncle Remus here with a few new spells for you to try out. What do you think?
Sand BlastEarth Elemental level 3
Range: 90 feet
Duration: Instant
Damage: 4d6 plus blindness (see below)
Saving Throw: Dodge
PPE: 10
The warlock summons forth a scathing blast of sand to cut down his opponents. Shooting from the caster's hands, the Warlock rolls to Strike for this attack with a bonus of +4 and can affect up to 3 targets at once if they are standing close together. Those struck by the blast are also Blinded for 1d4 melees, suffering from the loss of one attack and a -6 to Strike, Parry and Dodge. Targets wearing any kind of Heavy Armor other than Chain or Double Mail take NO DAMAGE from the blast, but are still blinded and the Armor suffers half damage.
Stone to SandEarth Elemental level 4
Range: 20 feet per level of experience
Duration: Instant and permanent
Saving Throw: None
PPE: 10
Allows the Warlock to transform ordinary stone into sand. (without the need for a hammer!) This can be a particularly lethal spell when used on a Petrification victim. The Warlock can affect up to 30 lbs of stone per level of experience. Also inflicts 1d6x10 damage to a Stone Golem!
(A side question for you other mages out there... do you let spells like Rock to Mud, Stone to Flesh, and other Stone altering spells affect Gems? Just curious
)
Eyes of the DwarfWizard level 4
Range: Self or others by touch
Duration: 10 minutes per level of the caster
Saving Throw: None
PPE: 8
May be cast on one's self or others by touch and grants the recipient the following abilities. Proficiency does not increase by level of experience;
Nightvision: 100 feet
Recognize Precious Metals and Stones: 65%
Recognize Weapon Quality: 75%
Locate Secret Compartments and Doors: 70% applies only in underground structures.
Detect Traps: 60% applies only in underground structures. deactivation of traps may also be attempted with this ability at -10%
Reverse DamageWizard level 6
Range: Self or others by touch
Duration: 1 melee per level of experience
Saving Throw: None
PPE: 15
This spell causes any damage suffered during the duration of the spell to heal the caster or person it is cast upon. For example, after casting the spell the mage is struck by a sword for 6 points of damage. The caster instead has 6 points of damage healed. The downside is any form of mystic, psionic or clerical healing the caster receives after casting this spell has the opposite effect instead, hurting the caster. (ie a Clerical Healing Touch will do 2d4 damage to the mage) The caster cannot be healed beyond his normal HP/SDC levels.
That's all for now gang! Stay tuned for more!
Re: Invented Spells
Posted: Fri Dec 03, 2010 12:20 am
by drewkitty ~..~
Gems are individual crystals.
stone/rock is an bunch of crystals grown together.
Re: Invented Spells
Posted: Fri Dec 03, 2010 4:56 am
by JuliusCreed
drewkitty ~..~ wrote:Gems are individual crystals.
stone/rock is an bunch of crystals grown together.
I'll take that as a "yes"
Re: Invented Spells
Posted: Sat Dec 04, 2010 4:14 pm
by drewkitty ~..~
JuliusCreed wrote:drewkitty ~..~ wrote:Gems are individual crystals.
stone/rock is an bunch of crystals grown together.
I'll take that as a "yes"
Sand is made up of individual crystals.
Re: Invented Spells
Posted: Wed Dec 22, 2010 8:45 pm
by drewkitty ~..~
The perfect hair do.
L6
Range: touch (first timer) or 10 feet (repeat customer)
Duration: three days+1 per level.
saving throw: standard for 1st timer, none for a repeat customer.
PPE: 14
Reading the customer's thoughts and sub-conscious desires, this lingering enchantment forms their hair into the style they want or like best. But if the Customer makes his save, the spell puts the hair into the style the caster images.
Because of the connection the spell makes with the mind of the customer, after the first time the customer fails their save vs magic, the mind of the customer recognizes the spell as non-hostile and doesn't defend against the intrusion into it. Thus there is no save for repeat customers.
This spell may be cast as a ritual at any time for those proficient with this spell. The bonus for casting the spell as a ritual is doubling of the duration.
Definitions:
1st timer: a customer that has yet to fail their save verses magic.
repeat customer: a customer that has fail a save and the spell automatically works on them.
Re: Invented Spells
Posted: Wed Dec 22, 2010 9:10 pm
by Stone Gargoyle
drewkitty ~..~ wrote:The perfect hair do.
L6
Range: touch (first timer) or 10 feet (repeat customer)
Duration: three days+1 per level.
saving throw: standard for 1st timer, none for a repeat customer.
PPE: 14
Reading the customer's thoughts and sub-conscious desires, this lingering enchantment forms their hair into the style they want or like best. But if the Customer makes his save, the spell puts the hair into the style the caster images.
