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Re: Invented Spells

Posted: Fri Mar 29, 2013 3:25 am
by JuliusCreed
Okay, revised the River of Tar spell a bit... let's see what you think...

Tar Pit
Earth level 7/Wizard level 9
Range: 100 feet
Duration: 5 minutes per level of the caster
Saving Throw: None
PPE: 75

A debilitating defensive spell, allowing the caster to open either a river/trench (20 feet long, 5 feet wide, 3 feet deep per level of experience) or a pool (5 feet radius, 5 feet deep per level of experience) in the ground filled with black tar. The tar is a thick, gooey substance that sticks to literally anything and everything it comes in contact with. Victims entering the pool are affected similar to a Quicksand spell, but with only half the sinking rate (1 foot per melee round instead of 2, struggling still doubles the rate) and highly impaired movement. Victims caught in the tar see their Spd reduced by 80% and suffer a -5 to Strike and Parry, -10 to Dodge and have no initiative (always the last to act in combat until freed from the tar). Anyone pulled free from the tar will still be covered in the stuff and suffer impaired movement; Spd reduced by 50% and -3 to Strike, Parry and Dodge.
Any complex equipment the victim was carrying may also be covered in the stuff unless specifically sealed away in a container of some kind. Items such as guns, lasers, crossbows, jetpacks... basically anything with moving parts or complex inner workings is rendered virtually useless as the tar gums up gears, buttons and triggers, covers optics, lenses or exhaust ports and generally makes things extremely difficult to handle until the item is completely taken apart and thoroughly cleaned, preferably by a professional or at least by someone with a high enough experience level in the appropriate mechanical/repair skills. Chance of any item malfunctioning because of being covered in tar is 60%. (Roll for every attempt to use until properly cleaned) The first time an item malfunctions, it is useless until cleaned. The same also applies to larger mechanical items getting trapped in this stuff, such as Vehicles, Robots, 'Borgs and Power Armor.
Unprotected victims sinking in the tar may also be submerged in the stuff. Submerged victims will suffocate and die withing 4 minutes, However, due to the higher density of tar, victims attempting to hold their breath under the surface may only be able to do so for HALF as long as normal as the thick heavy stuff slowly crushes the life out of them.
Like Quicksand, the Tar Pit may be covered with leaves, water or even a thin layer of dust or dirt and blends in remarkably well with its surroundings. However, being a petroleum product, tar stinks, giving astute observers a chance to detect and avoid the stuff before falling victim to it. 65% undetectable outdoors, 85% undetectable in swamps/marshy areas, 10% undetectable indoors.
The greatest threat of the Tar pit, though is simple... it's highly FLAMMABLE. Setting the tar on fire requires the minimum equivalent of a torch, setting the entire surface area ablaze in a matter of moments. Anything caught in the blaze suffers 1d6x10 points of damage every melee round. (SDC damage only, even in an MD setting) Worse yet, even if a victim manages to pull free, the tar is still sticky, clinging and continuing to burn for another 1d6+1 melee rounds, inflicting 5d6 damage every round before finally burning out. Saving a victim from additional damage after being pulled free requires smothering the the flames/ Rolling them around in dirt or mud, dousing them with a sufficient amount of water (about 5 gallons should do the trick) or just tossing them into a nearby lake or river are all effective means of dousing flaming tar. Attempts to smother the flames with another flammable object, such as wrapping a blanket around the victim or rolling on ground covered in dead leaves and small twigs, has a 50% chance of adding fuel to the flames and making a bad situation worse as the tar continues burning for an extra 1d6 melee rounds. Essentially, treat a victim covered in flaming tar as a weird sort of Fire Elemental, setting fire to anything it touches by spreading burning tar onto anything it comes in contact with. Handle with EXTREME caution!

Hope this clears things up for everyone, especially all you Rifts mages looking for more ammo for your spell books. And, as always. questions comments compliments and complaints are welcomed.

Good luck and great gaming!

Re: Invented Spells

Posted: Fri Mar 29, 2013 2:43 pm
by drewkitty ~..~
(Yes, the following was inspired by the above.)
Instant Pool
Level: 5 water/earth fusionist, 8 common magic.
Range: 10' per level
Duration: Permanent
Saving Throw: None
PPE: 70

A defensive spell that allows the caster to create a body of water with a surface area of 100 square feet per level and can be as deep as 2 foot per level. The ground that was in the place of the pool is moved to the sides and bottom transformed into a waterproof concrete like substance that has 500 SDC per square foot. The sides can be raised up to 3 feet above the waterline, creating a edge wall that keeps those in it from escaping from the water.

However, in a modern society this is a retail developers dream, being able to add a pool to a house's yard with only a hour's (billable) time. To create a pool with differing depths requires the mage of Level 4 and above.

Re: Invented Spells

Posted: Thu Apr 04, 2013 7:34 pm
by taalismn
JuliusCreed wrote:Okay, revised the River of Tar spell a bit... let's see what you think...

Tar Pit!



Ouch....LaBrea's Bituminous Encantation! Sticky AND flammable. 8)

Re: Invented Spells

Posted: Mon Apr 08, 2013 12:31 am
by drewkitty ~..~
Magic Mirror
Level: 5 mirror magic, 7 archmage spell
Range" self or 10 feet per level
Duration: 5 min. per level
Saving Throw: None.
PPE: 38
Surrounding the target of the spell with a field that reflects any mystical energies back where it came from. This leave the subject of the spell and the stuff they are wearing "Untouched" by even a area effect spell. The reflected spell only targets it's caster if it is an auto-hit spell or they get a mod roll of 18 or better on the strike roll
They could not walk onto a "River of Lava" spell effect. But if it was cast around them, they would end up standing on an island of ground in the middle of the lava.

Mirror Cage
Level: 5 mirror magic, 7 archmage spell
Range: touch or 10 feet per level over 5
Duration: 1 hour min. per level over 5.
Saving Throw: None.
PPE: 42
This surrounds the target of the spell with a field that reflects any mystical energies emitted by the person or object , back at the person or object. This spell is not inherently damaging to the target of the spell.

Re: Invented Spells

Posted: Wed Apr 10, 2013 3:19 pm
by drewkitty ~..~
Summon Dogboy
Level: 15 (ritual)
Range: 100 miles for every 2 levels.
Duration: Instant teleport, ritual takes 18 min.
Saving throw: Special, the dogboy must be willing.
PPE:680
Summon Dogboy is a ritual that requiers making a magic circle and a large amount of PPE. Near the end of the ritual the dogboys with in the range, starting at more then 1 mile away, will be given a choice (yes or no) of coming to help the mage(s) of the ritual. The magic make this contact to dogboys closer to the circle first and moving outward till as many as 1 dogboy per 5 combined levels of those mages participating in the ritual, are teleported into the circle at the end of the ritual. The magic does not give a location of the casting site, but does Identify those that are participating in the ritual to the contacted dogboy(s).
Even if there are no willing dogboys with in the range, the PPE is spent.

