Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [RPM] Post your rituals here
I just built a big set of rituals and I thought I'd post them. Some of them are pretty basic, but also pretty important. This set of rituals was made with a witch specializing in countering other mages in mind. I talk about good use as well as the effects.
I'm still wondering a few things:
1) if a mage has their casting ability taken away by magic, do their charms still work? This is important because one of the charms is meant to restore a casters powers --
2) If I want to reinforce armor, (lets say I want to make an injury resistant leather coat, harry Dresden style), Am I bestowing a bonus, adding a trait (DR) or doing something else?
3) how does the 'flaming sword' build work? Right now the last ritual in the list is that spell, and its just taking object weight, duration, and the external damage numbers (*3 the listed). Is that legal? Relatedly, if I want to give someone the ability to throw fire balls for 10 minutes, how does that work?
Feel free to critique any of the rituals, though I am most concerned about the ones above.
Rituals
Spoiler:
Create Gate
Spell Effects: Greater Create Crossroads.
Inherent Modifiers: Speed, Duration.
Greater Effects: 1 (x3).
This spell creates an open gate from one place to the other that persists for 10 minutes. Its easy to see, but is a very useful spell if you can't find an existing gate that goes where you want to.
Typical Casting: Greater Create XR (6) + Speed 500 mi/sec (32) + duration 10 minutes (+1) = 114 (38*3)
Banisher:
Spell Effects: Greater Create Crossroads,lesser control spirit, lesser sense spirit
Inherent Modifiers: Range.
Greater Effects: 1 (x3).
finds the nearest demon within 10 feet and sends it back to hell. This ritual is almost always cast as a charm.
Greater create XR(6) + lesser control spirit(5)+ lesser sense spirit(2)+ 10 yard range (5) = (18)*3 = 54
Curse Killer:
Spell Effects: Greater Destroy Magic, Lesser Sense Magic
Inherent Modifiers: Subject Weight, range, subject weight.
Greater Effects: 1 (x3).
Curse killer is a powerful spell aimed at destroying other spells. When cast upon a subject it goes through all spells on the target and dispels them, starting with the largest it can dispel and working its way down until it runs out of energy.
A different but very similar ritual is aimed at areas rather than subjects
Greater Destroy Magic (5)+ Lesser Sense Magic(2)+ range 10 yards (4) Subject Weight 5 tons (6) + fluff (3) = 60 (20*3)
Standard Ward:
Spell Effects: Lesser Control Magic, Lesser Control Undead, Lesser Control Spirits
Inherent Modifiers: area, duration
Greater Effects: 0 (x1).
A basic ward to keep out spells, undead, and spirits. It should be noted while this ritual is useful, it may be a better idea to split this into three separate wards, letting you use higher path skills and making seperate wards (if a mage hammers this ward it will be weaker against demons). On the other hand, the ritual in this form is compact and can be taken as a single ritual mastery, grimoire, or charm, which can represent some major savings.
Lesser Control Magic(5) + Lesser Control Undead(5) + Lesser control Spirits (5) + area 70 yards (9*2=18) + duration 2 months (12) = 45 energy
Alarm System:
Spell Effects: Lesser sense magic, Lesser sense spirit, Lesser sense undead, lesser control matter
Inherent Modifiers: area, duration, excluded beings
Greater Effects: 0 (x1).
Detects supernatural creatures approaching or spells cast within the area monitored. The default ritual rings a bell when triggered (the control matter). The triggers that can be used instead are myriad and individual casters will likely choose a path to their choosing: Sense mind for a mental cue, create energy for an audible cue or a visual flash, and so forth.
Lesser sense magic (2)+ Lesser sense spirit (2)+ Lesser sense undead (2)+ lesser control matter (5) + area effect 1/2 mile (16*2 = 32) +duration 2 months (12) + exclude self (1) =56
Neutralize Caster:
Spell Effects: Greater Destroy Magic
Inherent Modifiers: subject weight, duration, range
Greater Effects: 1 (x3).
An extremely useful spell when facing other casters, this spell is almost always prepared as a conditional spell (because you know the opposing caster is going to be relying on his conditionals). It deprives him of the ability to cast. This spell is often worth padding with energy so it doesn't fizzle. This spell is often not make as a charm because it blocks itself -- if its the bigger of the two spells!