Because of the connection the spell makes with the mind of the customer, after the first time the customer fails their save vs magic, the mind of the customer recognizes the spell as non-hostile and doesn't defend against the intrusion into it. Thus there is no save for repeat customers.
This spell may be cast as a ritual at any time for those proficient with this spell. The bonus for casting the spell as a ritual is doubling of the duration.
Definitions:
1st timer: a customer that has yet to fail their save verses magic.
repeat customer: a customer that has fail a save and the spell automatically works on them.
Do I detect the beginnings of a school of Barber Magic?
Re: Invented Spells
Posted: Thu Dec 23, 2010 7:42 pm
by drewkitty ~..~
it was from another topic in the rifts forum asking about "If we could be able to cast but one spell, what would it be?"
*smirks* if there was a Barber magic, I started it with the "Bad Hair Day" and "Color Change" spells in my second posting to this topic.
Re: Invented Spells
Posted: Fri Dec 24, 2010 10:42 pm
by drewkitty ~..~
Grow Hair
Level 5
Range: touch or 10'
Duration: 5 min.
Effect: +5 inches per min.
saving throw: standard, -2 with touch.
Accelerating the growth of the target's own hair, this spell works with the body to produce hair. The subject must have to be a part of a race that has hair. (fur is hair) And the hair follicles must be still intact. (scar tissue does not have any follicles.)
While this spell can grow hair for bald people, it will not cause the continued growth of the hair after the duration ends. (doesn't 'cure' baldness.)
Re: Invented Spells
Posted: Thu Jan 06, 2011 9:15 pm
by taalismn
Ah! The lost practices of Barbarism!
But honestly...a practical take might be 'Hair Helmet' which temporarily styles and hardens the hair into head-armor(SDC w/ AR for lower powered modes, MDC for megadamage realms)...Of course, if the armor hair is depleted(without bleeding over and decapitating the wearer), the person is left bald(until the hair is regrown/restored).
Other spells might include Medusa Locks(command your hair like prehensile limbs), Hair Lair(styles the hair to conceal small objects in a pocket on top of your head that can't be seen), and Porcupine 'Do(spikes the hair into razor-sharp spikes, like a pufferfish defense).
Re: Invented Spells
Posted: Sat Jan 08, 2011 12:05 am
by drewkitty ~..~
Here they are t-san.
Helm of Hair
Level 5
Range: 10'
Duration: 20 min + 10 min per level
Saving throw: N/A, if unwilling vs 10
PPE: 15
Turning the hair of the target into a mystical helm to protect them from harm, this spell was developed by the rouge mage Zavior Alexander in the city of Ternt.
Fleeing for his life from the Western Empire for the indiscretion of turning the, then, current imperial consort's hair to a puke green, Zavior reached the refuge city of Trent literally just steps ahead of the bounty hunters hot to collect the bounty on the declared rouge mage. Discovering that the city was already full of mages, both taking refuge and natives, he had to quickly fight for a nitch to make a living. During his stay he developed several spells that focused on a person's hair.
Helm hair, makes it nearly impossible for someone striking at the head of the person enchantment with the spell from hitting. The head of the person has a AR of 20 and having 10 SDC per level of the mage. The helm does not prevent any liquids or gases from getting to through to the subject of the spell.
If this spell is cast on a Furred person, it only covers it's head.
A side effect of the spell is that while enchanted, the hair can not be restyled from the state it was in when the spell was cast.
(standard 1 to 1 conversion from SDC to MDC)
Medusa Locks (lesser)
Level 5
Range: 5' per level of the caster
Duration: 4 min per level of the user
Saving throw: N/A
PPE: 13
Needing more hands then just the two he was born with, Zavior Alexander in the city of Ternt, developed this spell to give him the ability to use his hair as additional appendages.
The user of the spell (other wise know as the target of the spell) is able to use their hair as tentacles that can grasp and manipulate objects in the reach of the hair. The hair tentacles have a PS of 2 +2 per level of the user, and have the same melee strike bonuses as the user. The user can split up his hair into a number of tentacles equal to the base number of APM he has. However, the use of one eats up an APM. (if the user gains the WP Hair, then <and only then> do the hair tentacles give bonus attacks)
One of the glaring limitations of this spell is that the hair tentacles are limited by the length of the hair it is cast on. So if cast on most military men, it's utility is very limited.
Medusa Locks (greater) {same as above for unlisted items}
Level 8
PPE: 36
This greater version will grow the hair of the user, to the user's desired length. The extra hair falls off at the end of the duration.
Asp Hair
Level 5
Range: 10' per level of caster
Duration: 1 min. per level of caster
Saving throw: standard, -2 if being touched by the mage
PPE: 24
This turns the target's hair into a nest of asps <6d3> that attack the target for the duration of the spell. The asps cause the target to be distracted by biting him. (-3 S/P/D & -5 on perception rolls) The target can get rid of the asps by cutting them off, but this also cuts off his own hair in the process.