Re: Invented Spells

Posted: Wed Apr 10, 2013 3:35 pm
by say652
bezerker escort
level:10
ppe: 250
duration 1 melee per level

summons 1 Bezerker ps=mages ps times 2 in supernatural strength. attacks equal to the mages attacks times 2. 1 additional bezerker is added to the troop for every three levels of experience. the bezerkers are only vulnerable to negate magic save at -4, dispel magic barrier paralyzes them save at -2 and an anti-magic cloud automatically ends the spell. the appearence of the bezerker is up to the mage(barbarians, zombies, giants, whatever) the created warriors surround the mage and must stay within 20' of the mage or be dispelled. any damage dealt to them is reduced to zero. cannot block or parry attacks and strikes at +4

Re: Invented Spells

Posted: Tue Apr 16, 2013 11:25 pm
by drewkitty ~..~
Another in my living magic series, here is my take on the above "Bazercer Escort"

Escort Barbarian
L13
Duration: 1 hour+ 1 hour per level above L10
Range: appears near caster
saving Throw: N/A
PPE: 155
Creates a barbarian constructed of magical energy but seemingly real. When she first appears she is wearing a skimpy rag torn outfit and a hand weapon of caster's choosing. The barbarian will serve and keep the anchor out of life threatening danger. The Barbarian will mostly defer to their ward except when facing a life threatening situation. When faced with eminent danger, the Barbarian will attack the danger as long it persists. Only if the danger is greater then it can handle will the barbarian will pick up their charge and run away from the danger.
Stats: IQ:9 MA:15 PS:17-26 PP:20 PB:10-18 Spd:150
xDC: 250 ( x=S in sdc settings and x=M in MDC settings)
Height: chosen by the caster.
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.
Only if the barbarian 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 so long as the task does not take it out of sight of the anchor. The Barbarian 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 barbarian will also develop a personality with time. Will always be watchful of of his/her ward.
*Will regain SDC one per PPE gained from a mage giving her some or gained from a LL/LLN. Depleting the barbarian'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 torc which the barbarian ends up wearing. However, if the torc is removed, all combat bonuses are negated till the barbarian is wearing the torc again.
*Real clothing needs to be acquired if a outfit change is desired. Will always revert to initial clothing outfit if the anchor or the casting mage wishes it if no clothes are available. The barbarian is as comfortable without any cloths as it is with clothes.

Re: Invented Spells

Posted: Wed Apr 17, 2013 7:24 am
by The Oh So Amazing Nate
Nice Work everyone.

Re: Invented Spells

Posted: Wed Apr 17, 2013 2:46 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:Nice Work everyone.
Thanks. While I started this thread, it has been people like drewkitty~..~ and taalismn who keep it going. I keep intending to go back to doing more schools of magic based on occupations, but thus far have not been inspired enough to do so. As always, requests are welcome, though I don't know that I would be able to come up with spells for a Hobo Mage class. ;)

Re: Invented Spells

Posted: Wed Apr 17, 2013 4:20 pm
by drewkitty ~..~
Stone Gargoyle wrote:snip... I would be able to come up with spells for a Hobo Mage class. ;)

Which the spells I've labeled "drifter magic" would fit into nicely.

Re:

Posted: Thu Apr 18, 2013 3:15 am
by The Oh So Amazing Nate
Stone Gargoyle wrote:Sorry for the delay in posting more. I was quite busy yesterday.

===============================================
Tailoring Spells
Level 10

Clothing With Personality
Tange: Touch
Duration: 1 month per level, but can be made permanent
Saving Throw: none
P.P.E. cost: 120, plus 5 permanently lost to make the spell permanent
This spell creates a arment, usually a hat, which has the ability to speak, its folds forming a face, and which moves by slithering or hopping around. It has a personality and knowledge determined by the mage (roll stats for IQ, MA and ME), but will always be less than those of the mage creating it. It can automatically read the aura of the wearer and may be inclined to proudly announce them and their good qualities (if good) or shiver in fear (if evil). It will possess one skill per level of the caster also.
Other spells may be cast on the garmant item may save against magic at a +2 and is immune to illusion.



Me thinks this may be a "Sorting Hat". But it is obviously not a conversion and shouldn't be treated as such dear Mods.

Re: Invented Spells

Posted: Thu Apr 18, 2013 1:11 pm
by Stone Gargoyle
drewkitty ~..~ wrote:
Stone Gargoyle wrote:snip... I would be able to come up with spells for a Hobo Mage class. ;)

Which the spells I've labeled "drifter magic" would fit into nicely.
I am sure they would. I have not read all the spells posted here, so sorry if I failed to notice those.

The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:Tailoring Spells
Level 10

Clothing With Personality


Me thinks this may be a "Sorting Hat". But it is obviously not a conversion and shouldn't be treated as such dear Mods.
I'll admit that was the inspiration for the spell, but I am not trying to steal from other sources in the least.

Re:

Posted: Fri Apr 19, 2013 9:09 am
by The Oh So Amazing Nate
gadrin wrote:Sunshine Wind

Level: 10 (variation of Wind Rush & Charismatic Aura)
Range: 120 feet (36.6 m).
Damage:
Duration: One melee (15 seconds).
Saving Throw: Standard
PPE: 20

Raises the caster's PB +8 makes his teeth white, sparkle & shine in the light and lets the mage blow sunshine up... well, you know where.

:P


This would be devastating to anything vulnerable to sunlight. Having sunshine blown up your...well you know where.

Re: Invented Spells

Posted: Fri Apr 19, 2013 12:18 pm
by The Oh So Amazing Nate
Stone Gargoyle wrote:Tailor Spells Level Four

Thought Threads
Range: Touch
Duration: Permanent until removed
Saving Throw: None
P.P.E. cost: 30 for the base amount of thought energy cast into the thread, plus 1 P.P.E. per additional minute of thought energy
The mage can encode his thoughts onto cloth fiber and retrieve them at a later time. If the fabric is destroyed, so are the thoughts contained within it. Memories and thoughts are encoded at a rate of one minute per inch. The spell encrypts the character's ME number of minutes, plus one minute per caster level, per casting. Added P.P.E. cost allows you to add to the amount encrypted in the casting.