The example given is a small version of the spell, and probably unsuitable for the contest described above.
Greater Destroy Magic (5) + subject weight 300lbs (3) + duration 1 hour (3) + range 10 yards (4) =20*3 = 60
Restore Spell Casting
Spell Effects: Greater Restore Magic
Inherent Modifiers: subject weight, duration
Greater Effects: 1 (x3).
This ritual is almost always cast as a charm (and so the typical casting below is), because its made to restore the ability of a caster! This does not dispell the effect that deprives the mage of the magic -- if the duration runs out, the caster will be robbed of his magic once again!
I am frankly not sure if a charm still works if the caster has been robbed of his magic. If so, this is one case where a caster wants to keep someone else's charms around! The charm could be purchased, or two mages could have an agreement with each other: you keep my charm valid and I'll keep yours valid.
Greater Restore Magic (4) + lesser control magic (5) + subject weight 300lbs (3) + duration 1 day (7) = 19*3=57
Death Net:
Spell Effects: Lesser Sense Body, lesser Restore Body
Inherent Modifiers: duration, healing.
Greater Effects: 0 (x1).
often cast just before going into combat or constantly on by particularly paranoid hunters, Death Net heals a subject when they fall unconscious. while not always enough to regain conciousness, it stops bleeding and leaves the hunter in a much safer condition.
This spell has many variations. It can be cast as a conditional spell to save on long durations. A sense mind and range effect are often added to alert comrades to the subjects condition. The tigger can be set to if the subject is slowed by wounds or after their first injury rather than on unconsciousness. And the Restore body effect can be made Greater to increase the healing to an amount that can actually bring the subject back to health.
Lesser sense Body (2) + Lesser Restore body (4) + 1 day (7) + 2d damage healed (4) = 17
Death Wall:
Spell Effects: Lesser Strengthen Body
Inherent Modifiers: bestow a bonus, subject weight, duration.
Greater Effects: 0 (x1).
This spell keeps the subject from dying. It is often cast as a precation to make battle (and critical failures on spells) more survivable. It is compatible with death net and the two sync well together: death wall allows large wounds to be survivable, and death net stabilizes the subject.
Lesser Strengthen Body(3) + bestow a bonus (moderate range): +4 to death checks (16) + subject weight 300 lbs(3) + duration 1 week (10) = 48
Untouchable:
Spell Effects: Lesser Control Chance
Inherent Modifiers: bestow a bonus, subject weight, duration.
Greater Effects: 0 (x1).
This spell grants the subject the ability to move just right, moving out of the way of bullets and crossbows instinctively. It does not work against guns used in a melee fashion at close range, and the subject still needs to be aware of the attack. Some casters like to vary this to add danger sense (sense chance + added attribute) for another 17 points, or adding it as a different ritual.
Lesser Control Chance (5) + subject weight 300lb (3) +5 to dodging ranged missiles -- moderate bonus (32) + duration(week) (9) = 49
Spirit Scout:
Spell Effects: lesser create spirit,lesser Create Mind,lesser sense mind(2)
Inherent Modifiers: subject weight,range,duration
Greater Effects: 0 (x1).
This spell creates a small spirit spy. The creature is built like a monkey, coloured to be easy to camouflage, and about 3 inches tall. A mental connection allows the creature to report to the caster and the caster to direct it. Due to create spirit and create mind being lesser, any damage dissipates the creature, any spell cast on it dissipates the creature, and many obstacles require direct supervision for it to overcome. This spell is usually used in places where small animals are hard to come by.
lesser create spirit (6)+lesser Create Mind (6)+lesser sense mind(2)+subject weight 10lbs (0)+range 1 mile (18)+duration 1 day (7) = 39
Flaming Knife:
Spell Effects: Greater Create Energy
Inherent Modifiers: damage, duration, weight
Greater Effects: 1 (x3).
Turns a mildly dangerous blade (in the hands of a witch) into a searing weapon a monster will actually give some respect.
Greater Create Energy (6) + 5d damage (3) + duration 10 minutes(1) + weight 10 lbs (0) = 10*3 = 30
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