Viper Hair
Level 7
Range: 10' per level of caster
Duration: 1 min. per level of caster
Saving throw: standard, -2 if being touched by the mage
PPE: 30
This turns the target's hair into a nest of vipers <6d3> that attack the target for the duration of the spell. The vipers cause the target to be distracted by biting him. (-3 S/P/D & -5 on perception rolls) The target can get rid of the vipers by cutting them off, but this also cuts off his own hair in the process. The hair gets 3 bite attacks that will cause the target to fall into a deep sleep for 1d4 hours.
Spike Hair (least)
Level 5
Range: 10'
Duration: 2 days
SAving throw: N/A
PPE: 10
A variant of the perfect hair do spell that Zavior Alexander in the city of Ternt, developed during the craze that swept the city for two years. Zavior was sick of the kids coming to him for spiked hair, so to get them out of his sight ASAP this spell was created.
It forms the hair into a spiky ball, and the spell taps into the target's personal PPE to power the spell to extend the duration to double the normal amount of time. This is already factored into the above duration.)
Spiky Hair (lesser)
Level 5
range: 10'
Duration: 1 hour per level of the caster
Saving throw: none if not resisting, standard if unwanted
PPE: 20
About the same as the least spell but the spikes are stiff enough to do damage. The hair ether gives a +1d4 ND to a head butt or if struck does 1d4 ND to the body part striking the hair.
Spiky hair (greater)
Level 7
Range 10'
Duration: 5 min per level of caster
Saving throw: none if not resisting, standard if unwanted
PPE 30
This spell enhances the target's hair to be like a porcupine's quills. The quills will protect the back of the head to the value of 15 SDC. They also do damage to any body part that they stick into, doing 1 ND per strike.
The nasty part of the quills is that if they get stuck into another person, they stay there till that person is drained of PPE or they are physically removed.
Re: Invented Spells
Posted: Sat Jan 15, 2011 12:36 pm
by drewkitty ~..~
drewkitty ~..~ wrote:Stone Gargoyle wrote:drewkitty ~..~ wrote:HU specific spell
Instant buzz (high) (drifter or hippie magic)
occurs.
What is the PPE cost on this?
PPE: 27
Buzz Kill (Hippy/Cop/Doc magic)
Level 5
Range: Self, or 10'/level if sober.
Duration: Instant, perm.
Saving throw: none for self, standard for others
PPE: 12
This will "Clean Out" "Negate" "Break Down" any and all mundane mind alter drugs, toxins and poisons with in a person's system. This does not cure a 'hangover' or other post use side effects, nor does it cure a addiction.
Re: Invented Spells
Posted: Sat Jan 15, 2011 1:38 pm
by drewkitty ~..~
Level 5 Edit
Re: Invented Spells
Posted: Sat Jan 15, 2011 5:43 pm
by drewkitty ~..~
level 5 edit
Re: Invented Spells
Posted: Sun Jan 16, 2011 10:19 pm
by drewkitty ~..~
Comments?
I know there are flaws, and stuff I've left out so your critique is welcome
Re: Invented Spells
Posted: Thu Feb 03, 2011 6:18 pm
by taalismn
Dentistry Magic?
For those times when you can't find a dentist, or you have to pull that dragon's tooth and don't want to fall victim to an 'accidental swallowing'.
Re: Invented Spells
Posted: Sat Feb 12, 2011 2:13 am
by drewkitty ~..~
"Curse" Cavity
Level: 7
Range: touch, special
Duration: one week, causes a perm effect
PPE: 47
Saving throw: +4, standard
Developed in the capital city of the Western Empire for a nobel who played the game of court intrigue. Made to be able to rid anyone from court with a non-lethal malady. Clearing the way for the nobel.
This subtle spell causes the target to develop cavities in one or two of their teeth in a week's time, causing great pain to the targeted individual. The pain lasts till the the tooth is ether magically healed or is other wise dealt with.
Re: Invented Spells
Posted: Wed Mar 09, 2011 7:12 am
by Joseph Kerr
I was taking a look at the lower level Mirror Magics and decided Reflect Light was useless.
My modification merges it with the Lantern Light spell but tweaks it a bit with a few other uses aside from being a light.
Mirror Magic
Level 2:
Reflect Light (Lesser):
Duration: 30 minutes per level of experience.
Effective Range: 60 ft.
Saving Throw: None.
P.P.E.: 4.
This spell allows the caster to enchant a mirror to reflect light without a source, effectively making the mirror a flashlight. The mirror can be no smaller than a 2 inch compact mirror and no larger than a 6 inch hand mirror. The intensity of the light can be adjusted from 600 (A strong halogen flashlight) to 3,600 lumens (A strong halogen floodlight). The color can also be changed to any the caster desires for use as a signal. This can also be used to disorient an opponent with quick changes to both color and intensity. Opponents fighting a character utilizing this ability are -2 to strike, parry, and dodge. Speed is also reduced by 25% as the disorienting effect can cause a character to lose their balance (60% chance if moving faster than 75% of their speed). This effect can be negated by wearing polarized glasses or goggles or by destroying the mirror from a distance, effectively ending the spell prematurely.