Are the thoughts/memories removed from the caster or just copied?

If copied may i suggest "walking shoes" or "traveling hat" don't know ANYTHING about magic these are just rough concepts.

Walking shoes allows caster to combine memories concerning routes and destinations with a refresh/rejuvenate spell. Wearers can walk without tiring (per effects of refresh/rejuvenate) or paying attention(memories implanted allow the shoes to "know" where they're going). Forcibly or deliberately changing course negates the effect until wearer conciously resumes their previous journey.

Traveling hat(s) can be created by the tailor mage in various ways and with differing abilities. The simplest being a hat or hood (any fabric head covering will work) imbued with a memory of a route/location and a simple form of hypnotic suggestion(?). The wearer thinks of the destination and the hat telepathically directs them along the right path. More advanced mages create what is essentially a magic GPS. Combining spells that locate things the wearer has seen or places visited (great for finding misplaced items or buried treasures you never mapped out. This one uses a psychic probe+total recall+hypnotic suggestion). The most advanced models combine maps of the known world+locate spells+holographic projection, as well as any comfort spells desired. "Traveling Hat, take me to the finest bawdy house in New Lazlo that serves fried chicken" up pops a transparent map viewable only to the wearer directing the on the best route as desired (fastest, safest, etcetera)


Thoughts and fleshing out appreciated. I reserve the right to sell this item on consignment in JuliusCreeds Emporium of the Arcane thread. :mrgreen:

Re: Invented Spells

Posted: Fri Apr 19, 2013 12:24 pm
by The Oh So Amazing Nate
Stone Gargoyle wrote:
Gryphon Chick wrote:So then what is the rate of encryption? Can the mage just shift all their thoughts at once then or is there a limit based on level, like say a number of feet per level?


The spell encrypts the character's ME number of minutes, plus one minute per caster level, per casting. Sorry, I guess I rushed on that one before setting all the details in place. I think you could also make it so that added P.P.E. cost allows you to add to the amount encrypted in the casting.

Could an evil tailor mage take a victims thoughts by force and encod them for later use? That be wicked for infiltration. Illusion+memories of passwords and trap locations

Re: Invented Spells

Posted: Fri Apr 19, 2013 12:34 pm
by The Oh So Amazing Nate
Stone Gargoyle wrote:
Baker Magic Level Fourteen

Mystic Garlic Roll
Range: Touch, must be ingested by vampire to work
Duration: Permanent
Saving Throw: None; vampire eating it can save vs. poison to resist its effects
Damage: Does 1d4 damage to the vampire eating it whether or not it saves against poison
P.P.E. cost: 275
This spell cures a vampire or other undead creature of its undead state and returns it to the world of the living. If saving against the effect, the creature will feel extremely ill and suffer -4 to all combat rolls for 1d4 melee rounds. If successful, the monster will appear to fall dead and rise up a new person, alive and well,without any vampiric abilities, at the same age they were when turned into a vampire.

I would hate to meet the man or woman bad enough to "force" a vampire to eat garlic bread.

Re: Invented Spells

Posted: Fri Apr 19, 2013 12:40 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:
Baker Magic Level Fourteen

Mystic Garlic Roll
Range: Touch, must be ingested by vampire to work
Duration: Permanent
Saving Throw: None; vampire eating it can save vs. poison to resist its effects
Damage: Does 1d4 damage to the vampire eating it whether or not it saves against poison
P.P.E. cost: 275
This spell cures a vampire or other undead creature of its undead state and returns it to the world of the living. If saving against the effect, the creature will feel extremely ill and suffer -4 to all combat rolls for 1d4 melee rounds. If successful, the monster will appear to fall dead and rise up a new person, alive and well,without any vampiric abilities, at the same age they were when turned into a vampire.

I would hate to meet the man or woman bad enough to "force" a vampire to eat garlic bread.
I am sure vampires can be restrained and force fed food as any other creature can. In fact, there are spells available which would allow someone to do so.

Re: Invented Spells

Posted: Fri Apr 19, 2013 12:43 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:
Gryphon Chick wrote:So then what is the rate of encryption? Can the mage just shift all their thoughts at once then or is there a limit based on level, like say a number of feet per level?


The spell encrypts the character's ME number of minutes, plus one minute per caster level, per casting. Sorry, I guess I rushed on that one before setting all the details in place. I think you could also make it so that added P.P.E. cost allows you to add to the amount encrypted in the casting.

Could an evil tailor mage take a victims thoughts by force and encode them for later use? That be wicked for infiltration. Illusion+memories of passwords and trap locations
Yes. Tailor mages are designed to be quite nasty on that account. The spell as written I think is aimed towards the caster's thoughts, but he could use it to steal those of others. I might have to write up another spell to account for that type of use.

Re: Invented Spells

Posted: Fri Apr 19, 2013 12:46 pm
by The Oh So Amazing Nate
Stone Gargoyle wrote:Tailor Mage O.C.C.

The specialization of the Tailor is creating spells related to clothing. It is his trade and all magic is learned to support his livelihood.

Special Abilities of the Tailor Mage

1. Superior Craftsmanship: Clothing created by the regular methods and not by spell to create them have either an Awe Factor or Horror Factor, depending on the style, of 7 +1d4, increasing by +1 at levels 3, 6, 9, 12 and 15. The Tailor must actively be displaying a suit to draw attention. Everyone watching will have to save, those failing less likely to notice things around them (those sneaking past or around are +15% to their prowl skill). Even being roused by danger or combat they are without initiative, lose one melee attack, and are -1 to all combat actions (-5% to skill performance, too) for 1 melee round.

I don't quite understand how this works. Do i get an awe/horror factor for wearing the snazzy tailor mage clothing, or is the effect limited to the mage during the creative act? Same question applies to all your magic occ's if you please.

Re: Invented Spells

Posted: Fri Apr 19, 2013 12:49 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:Tailor Spells Level Four

Thought Threads
Range: Touch
Duration: Permanent until removed
Saving Throw: None
P.P.E. cost: 30 for the base amount of thought energy cast into the thread, plus 1 P.P.E. per additional minute of thought energy
The mage can encode his thoughts onto cloth fiber and retrieve them at a later time. If the fabric is destroyed, so are the thoughts contained within it. Memories and thoughts are encoded at a rate of one minute per inch. The spell encrypts the character's ME number of minutes, plus one minute per caster level, per casting. Added P.P.E. cost allows you to add to the amount encrypted in the casting.


Are the thoughts/memories removed from the caster or just copied?

