New Spell of Legend
Posted: Sun Mar 30, 2008 1:39 pm
This was an idea for an Arch-Mage spell that I had been kicking arround but didn't finish it in time for the final edit of Rifter0. So good news, you get this one for free
The Arcane Wave – Spell of Legend
Range: Special
Duration: Special
Saving Throw: None
P.P.E.: All
The power of this incredibly rare ritual matches the cost it has on the spell caster. It requires the mage or mages involved to cut a specific, intricate design from head to toe with a blade. This means that the mages suffer 10 S.D.C. and H.P. damage from the ritual alone. While these cuts heal during the ritual itself, the design forms a light scar on their body (-1 P.B.) and marks them as a possessor or user of this ritual. Only one person is required to know the ritual itself in a circle, but they must cut the design into the other participants. Only mages could participate.
The other requirement of the spell is it requires all of the mages’s P.P.E., meaning that no magic can be cast prior to the use of this ritual. The ritual can have multiple casters, which increases its range and duration, but also requires all of the participants P.P.E. reserves. Any that are not and full are ignored by the ritual, still suffer the damage and don’t heal and will begin to bleed until they can be healed.
What the spell does is simple but effective. When the ritual is performed, the P.P.E. of the mages spreads out in a blue wave, touching everything living and inanimate larger than a molecule with magic. This makes any inanimate object into a magic weapon, and any living thing a creature of magic. It’s primary use is to make a large force of ordinary soldiers and fighters effective against creatures that are effected by magic, such as Vampires or Hounds. Even energy weapons are treated as magical. This doesn’t increase the normal damage of the spell, unless the targeted creature takes additional damage from magical attacks.
Oddly enough, if something is invulnerable to magic, but could still be harmed normally by the weapon, then the weapon still works. A Mage-Bane attacked with a Wilks laser pistol touched by this spell would still be hurt the Mage-Bane as if he were shot by the ordinary weapon.
The duration and initial range of the spell are determined by total P.P.E. of the magic users involved. The range is a one foot for every 10 P.P.E. in the mages reserve, rounded down, from the mage. If multiple people are involved in the ritual, they must be touching in a circle and the range is determined by the center of the circle. Everything that is touched by the magic can then go as far as they want from the mage though, and the enchantment will remain as long as the duration lasts.
The duration is special. A period is one minute for every 10 P.P.E. in the ritual. When the ritual is cast, the participants must save vs Coma and Death. If any of them fail then the ones who fail fall unconscious until they regain their P.P.E. fully, and the ritual only lasts 1 period. If they stay conscious then the spell can be maintained indefinitely as long as the mages all remain awake. However, for every period the ritual remains active, is 7 days before the mages involved can even begin to start regaining their P.P.E.
For example, a mage that has 120 P.P.E. cast’s this ritual by himself. Everything in a 12 foot area instantly gains the touch of magic, and it will last for 12 minutes. If the mage fails his save, then the spell will last for only that 12 minutes and it will take 7 days before he begins regenerating his P.P.E. If he saves and keeps the spell active for an hour, which is 5 periods for him, it would take him 35 days before he could work magic again. The mage cannot even use P.P.E. batteries, Ley Lines, or other outside sources of P.P.E. as he has temporarily lost the ability to channel magic.
Note: Negate magic and anti-magic cloud have no effect on this spell. If an anti-magic spell is active near the spell (within the radius) then this spell would nullify the anti-magic cloud.
The Arcane Wave – Spell of Legend
Range: Special
Duration: Special
Saving Throw: None
P.P.E.: All
The power of this incredibly rare ritual matches the cost it has on the spell caster. It requires the mage or mages involved to cut a specific, intricate design from head to toe with a blade. This means that the mages suffer 10 S.D.C. and H.P. damage from the ritual alone. While these cuts heal during the ritual itself, the design forms a light scar on their body (-1 P.B.) and marks them as a possessor or user of this ritual. Only one person is required to know the ritual itself in a circle, but they must cut the design into the other participants. Only mages could participate.
The other requirement of the spell is it requires all of the mages’s P.P.E., meaning that no magic can be cast prior to the use of this ritual. The ritual can have multiple casters, which increases its range and duration, but also requires all of the participants P.P.E. reserves. Any that are not and full are ignored by the ritual, still suffer the damage and don’t heal and will begin to bleed until they can be healed.
What the spell does is simple but effective. When the ritual is performed, the P.P.E. of the mages spreads out in a blue wave, touching everything living and inanimate larger than a molecule with magic. This makes any inanimate object into a magic weapon, and any living thing a creature of magic. It’s primary use is to make a large force of ordinary soldiers and fighters effective against creatures that are effected by magic, such as Vampires or Hounds. Even energy weapons are treated as magical. This doesn’t increase the normal damage of the spell, unless the targeted creature takes additional damage from magical attacks.
Oddly enough, if something is invulnerable to magic, but could still be harmed normally by the weapon, then the weapon still works. A Mage-Bane attacked with a Wilks laser pistol touched by this spell would still be hurt the Mage-Bane as if he were shot by the ordinary weapon.
The duration and initial range of the spell are determined by total P.P.E. of the magic users involved. The range is a one foot for every 10 P.P.E. in the mages reserve, rounded down, from the mage. If multiple people are involved in the ritual, they must be touching in a circle and the range is determined by the center of the circle. Everything that is touched by the magic can then go as far as they want from the mage though, and the enchantment will remain as long as the duration lasts.
The duration is special. A period is one minute for every 10 P.P.E. in the ritual. When the ritual is cast, the participants must save vs Coma and Death. If any of them fail then the ones who fail fall unconscious until they regain their P.P.E. fully, and the ritual only lasts 1 period. If they stay conscious then the spell can be maintained indefinitely as long as the mages all remain awake. However, for every period the ritual remains active, is 7 days before the mages involved can even begin to start regaining their P.P.E.
For example, a mage that has 120 P.P.E. cast’s this ritual by himself. Everything in a 12 foot area instantly gains the touch of magic, and it will last for 12 minutes. If the mage fails his save, then the spell will last for only that 12 minutes and it will take 7 days before he begins regenerating his P.P.E. If he saves and keeps the spell active for an hour, which is 5 periods for him, it would take him 35 days before he could work magic again. The mage cannot even use P.P.E. batteries, Ley Lines, or other outside sources of P.P.E. as he has temporarily lost the ability to channel magic.
Note: Negate magic and anti-magic cloud have no effect on this spell. If an anti-magic spell is active near the spell (within the radius) then this spell would nullify the anti-magic cloud.