Level 4:
Alara's Mirrors
Duration: 30 minutes per level of experience.
Range: 1 mile per level of experience.
Saving Throw: None.
Requirements: The Mage must connect two mirrors together during a 15 minute ritual.
P.P.E.: 25 during the initial ritual, 20 per each activation of the mirrors, 10 to sense the direction of a connected mirror.
This ritual allows a Mage to link two mirrors together and use them to communicate and see through. Every third level the Mage can add another mirror to the connection. Once connected the Mage can reactivate the spell as long as at least one another mirror is within range. If a connected mirror is not within range the Mage can spend 10 P.P.E. to get a sense of which direction to head towards to re-connect.
---------------
---------------
Thoughts? Suggestions?
I'm thinking up a Reflect Light (Superior) as well, thus the lesser tag. I imagine it will make use of larger mirrors to make search lights and perhaps other sub-abilities.
Thanks,
- Joseph.
Re: Invented Spells
Posted: Wed Mar 09, 2011 7:21 pm
by drewkitty ~..~
very nice, these have the character spells are suppose to have.
Re: Invented Spells
Posted: Thu Mar 10, 2011 7:42 am
by Joseph Kerr
drewkitty ~..~ wrote:very nice, these have the character spells are suppose to have.
Thanks,
I have a Mirror Mage in a new game I'm just starting to run.
The player wanted a recommendation on a class and I recommended the Mirror Mage without really reading through the class. I had a vague understanding of the class and I was let down when I actually read through their spell selection with the player.
I'm looking to expand the base spells they can choose from and make them more useful.
Reflect Light, as I mentioned above, is a useless spell. They also have two spells that are basically the same thing. Dorians Mirror and...something, True Reflection? Plus, I think they're suppose to start with 12 spells, 3 for each levels 1-4, there isn't a third spell they can choose from level 4. I honestly feel like the class was hastily thrown together.
I'll try and add more.
- Joseph.
Re: Invented Spells
Posted: Thu Mar 10, 2011 2:11 pm
by drewkitty ~..~
There might of been some spells that were edited out. Thus leaving the hole you mentioned.
Re: Invented Spells
Posted: Thu Mar 10, 2011 3:04 pm
by drewkitty ~..~
Mirror Magic
Luminating Sporadic DaiTrip (lesser)
Level 6
Range: touch
Duration: 30 min. per level
Saving throw: special
PPE: 45
This ritual of a bare 5 min. enchants a mirror to affect the senses of anyone looking into the mirror with in 5'+1'/L of it. The distortion is not immediately noticed if the mirror is being used to look into the room behind the viewer. This is because everything viewed in the reflection is not affected but anything viewed directly is perceived through distorted senses.
For people who have have never partaken in mind altering drugs (excluding alcohol) the saving throw is the standard save vs magic, but must roll vs HF 10 or gain a temp. insanity. However, those people who have partaken of mind altering drugs are at a -5 vs the base save vs magic, but after a perception check of 6, they recognize that their on a trip.
The perceptions of those effected last 5 min. after leaving the range of the effects of the mirror.
Re: Invented Spells
Posted: Thu Mar 10, 2011 3:36 pm
by drewkitty ~..~
Mirror Magic
Luminating
Sporadic
DaiTrip
(greater)
Level: 8
Range: Touch
Duration: 30 min per level
Saving Throw: Special
PPE: 58
This Ritual, much like the Lesser version, enchants a mirror to distort the senses of people. However, after a 10 min. ritual, the effects of the mirror are not just limited to those who have looked into the mirror, but to anyone within the 10' per level range of the enchanted mirror itself.
Looking into the enchanted mirror will show the viewer an undistorted view of the space.
Again those people who have not experimented with mind altering drugs have the standard save vs this magic, while those that have experimented have a -5 vs the base save vs magic (i.e.: -5 without any bonuses).
The effects of the mirror last till 5 min after moving outside the effect range of the mirror or till the duration of the enchantment ends.
Re: Invented Spells
Posted: Sat Mar 12, 2011 10:57 am
by taalismn
(The following were inspired by the article in Rifter #38 byDennis Glover on 'Laser Mages')
More Light Magic
*Light Trap Armor
Level: Laser Mages apparently don't believe in assigning levels to their spells; as post-apocalyptic hippies, they're funny like that
Range: Self
Duration: 5 min per level
Saving Throw: none
PPE: 15
This spell renders the Laser Mage effectively immune to light-based attacks such as lasers. Furthermore, the damage the attacks would normally do is instead caught and wrapped around the mage as a short-term shell of luminescent force that can ward against other attacks. This allows the mage to accumulate extra armor from laser weapon strikes for the duration of the spell.