If copied may i suggest "walking shoes" or "traveling hat" don't know ANYTHING about magic these are just rough concepts.

Walking shoes allows caster to combine memories concerning routes and destinations with a refresh/rejuvenate spell. Wearers can walk without tiring (per effects of refresh/rejuvenate) or paying attention(memories implanted allow the shoes to "know" where they're going). Forcibly or deliberately changing course negates the effect until wearer conciously resumes their previous journey.

Traveling hat(s) can be created by the tailor mage in various ways and with differing abilities. The simplest being a hat or hood (any fabric head covering will work) imbued with a memory of a route/location and a simple form of hypnotic suggestion(?). The wearer thinks of the destination and the hat telepathically directs them along the right path. More advanced mages create what is essentially a magic GPS. Combining spells that locate things the wearer has seen or places visited (great for finding misplaced items or buried treasures you never mapped out. This one uses a psychic probe+total recall+hypnotic suggestion). The most advanced models combine maps of the known world+locate spells+holographic projection, as well as any comfort spells desired. "Traveling Hat, take me to the finest bawdy house in New Lazlo that serves fried chicken" up pops a transparent map viewable only to the wearer directing the on the best route as desired (fastest, safest, etcetera)


Thoughts and fleshing out appreciated. I reserve the right to sell this item on consignment in JuliusCreeds Emporium of the Arcane thread. :mrgreen:
The spell was intended to wipe the caster's memories and transfer them onto thread to keep his mind from being read. Copying memories could be used for other applications, and I like where you are taking this. I might have to do up these as spells based on your ideas, if you don't mind.

Re: Invented Spells

Posted: Fri Apr 19, 2013 12:52 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:Tailor Mage O.C.C.

The specialization of the Tailor is creating spells related to clothing. It is his trade and all magic is learned to support his livelihood.

Special Abilities of the Tailor Mage

1. Superior Craftsmanship: Clothing created by the regular methods and not by spell to create them have either an Awe Factor or Horror Factor, depending on the style, of 7 +1d4, increasing by +1 at levels 3, 6, 9, 12 and 15. The Tailor must actively be displaying a suit to draw attention. Everyone watching will have to save, those failing less likely to notice things around them (those sneaking past or around are +15% to their prowl skill). Even being roused by danger or combat they are without initiative, lose one melee attack, and are -1 to all combat actions (-5% to skill performance, too) for 1 melee round.

I don't quite understand how this works. Do i get an awe/horror factor for wearing the snazzy tailor mage clothing, or is the effect limited to the mage during the creative act? Same question applies to all your magic occ's if you please.
The ability was created to give the mage bonuses to his craft while displaying the items at a show or while selling it. I had not given any consideration to the idea that the effect might remain once the item was sold or given to another person.

Re: Invented Spells

Posted: Fri Apr 19, 2013 1:18 pm
by say652
transformation into inanimate object
level:7
ppe: 25
duration: 3 minutes per level.

this spell allows the caster to transform self into a table or chair any non electronic inanimate object. current ppe/isp is masked scent is also masked in fact even under close scrutiny the caster will appear as a "normal" piece of furniture for the duration of the spell. when transformed additional spells cannot be cast,psionic abilities can still be used, but isp becomes detectable when using psionic powers. sight,hearing and smell are reduced to six foot radius around the object.

Re: Invented Spells

Posted: Fri Apr 19, 2013 1:24 pm
by say652
venom hands
level 6
ppe: 30
duration: 5 melees per level
damage: 1d6 per level bite

transforms the casters hands and arms into large snakes. +1 attack,paired weapons,+2 parry and on every succesful strike the victim must roll a save vs poison or suffer extreme pain -4 strike,parry,dodge and initiave -18% skill performance for 1d4+1 melees additional successful strikes extend duration of poisoning.

Re: Invented Spells

Posted: Fri Apr 19, 2013 1:25 pm
by The Oh So Amazing Nate
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
Thoughts and fleshing out appreciated. I reserve the right to sell this item on consignment in JuliusCreeds Emporium of the Arcane thread. :mrgreen:


The spell was intended to wipe the caster's memories and transfer them onto thread to keep his mind from being read. Copying memories could be used for other applications, and I like where you are taking this. I might have to do up these as spells based on your ideas, if you don't mind.


Sure thing. Flesh it out if you would please. Heck, anyone who is skilled in magic creation and proper spelling and grammar can take a crack at it.

Can you imagine the PC with Walking Shoes and a high level Traveling Hat! "We're going to X" Character never gets tired (within reason), lost, and can just admire the scenery or watch out for whatever as his magic hat and shoes lead him safely to his destination. All the really has to do is http://www.youtube.com/watch?v=oPks9E2orK8 not really the audio I wanted. But it fits.

What I really wanted was One foot in front of the other by Bone Symphony, but I couldn't find a good montage video.

Re: Invented Spells

Posted: Fri Apr 19, 2013 1:35 pm
by The Oh So Amazing Nate
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:Tailor Mage O.C.C.

The specialization of the Tailor is creating spells related to clothing. It is his trade and all magic is learned to support his livelihood.

Special Abilities of the Tailor Mage

1. Superior Craftsmanship: Clothing created by the regular methods and not by spell to create them have either an Awe Factor or Horror Factor, depending on the style, of 7 +1d4, increasing by +1 at levels 3, 6, 9, 12 and 15. The Tailor must actively be displaying a suit to draw attention. Everyone watching will have to save, those failing less likely to notice things around them (those sneaking past or around are +15% to their prowl skill). Even being roused by danger or combat they are without initiative, lose one melee attack, and are -1 to all combat actions (-5% to skill performance, too) for 1 melee round.

I don't quite understand how this works. Do i get an awe/horror factor for wearing the snazzy tailor mage clothing, or is the effect limited to the mage during the creative act? Same question applies to all your magic occ's if you please.
The ability was created to give the mage bonuses to his craft while displaying the items at a show or while selling it. I had not given any consideration to the idea that the effect might remain once the item was sold or given to another person.


To me it warrants thinking about. The Painter Mage, The Tailor Mage, The Baker Mage, The Money Mage...All are geared more for commerce than adventuring. If their creations retained an awe/horror factor, it would stand to reason that they could/would charge a premium price and their items would be in higher demand. I mean who doesn't want to look like a Bad-@$$ or be sporting the highest fashion. Other than those obviously wanting to remain hidden or nondescript.

The only one I think it wouldn't apply to is the Baker Mage. The spell is obviously negated once the item is consumed.

