12-19-2014, 08:00 PM | #191 | ||||||||||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
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12-19-2014, 08:01 PM | #192 | ||
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Re: [RPM] Post your rituals here
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12-19-2014, 08:12 PM | #193 |
Join Date: Feb 2009
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Re: [RPM] Post your rituals here
FOr what its worth (or not worth) I have been allowing Innate Attacks to be added onto weapons for things like flaming swords etc as by this thread (post 18-22 or so) http://forums.sjgames.com/showthread...ng#post1715384
edit - that link aims you at post 20 in the thread, sorry! 22 is really a much better post, and 18, 20 is not a very good post |
12-19-2014, 08:19 PM | #194 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
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12-20-2014, 12:53 AM | #195 |
Join Date: Jun 2010
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Re: [RPM] Post your rituals here
Recall to Arms
Spell Effects: Lesser Sense Matter + Lesser Control Magic + Greater Create Crossroads. Inherent Modifiers: Speed. Greater Effects: 1 (x3). This conditional spell marks a weapon, typically an one-handed one like a pistol or fencing sword, so it may be teleported to the caster's hand, ready to use (one-handed, remember?), when the command phrase is spoken within 100 yards of the weapon. This teleportation takes two seconds - one to form the gate and another to transport the weapon. Typical Casting: Lesser Sense Matter (2) + Lesser Control Magic (5) + Greater Create Crossroads (6) + Subject Weight, 10 lbs. (0) + Range, 100 yards (10) + Speed, 100 yards/second (10). 99 energy (33x3).
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12-20-2014, 01:23 AM | #196 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
Looks good. I wonder if a Lesser effect might be used here, even though it is the creation of a gate. I'd probably use a Lesser effect were I GMing. It's a useful thing...but not a 100-pt energy useful thing.
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12-20-2014, 04:52 AM | #197 |
Join Date: Jun 2010
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Re: [RPM] Post your rituals here
Eh. Not making it conditional (not recommended), shortening the range (more valid for planned ambushes), slowing the speed (useful if the fight hasn't already started) and traditional trappings could cut it down to a much cheaper spell that is still very useful.
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12-20-2014, 05:36 PM | #198 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
True, but I really wouldn't use a Greater effect here. I thought about it a little more and if I were GMing I'd probably draw a distinction (a campaign one!) that says "small, inanimate objects can use a Lesser Create Crossroad effect to gate objects." That of course would have to be a decision made by the GM - but it's a valid one.
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12-26-2014, 12:34 PM | #199 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: [RPM] Post your rituals here
A couple follow-ups on the Folk Magic post a little while ago, some of these spells are a little higher in terms of energy costs then I was aiming for before, although theoretically still in the range that a Magician could accomplish with all the right pieces in place (a good space, a grimoire, etc.)
Curse of Sterility (Or possibly Blessing of No-More-Children-Please) Spell Effects: Lesser Destroy Body Inherent Modifiers: Altered Traits, Duration, Subject Weight Greater Effects: 0 Used, alternately, as a spiteful hex against noblemen or a kind blessing to the already overburdened farm-wife, this spell renders the subject incapable of conceiving a child. It does not prevent them from performing in the bedroom or any such thing, it simply renders them Sterile for the duration of the effect. Typical Casting: Lesser Destroy Body (5) + Altered Traits (Sterile) (0) + Subject Weight, 300 lbs (3) + Duration, 1 month (11) = 19 energy. Pestilence Spell Effects: Lesser Destroy Body Inherent Modifiers: Damage (with cyclic, contagious, and symptoms), Subject Weight Greater Effects: 0 (?) This malicious hex infects the subject with a deadly disease, causing them to make a HT-5 check each day or suffer 1d toxic damage. A successful HT check prevents the damage that day, but doesn't heal the disease. For additional energy the caster can cause the subject to also suffer symptoms. Typical Casting: Lesser Destroy Body (5) +Subject Weight, 300 lbs, (3) + Damage, 1d (cyclic, 7 1 day intervals, +60% {12}; mildly contagious, +20% {4}; symptom, coughing, +20% {4}; Resistible, success doesn't end effect, HT-5, -5% {-1}) (19)= 27 energy Matchmaker's Curse Spell Effects: Greater Control Chance Inherent Modifiers: Altered Traits, Duration. This is a truly spiteful curse. Over the course of it's duration this spell arranges for the subject's love life to completely fall apart, as dramatically and horrifically as possible. Typical Casting: Greater Control Luck (5) + Altered Traits, Cursed (accessibility: only for the subjects love life, -20%) (12) + Duration, 1 week (9) = 26x3 = 78 energy Journeyman's Curse Spell Effects: Greater Control Chance Inherent Modifiers: Altered Traits, Duration. Another spiteful curse, this one causes the subjects mundane job (not adventuring!) to go horribly wrong for its duration! Typical Casting: Greater Control Luck (5) + Altered Traits, Cursed (accessibility: only for mundane job, -40%) (9) + Duration, 1 week (9) = 23x3 = 69 energy Fair Weather Spell Effects: Greater Control Chance Inherent Modifiers: Area of Effect, Bestows a Bonus, Duration. This spell brings about the sort of fair weather ideal for farming, in both the forms of light rain and sunshine. It grants a +2 to all farming and gardening skill rolls. Particularly horrific droughts and floods may require more energy to counter! Typical Casting: Greater Control Luck (5) + Bestows a Bonus, Moderate Range (+2 farming and gardening skill rolls) (4) + Area of Effect (1 kilometer) (16) = 25x3 = 75 energy. |
12-26-2014, 08:58 PM | #200 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
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Tags |
ghostly movement, magic, ritual path magic, rpm, thaumatology |
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