*Light-Pumped Speed
Range: Self or other by touch
Duration: 10 min per level
Saving Throw: Standard if resisting being affected by the spell
PPE: 20
Working similarly to Light Trap Armor, this is another spell that renders the subject IMMUNE to laser- and light-based attacks, but instead of forming armor, the spell takes the damage that would normally be done and translates it into raw physical Speed(So a laser strike that would normally do 12 points of damage, instead adds 12 to the target's speed) for the duration of the spell. Multiple strikes add cumulative speed during the time the spell is up
*Transparency
Range: Touch
Duration: 10 min per level
Saving Throw: (Special, see below)
PPE: 20
This spell allows the mage to render the surface of whatever they touch transparent, allowing for the creation of impromptu windows, and for peering inside objects. The spell can affect a cubic foot of material per level of experience.
The spell has afew limitations; it does not work on magical materials all that well(magical plate, for instance, gets a saving throw versus magic), and the materials being rendered transparent must be relatively homogenous(wood, metal, or plastic, but not layered composite or the like...touching a column of concrete rebar for instance might only render the concrete transparent, leaving the metal opaque).
Re: Invented Spells
Posted: Thu May 12, 2011 4:59 pm
by drewkitty ~..~
Negate Atomic Magnetism
Level 8 Techno Magic
Duration: 1.5 sec
Range: 4 +2 feet per level
Damage: 1d4x10 MD to MDC, or 2d4x10 ND to SDC
Saving throw: none for mundane objects, standard for living beings and magic items, magically indestructible items are immune.
PPE: 40
This spells negates all of the atomic level magnetic fields in the object struck by the spell. This causes all of the effected atoms to disassociate from each other.
Following the dimensions of the object, the damage is done in a globular pattern from point of impact.
This spell was developed by a Techno Wizard that wanted to be able to bypass armor.
TW firearm rounds with this spell attached to this will pass through the armor, up to 5 inches thick, and strike what is on the other side. Leaving a hole up to twice the diameter of the bullet.
Force Fields are unaffected by this spell.
Re: Invented Spells
Posted: Sat May 14, 2011 10:16 pm
by drewkitty ~..~
Snip
Level 5 healer spell
Range: touch
Duration: perm
Saving throw: standard
PPE: 15
The effects of this spell is to neuter the target of the spell. This cut off the blood flow to the reproductive organs by pinching off the blood vessels. Non-Reversible
contraception
Level 7 healer spell
Range: touch
Duration: two months per level
saving throw: standard if unwilling
PPE 21
Makes the reproductive zygotes of the target incapable of fertilization, for the duration of the spell. If and when the recipient of this spell wants this spell negated, the negate magic or remove curse spell will auto-succeed. Otherwise it takes negate magic, with the unwilling person's save vs magic added to the spell's save.
Re: Invented Spells
Posted: Sat May 14, 2011 11:19 pm
by Kovoston
This all looks like good Rifter material Stone Gargoyle.
Re: Invented Spells
Posted: Sun May 15, 2011 12:13 am
by drewkitty ~..~
Kovoston wrote:This all looks like good Rifter material Stone Gargoyle.
The could fill another BoM with all, ... half the spells here.
Re: Invented Spells
Posted: Sun May 15, 2011 8:28 pm
by taalismn
drewkitty ~..~ wrote:Snip
Level 5 healer spell
Range: touch
Duration: perm
Saving throw: standard
PPE: 15
The effects of this spell is to nuture the target of the spell. This cut off the blood flow to the reproductive organs by pinching off the blood vessels. Non-Reversible.
Ah, the word you seek is 'neuter'.
Otherwise, there's opportunity for some serious misunderstandings here...
"Hey, that lady mage said she's going to 'nurture' me! It's Tender Lovin' Care in the arms of a babe tonight for the LoveMaster!"
Later that night..."Whattya mean Big Willie's
DEAD???!!!NNNNooooooooooo!!!!!!!"
Re: Invented Spells
Posted: Mon May 16, 2011 6:21 pm
by drewkitty ~..~
Mine Sweeper
level 7
Range: 20' +10' per level
Area: 10' x10' area per level
Duration: instant
Saving throw: none
PPE: 52
This spell sets off any damage causing traps in the area of effect. Does not set off damage causing devices till they are set up as traps.
Re: Invented Spells
Posted: Thu Jun 23, 2011 10:33 pm
by taalismn
Lifepath
Level: 15
Type: Ritual
Range: The Circle of Inclusion is roughly 15 ft in diameter; but the lifepaths illuminated can stretch for thousands of miles.