Re: Invented Spells

Posted: Fri Apr 19, 2013 2:17 pm
by The Oh So Amazing Nate
taalismn wrote:Yep...quality matters...especially when you're talking food-based magics...

Shackles of Dough(or DoughNet)
Level: 4
Type:Spell
Range: Can be cast 50 ft +10 ft per level of experience. Covers a 5 ft square area +2 ft per level of experience
Effects: This spell allows the caster to create and throw a ball of soft dough that covers and entangles its target(25% chance of covering the victim's face and head, cutting off their vision, as well). The gooey dough acts like a Magic Net or Force Bonds, holding with a Supernatural PS of 25. The dough can also be bitten through(effectively has 200 SDC, or 20 MDC), but tastes horrible, and is terribly gooey(70% chance of posing a choking hazard to whoever tries to bite their way out). Spells like Escape also do not work, since the soft dough flows around its target as they move. At the end of the spell's duration(or when cancelled) the dough dries up into dust, cracks up, and falls away.
Duration: Two melees per level of experience
Saving Throw: Standard Dodge
PPE Cost: 6

Bite my way out...escape doesn't work as it flows where you move..so i would have to eat it all to get free?! How much dough is created in weight/volume?

Re: Invented Spells

Posted: Fri Apr 19, 2013 2:17 pm
by The Oh So Amazing Nate
taalismn wrote:Yep...quality matters...especially when you're talking food-based magics...

Shackles of Dough(or DoughNet)
Level: 4
Type:Spell
Range: Can be cast 50 ft +10 ft per level of experience. Covers a 5 ft square area +2 ft per level of experience
Effects: This spell allows the caster to create and throw a ball of soft dough that covers and entangles its target(25% chance of covering the victim's face and head, cutting off their vision, as well). The gooey dough acts like a Magic Net or Force Bonds, holding with a Supernatural PS of 25. The dough can also be bitten through(effectively has 200 SDC, or 20 MDC), but tastes horrible, and is terribly gooey(70% chance of posing a choking hazard to whoever tries to bite their way out). Spells like Escape also do not work, since the soft dough flows around its target as they move. At the end of the spell's duration(or when cancelled) the dough dries up into dust, cracks up, and falls away.
Duration: Two melees per level of experience
Saving Throw: Standard Dodge
PPE Cost: 6

Bite my way out...escape doesn't work as it flows where you move..so i would have to eat it all to get free?! How much dough is created in weight/volume?

Re: Invented Spells

Posted: Fri Apr 19, 2013 2:39 pm
by The Oh So Amazing Nate
taalismn wrote:My contribution to Tailoring Magic....

TraceThread
The Tailoring version of the Locate spell, but slightly cheaper, PPE-wise, and more effective, owing to the actual planting of a material focus on the sought person or object(note however, that this spell will only locate the clothing so tracethreaded, and not the person wearing it, so if the article of clothing is discarded, the mage will only be able to find that, and not the whereabouts of the former wearer).
Level: 6
Type: SPELL
Range: 20 miles per level of experience
Effects: This allows the mage to sew a special thread into an article of clothing, that acts as a locator beacon. With a thought and a small expediture of PPE, the mage can tell where the article of clothing the thread is in is, provided it is within range.
Duration: Permanent. Location-fixing is instant.
Saving Throw: None
PPE Cost: 20 for the in-sewing, 7 for locating

Mattress Tag
Sometimes used in conjunction with TraceThread, this spell is applied to articles of clothing and will instantly alert the mage if the clothing has been tampered with or destroyed. This is typically used to warn the mage that one of their creations has been discovered, or, in the case of tailor-mages with very physically-active clients, that they can soon expect a new order for a replacement garment.
Level: 7
Type: SPELL
Range: 20 miles per level of experience
Effects: In the event the Tagged clothing is destroyed, or, if used in conjunction with TraceThread, the Thread is removed or tampered with, the mage will get a sudden warning flash, provided they are within range.
Duration: Permanent
Saving Throw: None
PPE Cost: 25


Hmm if mattress tag went off when the garment was removed (wearer acts as ppe battery keeping it quiet until removed. No ppe alarm goes off), then these 2 spells in combo would be great for tracking and keeping tabs on the unfaithful or promiscuous. "Daughter, why was your bodice removed for 5 hours in the high Chamberlain's office today?" " how did you...rotten tailor mages"

Re: Invented Spells

Posted: Fri Apr 19, 2013 3:52 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:
taalismn wrote:My contribution to Tailoring Magic....

TraceThread
The Tailoring version of the Locate spell, but slightly cheaper, PPE-wise, and more effective, owing to the actual planting of a material focus on the sought person or object(note however, that this spell will only locate the clothing so tracethreaded, and not the person wearing it, so if the article of clothing is discarded, the mage will only be able to find that, and not the whereabouts of the former wearer).
Level: 6
Type: SPELL
Range: 20 miles per level of experience
Effects: This allows the mage to sew a special thread into an article of clothing, that acts as a locator beacon. With a thought and a small expediture of PPE, the mage can tell where the article of clothing the thread is in is, provided it is within range.
Duration: Permanent. Location-fixing is instant.
Saving Throw: None
PPE Cost: 20 for the in-sewing, 7 for locating

Mattress Tag
Sometimes used in conjunction with TraceThread, this spell is applied to articles of clothing and will instantly alert the mage if the clothing has been tampered with or destroyed. This is typically used to warn the mage that one of their creations has been discovered, or, in the case of tailor-mages with very physically-active clients, that they can soon expect a new order for a replacement garment.
Level: 7
Type: SPELL
Range: 20 miles per level of experience
Effects: In the event the Tagged clothing is destroyed, or, if used in conjunction with TraceThread, the Thread is removed or tampered with, the mage will get a sudden warning flash, provided they are within range.
Duration: Permanent
Saving Throw: None
PPE Cost: 25


Hmm if mattress tag went off when the garment was removed (wearer acts as ppe battery keeping it quiet until removed. No ppe alarm goes off), then these 2 spells in combo would be great for tracking and keeping tabs on the unfaithful or promiscuous. "Daughter, why was your bodice removed for 5 hours in the high Chamberlain's office today?" " how did you...rotten tailor mages"

LOL. The king will naturally be paying premium prices for such garments to keep tabs on his daughter, wife or mistress...

Re: Invented Spells

Posted: Fri Apr 19, 2013 3:56 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:Tailor Mage O.C.C.

The specialization of the Tailor is creating spells related to clothing. It is his trade and all magic is learned to support his livelihood.

