08-31-2014, 11:57 AM | #131 | |
Join Date: May 2008
Location: CA
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Re: [RPM] Post your rituals here
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One of the most powerful advantages I can think of for RPM is the Gizmo advantage, to represent instantly-created, customized Charms suitable for the situation. They're really, really handy. |
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08-31-2014, 12:14 PM | #132 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
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09-02-2014, 06:43 AM | #133 |
Join Date: Sep 2012
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Re: [RPM] Post your rituals here
Steal from Pocket Dimension:
Spell Effects: Lesser Sense Crossroads, Lesser Control Crossroads, Lesser Control Matter Inherent Modifiers: None Greater Effects: None This spell allows the caster to sense if any individuals nearby have access to a pocket dimension and then allows the caster to steal from it. The spell is 'blind' about what it steals. This means without adding additional spell effects the caster gains no information about what they are stealing or the capability to control what they specifically take- they move items up to the weight limit they specify when casting. Typical Casting: Lesser Sense Crossroads (2) + Lesser Control Crossroads (5) + Lesser Control Matter (5) + Subject Weight, 30LBS (1) + Range, 100 yards (10) = 23 energy Notes: This would work in the MH campaign I'm playing in because the GM has specified that personal pocket dimensions leave weak spots tied to the individual who can access them. Your mileage may vary. Range is range to the person who owns the pocket dimension, while weight controls how much you can steal. Extra energy may be needed to overcome the spell energy of casters who spell their own pocket dimensions into existence.
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09-02-2014, 08:16 AM | #134 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
Quote:
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09-16-2014, 10:53 PM | #135 |
Join Date: Jun 2010
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Re: [RPM] Post your rituals here
Hey, need a second opinion on this one, it is basically an adaptation of the D&D spell Glitterdust...
Shining Judgement Spell Effects: Greater Create Energy. Inherent Modifiers: Altered Trait, Blindness + Altered Trait, Remove Invisibility + Bestows a Bonus, Vision rolls to notice the subject. Greater Effects: 1 (x3). This spell affects an area of 20 yards that is within 10 yards of the caster and lasts 10 minutes. It coats subjects and invisible objects with an intensely bright light. Targets within the area of effect who fail to resist become blinded (B124) for the duration of the spell, unless they have Bright Vision or similar protection against intense light sources. Any invisible creatures (who fail to resist) or objects within the area of effect are outlined by the light for the duration of the spell, which effectively cancels out their invisibility (although the outline effect wouldn't reveal, say, the colour of the revealed), and can be noticed at +4 to Vision rolls (thanks to the whole 'glowing extremely brightly' thing). Typical Casting: Greater Create Energy (6) + Altered Trait, Remove Invisibility (8) + Altered Trait, Blindness (10) + Area of Effect, 20 yards (6) + Range, 10 yards (4) + Duration, 10 minutes (1) + Bestows a Bonus, +4 for Vision rolls to see subject (8). 129 energy (43x3). What odd you think, everyone?
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09-16-2014, 11:05 PM | #136 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
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09-17-2014, 12:42 AM | #137 |
Join Date: Jun 2010
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Re: [RPM] Post your rituals here
Would the combined Altered Traits be worth 18 energy or what?
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09-17-2014, 04:28 AM | #138 |
Join Date: Jun 2010
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Re: [RPM] Post your rituals here
Revised version, along with some other rituals that might need checking;
--- Shining Judgement Spell Effects: Greater Create Energy + Lesser Control Energy. Inherent Modifiers: Altered Traits, Blindness and Remove Invisibility + Bestows a Bonus, Vision rolls to notice the subject. Greater Effects: 1 (x3). This spell affects an area of 20 yards that is within 10 yards of the caster and lasts 10 minutes. It coats subjects and invisible objects with an intensely bright light. Targets within the area of effect who fail to resist become blinded (B124) for the duration of the spell, unless they have Bright Vision or similar protection against intense light sources. Any invisible creatures (who fail to resist) or objects within the area of effect are outlined by the light for the duration of the spell, which effectively cancels out their invisibility (although the outline effect wouldn't reveal, say, the colour of the revealed), and can be noticed at +4 to Vision rolls (thanks to the whole 'glowing extremely brightly' thing). Typical Casting: Greater Create Energy (6) + Lesser Control Energy (5) + Altered Traits, Remove Invisibility and Blindness (18) + Area of Effect, 20 yards (6) + Range, 10 yards (4) + Duration, 10 minutes (1) + Bestows a Bonus, +4 for Vision rolls to see subject (8). 144 energy (48x3). --- Kentucky Windage Spell Effects: Lesser Control Chance. Inherent Modifiers: Bestows a Bonus, to-hit roll with a gunshot. Greater Effects: 0 (x1). When this conditional ritual is triggered, the subject's next Guns roll to shoot a target gets a +5 bonus. Typical Casting: Lesser Control Chance (5) + Lesser Control Magic (5) + Bestows a Bonus, +5 to-hit roll with a single gunshot (16). 26 energy (26x1). --- Basilisk Sigil Spell Effects: Lesser Control Magic + Lesser Sense Mind + Greater Destroy Mind. Inherent Modifiers: Affliction, Paralysis. Greater Effects: 1 (x3). This spell is cast as a charm on a piece of paper with a snake sigil on it, which is then usually folded up for safety reasons. When anyone looks at the sigil on the paper charm, it triggers the spell to paralyse the reader (B429) for 10 minutes. Typical Casting: Lesser Control Magic (5) + Lesser Sense Mind (2) + Greater Destroy Mind (5) + Affliction, Paralysis (30) + Duration, 10 minutes (1). 129 energy (43x3).
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09-17-2014, 01:31 PM | #139 | |||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Post your rituals here
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09-19-2014, 03:50 AM | #140 |
Join Date: Jun 2010
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Re: [RPM] Post your rituals here
The Assassination of Heracles
Spell Effects: Greater Control Mind. Inherent Modifiers: Altered Traits, Bad Temper (no SC) and Berserk (no SC). Greater Effects: 1 (x3). This spell is cast on a subject within 20 yards of the caster, who must resist or suffer from uncontrollable Bad Temper (B124) and Berserk (B124) for a day. This means that the subject will become murderously violent immediately after any sort of provocation while the spell is in effect. Typically, this spell is used to covertly assassinate a target by provoking him into effectively committing 'suicide-by-cop', or in order to discredit the subject. It might also be used to turn a target's bodyguard into a 'Manchurian Agent'. Typical Casting: Greater Control Mind (5) + Duration, 24 hours (7) + Range, 20 yards (6) + Altered Traits, Bad Temper (no SC, x2.5) and Berserk (no SC, x2.5) (10). 84 energy (28x3).
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Tags |
ghostly movement, magic, ritual path magic, rpm, thaumatology |
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