Duration: 1 day per level of experience
Saving Throw: If the person being so studied does NOT want their lifepaths revealed, they can save as standard, but at -2.
PPE Cost: 600
Effects:
This spell was said to have been created by a scholarly mage who wanted to see where he’d travelled in the span of his life. The spell uses the impressions left by a person over time on the fabric of reality.
To perform it, the mage draws a ritual circle encompassing the person whose lifepaths are being studied, as well as any additional witnesses.
When the spell is complete, those who were within the ritual circle will now be able to step out and perceive the places and paths the target has travelled as leyline-like bands of colored energy in the air. The more frequent paths the eprson has taken will be thicker and more solid; those paths less well travelled will be paler, weaker, and faded. The paths are also colored by age; older paths will be grayer, fading to white, while more recent paths will be brighter and gold, or red.
The Lifepaths can be seen/observed for twenty-four hours per level of the caster; so a person with access to fast enough transportation might be able to follow the lifepaths quite far, or get above them and observe them from above, before the magic disipates.
The LifePaths spell applies ONLY to the planet the spell is cast on; if the person’s paths have taken them offworld or out-dimension, those particular lifepaths wll end at the point of departure from the planet/dimension.
Though PPE-expensive, Lifepaths is a powerful tool for backtracking the historical movements of people.
Re: Invented Spells
Posted: Sat Aug 06, 2011 2:24 am
by drewkitty ~..~
Kitsune Transformation
Level: SoL Chi Magic
Range: self; other by touch
Duration: special
Saving throw: self: vs 19, Other vs 16
PPE: 1500
Chi: 2000 positive
During the Edo period in Hokkaido this spell was first used by a hermit sword smith after freeing a scarlet fox from a trap. The next morning discovering a scroll by his door the next morning he pondered over the meaning of the writings for months on end. In the end he discovered the scroll was a recipe for a magic spell that could transform living things into another. The day he first used the spell on himself, he transformed into a fox. After running through the woods, discovering the world anew he returned to his ie changing back to human. Over time he discovered he could change back and forth between regnard and man at will. One day he happened upon vixen, and she followed him to his human abode. She walked about the house as if it were her own. Seeing that the vixen had made his home hers, the smith work the magic on her as she slept. She turned into a young woman, confused at first. But grew to understand her new reality, and became the wife of the smith. They together had many children and kits, in their long lives. Giving thanks to Inari Okami, for her gift of each other. In the mori around Hokkaido, there is tales to this day of people who can turn into foxes.
The spell transforms the person or fox into a being that can be ether a human or a fox. The spell is will last as long as the being lives, be it is tied into their being. However, the spell can be rejected by the being and will come to an end. Returning the being to their original state.
In both states the Kitsune have human intelligence and understanding, even if while a fox can not form human words. While human they have human physical attributes (none less then 12) and while a fox they have a fox's physical attributes. Most Kitsune are ether human or fox, but there are some (if their Levels+ME score is 18+) can partly change to the other state. To give some examples: a human with a fox's ears and/or tail, or a fox with hands and such.
If this spell is used by other mundane races (elves/etc..) they keep their race for the human side.
This spell does not work on CoM nor the SNat.
Re: Invented Spells
Posted: Sat Aug 06, 2011 2:24 am
by drewkitty ~..~
Kitsune Transformation (continued)
Kitsune
This race of blessed humans that have the ability to to changing into a hokkaido red fox. Originating in the Hokkaido area of japan in the edo era, when a smith was blessed by Inari Okami. Most live within society hiding their abilities from the rest of the world. While others live on the fringe close to nature. Using their abilities if not to their fullest, then as a everyday part of their lives.
Physical Stats: each are 12+1d6, & a single exceptional stat roll for rolls of 18
SDC & HP: human standard
PPE: adult: 4d6, teen: 8d6, child: 12d6 (add half to magic base PPE)
Chi: PEx3, +1d6 per level (Martial artists +3d6 per level)
average life span: 120 years
Reads as mundane human via see/sense aura and other magic/psi senses. Can not be mutated, can not be physicaly transformed.
Transformation between the two aspects takes as short as a thought and can be halted in a in-between state.
If their clothes are made from furs, then they are absorbed into the transformation to a fox, and returned when transforms back to human.
fox bonuses: bite: 1d6 ND, +2 init, +3 strike,+4 dodge, nightvision 120', keen vision and smell, nat skills: swimming 55%, prowl 55%, climb trees and rocks 45%, track by smell 55%, leap 3' high and 5' across.
classes: Any OCC or PCC. If a magic class is selected, the magic responds to them as if they are one level higher. Example, if the Kitsune is a level 3 wizard, then the magic will have the range/damage/etc... as if being cast by a level 4 wizard.
Weight: human normal and fox normal
Magic: as per OCC.
Psi: human standard. Master Psi as per PCC.
enemies: human standard
allies: human standard
habitat: any, but is mainly found (if they can be found) in the hokkaido area of japan.