Special Abilities of the Tailor Mage

1. Superior Craftsmanship: Clothing created by the regular methods and not by spell to create them have either an Awe Factor or Horror Factor, depending on the style, of 7 +1d4, increasing by +1 at levels 3, 6, 9, 12 and 15. The Tailor must actively be displaying a suit to draw attention. Everyone watching will have to save, those failing less likely to notice things around them (those sneaking past or around are +15% to their prowl skill). Even being roused by danger or combat they are without initiative, lose one melee attack, and are -1 to all combat actions (-5% to skill performance, too) for 1 melee round.

I don't quite understand how this works. Do i get an awe/horror factor for wearing the snazzy tailor mage clothing, or is the effect limited to the mage during the creative act? Same question applies to all your magic occ's if you please.
The ability was created to give the mage bonuses to his craft while displaying the items at a show or while selling it. I had not given any consideration to the idea that the effect might remain once the item was sold or given to another person.


To me it warrants thinking about. The Painter Mage, The Tailor Mage, The Baker Mage, The Money Mage...All are geared more for commerce than adventuring. If their creations retained an awe/horror factor, it would stand to reason that they could/would charge a premium price and their items would be in higher demand. I mean who doesn't want to look like a Bad-@$$ or be sporting the highest fashion. Other than those obviously wanting to remain hidden or nondescript.

The only one I think it wouldn't apply to is the Baker Mage. The spell is obviously negated once the item is consumed.
The Painter Mage, Tailor Mage, Baker Mage and Money Mage are all occupationally based magics with commerce as their primary focus, so of course they wish to impress more than have the items retain their impressiveness once sold, but I could see someone paying a great price to have items made that retain that ability, yes indeedee...

Re: Invented Spells

Posted: Fri Apr 19, 2013 3:58 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
Thoughts and fleshing out appreciated. I reserve the right to sell this item on consignment in JuliusCreeds Emporium of the Arcane thread. :mrgreen:


The spell was intended to wipe the caster's memories and transfer them onto thread to keep his mind from being read. Copying memories could be used for other applications, and I like where you are taking this. I might have to do up these as spells based on your ideas, if you don't mind.


Sure thing. Flesh it out if you would please. Heck, anyone who is skilled in magic creation and proper spelling and grammar can take a crack at it.

Can you imagine the PC with Walking Shoes and a high level Traveling Hat! "We're going to X" Character never gets tired (within reason), lost, and can just admire the scenery or watch out for whatever as his magic hat and shoes lead him safely to his destination. All the really has to do is http://www.youtube.com/watch?v=oPks9E2orK8 not really the audio I wanted. But it fits.

What I really wanted was One foot in front of the other by Bone Symphony, but I couldn't find a good montage video.
I will do so then as I have time.

Re: Invented Spells

Posted: Fri Apr 19, 2013 11:43 pm
by The Oh So Amazing Nate
taalismn wrote:Ludicrous Mage spell:

*Sticky-Notes-of-Doom


My first thought from reading the title was that it was sort of an insta-curse type deal. Mage writes the curse on the magical sticky note, walks by and puts it on victims back (similar to the "kick me" signs from days of yore). Curse remains in effect until...well I just don't know. Would be a handy way to have an arsenal of effects ready to disperse on a crowd or a room of objects.

Curse is not activated until note is torn from pad and affixed to target (plus any durational modifiers)

Re: Invented Spells

Posted: Sat Apr 20, 2013 1:03 am
by The Oh So Amazing Nate
drewkitty ~..~ wrote:Sodium Block
L2
range: 1'
duration: 5 min. perm
save: none
PPE: 10

This turns table salt into it's component parts, releasing the chlorine into the air and leaving the metal in a block.(Best done out doors and stepping away from the process.) Little over 60% of the salt, by weight, is turned into the sodium block. The max conversion weight be 20 ounces per casting.

The usual teen uses for a sodium block, 'down the toilet' or in some other bit of water to see it explode.


Also..Chlorine gas is lethal.

Re: Invented Spells

Posted: Sat Apr 20, 2013 1:06 am
by The Oh So Amazing Nate
taalismn wrote:Revenge of the Nerd
Level: 6
Type: SPELL
Range: Self
Effects: This allows the caster to up one of his stats by the same number of points as he has I.Q.....He can up his M.E., M.A., P.S.(remains within normal range, i.e., doesn't become Superhuman or Supernatural), P.P., P.E., P.B., or Speed. The caster will have some ready intellect-connected answer for his sudden increase in one attribute/feat, such as "it was a simple application of mechanical leverage!', "I used my superior knowledge of human psychology to persuade her to go out with me!", "I just know how to make the best use of what looks I got!", or "I calculated the optimal running strategy to outpace that jock and beat him at his own game!"
Duration: 30 minutes per level of experience
Saving Throw: None
PPE Cost: 18


Taal..Your particular blend of creativity and humor is a wondrous thing to behold. :ok: :ok:

Re: Invented Spells

Posted: Sat Apr 20, 2013 1:18 am
by drewkitty ~..~
The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:Sodium Block
L2
range: 1'
duration: 5 min. perm
save: none
PPE: 10

This turns table salt into it's component parts, releasing the chlorine into the air and leaving the metal in a block.(Best done out doors and stepping away from the process.) Little over 60% of the salt, by weight, is turned into the sodium block. The max conversion weight be 20 ounces per casting.

The usual teen uses for a sodium block, 'down the toilet' or in some other bit of water to see it explode.


Also..Chlorine gas is lethal.

Yes, there is a bit of possible Darwin Award with this spell.

Re: Invented Spells

Posted: Sat Apr 20, 2013 11:59 pm
by say652
The Oh So Amazing Nate wrote:
taalismn wrote:Revenge of the Nerd
Level: 6
Type: SPELL
Range: Self
Effects: This allows the caster to up one of his stats by the same number of points as he has I.Q.....He can up his M.E., M.A., P.S.(remains within normal range, i.e., doesn't become Superhuman or Supernatural), P.P., P.E., P.B., or Speed. The caster will have some ready intellect-connected answer for his sudden increase in one attribute/feat, such as "it was a simple application of mechanical leverage!', "I used my superior knowledge of human psychology to persuade her to go out with me!", "I just know how to make the best use of what looks I got!", or "I calculated the optimal running strategy to outpace that jock and beat him at his own game!"
Duration: 30 minutes per level of experience
Saving Throw: None
PPE Cost: 18


i think this would make a better psionic power

Re: Invented Spells

Posted: Tue Apr 23, 2013 4:38 am
by The Oh So Amazing Nate
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.


Lol! You dirty dirty man. Which magic class does this fall into? The Pornomancer or maybe the Hedonist specialty?