Re: Invented Spells
Posted: Mon Aug 08, 2011 3:48 pm
by drewkitty ~..~
Some variants I just made up from the TtGD spell mod/create rules For the Carpet of Adhesion topic. I'm using the PF2 spell as the standard.
(Unless otherwise stated the text of the spell is unchanged.)
Trap CoA
Range: 10' to the nearest edge.
Duration: 1 hour per level.
Saving throw: Don't step in it.
PPE: 48
The CoA creates an slight off color to the surface it is cast on. To avoid the CoA requires a perception roll of 18.
<blah blah the rest the same>
Bigger CoA
Range: 30'+10' per level to the nearest edge
Duration: same
Saving throw: Don't step in it.
PPE: 15
The area of affect is 200 square feet per level. The CoA creates an slight off color to the surface it is cast on. To avoid the CoA requires a perception roll of 18.
<blah blah the rest the same>
Bigger Badder CoA
Range: 30'+10' per level to the nearest edge
Duration: same
Saving throw: Don't step in it.
PPE: 18
The area of affect is 200 square feet at level one and doubles in size every level. The CoA creates an slight off color to the surface it is cast on. To avoid the CoA requires a perception roll of 18.
<blah blah the rest the same>
Sneaky CoA
Range: 30'+10' per level to the nearest edge or object
Duration: same
Saving throw: Don't step in it.
PPE: 12
The area of affect is 200 square feet per level or covering one object. The CoA creates an slight off color to the surface it is cast on. To avoid the CoA requires a perception roll of 18.
Sneaky Trap CoA
Range: 30'+10' per level to the nearest edge or object
Duration: 1 hour per level
Saving throw: Don't step in it.
PPE: 56
The area of affect is 200 square feet per level or covering one object. The CoA creates an slight off color to the surface it is cast on. To avoid the CoA requires a perception roll of 18.
Re: Invented Spells
Posted: Thu Aug 11, 2011 1:05 am
by drewkitty ~..~
Give Form: Glass (lesser)
Level 2 GlassWorks spell
(Level 5 common magic spell)
Range: 18 inches
duration: 3 min per level
PPE: 5 GW spell (18 common magic)
The spell works on 1 pound of glass at a time. Changing the flow rate of the glass to that of room temp water, and lets the mage to shape the glass by hand.
Give Form: Glass (lesser)
Level 5 GlassWorks spell
(Level 10 common magic spell)
Range: 10'+2'+level
duration: 10 min per level
PPE: 20 GW spell (42 common magic)
The spell works on 10 pound of glass at a time. Changing the flow rate of the glass to that of room temp water, and lets the mage to shape the glass by thought. Able mold 1 object per level.
Re: Invented Spells
Posted: Fri Sep 02, 2011 10:25 pm
by drewkitty ~..~
Mystic Stalker
L10
Duration: 1 day +1 day per level above L10
Range: special
saving Throw: N/A
PPE: 105
Creates a male constructed of magical energy but seemingly real, for the female target. It appears where ever the target/anchor goes, but always out of he corner of the eye. Ducking out of sight just as the target looks at where it is.
To anchor the spell to the target, the casting mage needs some sort of body part of the target. Hair, nail clippings, dandruff, a smear of blood are the most commonly used body parts for this spell.
*If this spell is cast on a leyline with 4 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the stalker will also develop over time, but will always be obsessed with the anchor. Love, hate, I just want the F away from her, are some ways they develop.
*The stats of a perm stalker are the same as an "Ordinary Person" (BTS1, page 74).
(The gender of the stalker and the anchor can be inverted w/o creating a new spell.)
Re: Invented Spells
Posted: Sat Sep 03, 2011 1:43 pm
by Stone Gargoyle
drewkitty ~..~ wrote:Mystic Stalker
L10
Duration: 1 day +1 day per level above L10
Range: special
saving Throw: N/A
PPE: 105
Creates a male constructed of magical energy but seemingly real, for the female target. It appears where ever the target/anchor goes, but always out of he corner of the eye. Ducking out of sight just as the target looks at where it is.
To anchor the spell to the target, the casting mage needs some sort of body part of the target. Hair, nail clippings, dandruff, a smear of blood are the most commonly used body parts for this spell.
*If this spell is cast on a leyline with 4 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the stalker will also develop over time, but will always be obsessed with the anchor. Love, hate, I just want the F away from her, are some ways they develop.
*The stats of a perm stalker are the same as an "Ordinary Person" (BTS1, page 74).
(The gender of the stalker and the anchor can be inverted w/o creating a new spell.)
I like it.