Re: Invented Spells

Posted: Tue Apr 23, 2013 4:51 am
by The Oh So Amazing Nate
JuliusCreed wrote:Stone to Sand
Earth 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 :-D )


Nice. Very useful for getting past those pesky castle gates. But the door is wooden and barred shut or The portcullis is made of iron! No problem, just transmute the blocks where the hinges are attached. Or for the persistent mage who wants to come in the back way, just bore through the wall. No guarantees that the whole structure won't crumble down on top of you due to lack of support.

Re: Invented Spells

Posted: Tue Apr 23, 2013 5:03 am
by The Oh So Amazing Nate
drewkitty ~..~ wrote:Here they are t-san.

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.



In the above 2 spells you use the abbreviation ND. What (other than North Dakota) does ND stand for?

Re: Invented Spells

Posted: Tue Apr 23, 2013 11:22 am
by The Oh So Amazing Nate
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.)


Devious..But for what purpose? If it were a Ludicrous magic spell, then saying "just to screw with someone or creep them out" is a good enough answer.

Re: Invented Spells

Posted: Tue Apr 23, 2013 11:30 am
by The Oh So Amazing Nate
drewkitty ~..~ wrote:
Mystic Maid and Mystic Combat Maid

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.


????? Drewkitty you always do good work. But those two left me stumped. Other than "She is wearing a maid's outfit of the caster's choosing" What makes either of them a maid. To me Maid can either mean A: An unmarried virgin, which is short for maiden. (as in, you don't want to die an old maid) or B: A female domestic servant.

As far as being a "Combat Maid" Maybe I need to read over it again, but I didn't see anything combaty about either of them.

Not criticizing, just asking for clarifications.

Re: Invented Spells

Posted: Tue Apr 23, 2013 11:33 am
by The Oh So Amazing Nate
taalismn wrote:
drewkitty ~..~ wrote:Curse: Passing Bricks
Level: 5
Range: touch, 10'/Level
Duration: 1 Day per level
saving throw: standard (-2 if touched)
PPE: 25
This desiccates the scat of the target so it is hard to pass. However, this spell does not magically remove the moisture from their body, so a side-effect is that the target has to frequently pass-water also.



And you thought gallstones were bad...

However, it brings a new dimension to the expression" "When you see it, you will $#!+ bricks!"


Now THAT'S a curse.

Re: Invented Spells

Posted: Tue Apr 23, 2013 11:38 am
by The Oh So Amazing Nate
taalismn wrote:(Modelled on DrewKitty’s Mystic Maid spell)

Mystic Chauffeur
Level: 12
Type: Invocation
Range: Appears near caster
Duration: 1 hour +1 hour per level above 11
Saving Throw: None/Not Applicable
PPE Cost: 125
Effects:
Creates a servent driver (of either gender) of mystic energy, seemingly real flesh and blood and clad in the chauffeur uniform of the caster’s choice. The Mystic Chauffeur is loyal to the caster(or the caster’s appointed ‘anchor’) and will obey their orders, including carrying out various small tasks(carrying luggage, fetching people, going back for forgotten items if the anchor can tell them where they are), and can even engage in hand to hand combat(in limited fashion) if so required. The Mystic Chauffeur’s REAL strength, however, is its ability to drive just about anything, from beast-drawn carriages to small spacecraft.
Statistics:
IQ: 10 , MA: 12, PS: 10-18, PP: 18 ,PB:6-20, Spd: 20
Actions/Attacks Per Melee: 6 APM, Hand to Hand Expert(equivalent to 6th level)
xDC: 50(x=S in SDC settings and M in MDC settings)
Skills: Via a process akin to Telemechanics, the Mystic Chauffeur can instantly learn to drive just about any vehicle, provided it does not require more than one crewmember to function at a basic level. Limitations are for VEHICLES with a passenger capability, so the Mystic Chauffeur will not be able to ride a horse or a unicycle, but will be able to drive a buggy or carriage, or a tandem bicycle. Similarly, the Mystic Chauffeur will not be able to singlehandedly man a supertanker or space battleship(may be able to steer it, but not maintain it), but will do perfectly fine handling a motorboard or small space shuttle/freighter.
The Mystic Chauffeur will be able to figure out how to pilot/drive a new vehicle within 1d4 melees, and will be able to operate it at an 8th level of profficiency. The Mystic Chauffeur will also acquire the basic skills required to affect simple repairs(pr to hotwire the vehicle); so a MC assigned to a horsecart will have Basic Mechanics, Carpentry, and Veterinary skill as BASE LEVEL, while when behind the wheel of a limo will have Automotive Mechanics. Note that these skills ONLY apply to repairing that particularly vehicle/ride( a Mystic Chauffeur cannot use the Carpentry skill it learned re-spoking a carriage wheel to build a shelter for its master).
Mystic Chauffeurs CANNOT run/operate any weapons systems, even if integrated into the vehicle they are operating. They can drive defensively, evade, trail and even ram at the anchor’s instruction, but otherwise cannot engage in combat. They may point accessible weapons systems out, however, to their masters/anchors and instruct them in basic operations.
Mystic Chauffeurs also acquire a basic Navigation skill(BASE profficiency) appropriate to the vehicle they are operating, but unless the anchor/caster has a clear idea of where they want to go, the MC is likely to be as lost as the anchor is(thus, telling a MC to ‘get me home’ when stranded in an unfamiliar universe is a recipe for getting even MORE lost).
Note that the Mystic Chauffeur CANNOT operate vehicles that are specifically designed to be operated magically or psionically, even though the MC is a magic/psionic construct, unless the MC is specifically Bonded to the vehicle in question(see **).
*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 Mystic Chauffeur will also develop with time.
**If, at the time of casting, an additional 30 PPE is spent, the Mystic Chauffeur may be bonded to a particular vehicle. This raises the Piloting profficiency to 10th level, and adds a +20% to relevant maintenance skills. The MC will also be able to coax a 10% increase(20% on a ley line) in speed out of their assigned vehicle. However, a Bonded Chauffeur will NOT be able to operate any other vehicle. Furthermore, if the vehicle that the Chauffeur is Bonded to is destroyed, there is a 50% chance that the Chauffeur will be destroyed along with it. If the MC somehow survives, they will be at HALF SDC/MDC, and will default to the regular ability to pilot vehicles, but takes TWICE as long to learn to do so and only drives/pilots at a 4th level of profficiency.
***As with the Mystic Maid, real clothing must be provided if an outfit change is required for the Mystic Chauffeur. Otherwise, the outfit reverts to the default costume.