Re: Invented Spells
Posted: Sat Sep 03, 2011 3:54 pm
by drewkitty ~..~
Level 5 edit
Re: Invented Spells
Posted: Sat Sep 03, 2011 4:29 pm
by drewkitty ~..~
Mystic Maid
L11
Duration: 1 hour+ 1 hour per level above L10
Range: appears near caster
saving Throw: N/A
PPE: 105
Creates a maid constructed of magical energy but seemingly real. When she first appears she is wearing a maid's outfit of the caster's choosing. The maid will serve and keep the anchor out of life threatening danger. The maid will always defer to their ward exceapt when facing a life threatening situation. When faced with eminent danger, the maid will tend to interpose herself between the danger and her master and hussel their charge away from the danger.
Stats: Q:10 A:15 S:7-14 P:15 B:6-23 d:50
xDC: 50 ( x=S in sdc settings and x=M in MDC settings)
Height: ether matching the caster's height or the height of the ward.
combat: 6 APM, +5 to Dodge and parry
Only if the maid is protecting someone do any attacks harm the construct, all others pass harmlessly through.
Will carry things and do menial tasks if set to by the caster or the anchor of the spell. The Maid will faide away if removed for the presence of the anchor for more then a day (24 hr) if not on a LL. Time on a LL does not count towards the duration of the spell.
*If this spell is cast on a leyline with 4 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the maid will also develop with time. Will always be watchful of her ward.
*Real clothing needs to be acquired if a outfit change is desired. Will revert to initial clothing outfit if no clothes are available.
Re: Invented Spells
Posted: Sat Sep 03, 2011 4:36 pm
by drewkitty ~..~
Mystic Combat Maid
L13
Duration: 1 hour+ 1 hour per level above L10
Range: appears near caster
saving Throw: N/A
PPE: 155
Creates a maid constructed of magical energy but seemingly real. When she first appears she is wearing a maid's outfit of the caster's choosing. The maid will serve and keep the anchor out of life threatening danger. The maid will always defer to their ward except when facing a life threatening situation. When faced with eminent danger, the maid will tend to interpose herself between the danger and her master and attack the danger if it persists. Only if the danger is greater then it can handle will the maid hustle their charge away from the danger.
Stats: Q:16 A:15 S:13-24 P:20 B:17-23 d:150
xDC: 250 ( x=S in sdc settings and x=M in MDC settings)
Height: ether matching the caster's height or the height of the ward.
combat: 6 APM, +5 to Strike, Dodge and parry (in addition to attribute bonus)
WP: is able to handle all melee weapons instinctively equal to the level of the casting mage when first cast. Ranged weapons are used as if she had the WP Modern weapons in the PF2 main book.
Only if the maid is protecting someone do any attacks harm the construct, all others pass harmlessly through.
Will carry things and do menial tasks if set to by the caster or the anchor of the spell. The Maid will fade away if removed for the presence of the anchor for more then a 3 days (72 hrs) if not on a LL. Time on a LL does not count towards the duration of the spell.
*If this spell is cast on a leyline with 4 times the base PPE cost, the duration of the spell is unending with no range limitations. The personality of the maid will also develop with time. Will always be watchful of of her ward.
*Will regain SDC one per PPE gained from a mage giving her some or gained from a LL/LLN. Depleting the maid's SDC does not terminate the spell.
*If the cast as a ritual on a ley Line Nexus the maid has +2 to APM and +7 to all combat rolls instead of the +5 of the above. A physical component is a pair of glasses which she ends up wearing. However, if her glasses are removed, all combat bonuses are negated till she is wearing the glasses again.
*Real clothing needs to be acquired if a outfit change is desired. Will always revert to initial clothing outfit if no clothes are available.
Re: Invented Spells
Posted: Sun Sep 04, 2011 7:22 pm
by drewkitty ~..~
Baseball
Mystic Curve Ball
L1
range: touch
duration: one pitch
Saving throw: N/A
PPE:1
Makes the pitch very curvy. -2 towards the batter's strike.
Hit the Mystic curve ball
L3
range: touch
duration: one swing.
Saving throw: n/a
PPE: 2
False Fly Balls
L3
Range: touch
duration: One hit
saving throw: n/a
PPE: 3
This makes three false images of the ball when the bat hits the bat enchanted with this. A simplified variant of the multiple image spell.
Sickly mitt
L4
range: touch
duration: one inning
saving throw: n/a
PPE: 6
Make it so the ball sticks to the mitt when caught. So it does not bobble out.
Not see false Images
L5
Range: self or other by touch
duration: one inning
saving throw: n/a
PPE: 9
makes it so the person that received the magic does not see any false images.
Heckle the Batter
L4
Range: 100'+5'/L
duration: one inning
saving throw: special
PPE: 15
Transports the mage's voice to right near the batter so they can hear the heckling better.
Prefect Pitch
L3
range: self
duration: 1 min per level
saving throw: n/a
PPE: 6
Lets the mage throw the ball perfectly as he would want to, with only a 2% changes of not throwing as wanted.