Very well done sir. Does the Mystic Chauffeur (greater) come with weapon systems and body guard capabilities? If so, then you may have created...dang..got stop thinking those conversiony thoughts about bald supervillians and their henchwomen.

Re: Invented Spells

Posted: Tue Apr 23, 2013 3:39 pm
by drewkitty ~..~
@"The Oh So Amazing Nate"

Meta. Bikini: mostly as a joke. But if the Mage needs very very much to hide and is male or lez, then were else would be best to hide but on where you want to be touching anyways.
ND=SD
Maid=female servent
Stalker: So the evil ones of you have something to play with...Or So the GM has something to work with setting up the adventure.

Re: Invented Spells

Posted: Tue Apr 23, 2013 10:29 pm
by The Oh So Amazing Nate
drewkitty ~..~ wrote:@"The Oh So Amazing Nate"

Meta. Bikini: mostly as a joke. But if the Mage needs very very much to hide and is male or lez, then were else would be best to hide but on where you want to be touching anyways.
Needs very very much to hide or just feels like being a pervus? lol.

ND=SD
I'm assuming you mean Structural Damage as in SDC.

Maid=female servent
Ok so the Mystic Maid is a female servant. Are we talking just your run of the mill generic servant that does whatever? Or more specifically, and this is how I was thinking , a female household servant that specialized in cleaning duties. If it is just your standard generic female servant then it is okay as is. If it's the stereotypical maid, then I would say it needs more maid description as well as what domestic skills/duties it can and will perform.[/quote]

Stalker: So the evil ones of you have something to play with...Or So the GM has something to work with setting up the adventure.

Aha...so it is a pain in the rear type spell then.

Re: Invented Spells

Posted: Tue Apr 23, 2013 10:31 pm
by The Oh So Amazing Nate
I have a question regarding all of these spells that are not listed as rituals. That leads me to believe they are incantations, in other words spoken spells. What are the magic words to make them work?

Re: Invented Spells

Posted: Tue Apr 23, 2013 11:51 pm
by The Oh So Amazing Nate
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:Tailor Mage O.C.C.

The specialization of the Tailor is creating spells related to clothing. It is his trade and all magic is learned to support his livelihood.

Special Abilities of the Tailor Mage

1. Superior Craftsmanship: Clothing created by the regular methods and not by spell to create them have either an Awe Factor or Horror Factor, depending on the style, of 7 +1d4, increasing by +1 at levels 3, 6, 9, 12 and 15. The Tailor must actively be displaying a suit to draw attention. Everyone watching will have to save, those failing less likely to notice things around them (those sneaking past or around are +15% to their prowl skill). Even being roused by danger or combat they are without initiative, lose one melee attack, and are -1 to all combat actions (-5% to skill performance, too) for 1 melee round.

I don't quite understand how this works. Do i get an awe/horror factor for wearing the snazzy tailor mage clothing, or is the effect limited to the mage during the creative act? Same question applies to all your magic occ's if you please.
The ability was created to give the mage bonuses to his craft while displaying the items at a show or while selling it. I had not given any consideration to the idea that the effect might remain once the item was sold or given to another person.


If it is limited to "while it is being created or displayed for sale" Then maybe it should be renamed to Mystically Enticing Display Rack and reworded as such? If it gets to keep the awe/horror factor afterwards, then I'd leave the name as Superior Craftsmanship.

On second thought, I think you should do both things. That will cover both bases (entice people to buy and ensure repeat business for mundane clothes that just look better than everyone else's).

Re: Invented Spells

Posted: Wed Apr 24, 2013 12:57 am
by drewkitty ~..~
The Oh So Amazing Nate wrote:
drewkitty ~..~ wrote:ND=SD
I'm assuming you mean Structural Damage as in SDC.

SD/SDC like MD/MDC

There was a running debate (more commentary) through out the topics over the past few years and it has settled out that SD won out over ND (Normal Damage).

Re: Invented Spells

Posted: Wed Apr 24, 2013 2:43 pm
by Stone Gargoyle
The Oh So Amazing Nate wrote:I have a question regarding all of these spells that are not listed as rituals. That leads me to believe they are incantations, in other words spoken spells. What are the magic words to make them work?
I personally don't get into detail as far as the actual words or lyrics of a spell used for gaming purposes.

The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:
The Oh So Amazing Nate wrote:
Stone Gargoyle wrote:Tailor Mage O.C.C.

The specialization of the Tailor is creating spells related to clothing. It is his trade and all magic is learned to support his livelihood.

Special Abilities of the Tailor Mage

1. Superior Craftsmanship: Clothing created by the regular methods and not by spell to create them have either an Awe Factor or Horror Factor, depending on the style, of 7 +1d4, increasing by +1 at levels 3, 6, 9, 12 and 15. The Tailor must actively be displaying a suit to draw attention. Everyone watching will have to save, those failing less likely to notice things around them (those sneaking past or around are +15% to their prowl skill). Even being roused by danger or combat they are without initiative, lose one melee attack, and are -1 to all combat actions (-5% to skill performance, too) for 1 melee round.

I don't quite understand how this works. Do i get an awe/horror factor for wearing the snazzy tailor mage clothing, or is the effect limited to the mage during the creative act? Same question applies to all your magic occ's if you please.
The ability was created to give the mage bonuses to his craft while displaying the items at a show or while selling it. I had not given any consideration to the idea that the effect might remain once the item was sold or given to another person.


If it is limited to "while it is being created or displayed for sale" Then maybe it should be renamed to Mystically Enticing Display Rack and reworded as such? If it gets to keep the awe/horror factor afterwards, then I'd leave the name as Superior Craftsmanship.

On second thought, I think you should do both things. That will cover both bases (entice people to buy and ensure repeat business for mundane clothes that just look better than everyone else's).
I will consider your suggestions, but the ability is similar to what I have seen in other mage OCCs. The problem with giving people who buy the clothes the bonus is that some people simply don't look that good regardless of how you dress them. On some people, the clothes might make a drastic improvement, as in a makeover. As I said, I will consider it.

Re: Invented Spells

Posted: Wed Apr 24, 2013 10:51 pm
by The Oh So Amazing Nate
Sure thing SG. they were after all just suggestions. as far as any associated magic awe/horror is concerned (if u go that route), I'd chalk it up to the Garment being the object of awe/horror not the person in it. Kind of how you can put Steve Buscemi or Ryan Gosling in the same high quality suit. Despite the difference in attractiveness of the two models, anyone can recognize it's still a hell of a fine suit.

However it remains your call and I defer to your opinion.