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Old 07-15-2015, 03:55 PM   #451
Christopher R. Rice
 
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Default Re: [RPM] Post your rituals here

Quote:
Originally Posted by ajardoor View Post
Unlabored Excellency

[This is not a Ritual, but actually a magic item based on the rules detailed in the blog post linked below, for use in a setting which uses the RPM system. Feel free to post similar magic items in this thread as well.]

http://www.ravensnpennies.com/2014/0...l#.VaE_vUrXerU

This Loyal, Unique Enchanted Revolver seems quite similar to a .44 Magnum, but it is quite capable of strange feats. Shots from this gun can ricochet off surfaces, if at -2 to hit per ricochet and at range penalties for total distance along the indirect path. Shots from this gun can ignore up to -2 in penalties to hit for cover, target posture and intervening figures. This gun can be used with the Road Agent's Spin trick, if you make a successful Guns (Pistol) roll. This gun will magically inform you of its status while you are holding it - including ammo count, safety, any jams, bullet type and the presence of a chambered round. This gun effectively treats your ST as 2 higher for the purposes of avoiding penalties for insufficient ST to wield this firearm. This gun never runs out of ammo - it magically creates its own. This gun never discharges accidentally. This gun can be stowed as a free action with a successful Fast-Draw (Pistol) roll. Shifting this gun to an empty hand is a free action, swapping it with a gun in the other hand is a single Ready manoeuvre. You ignore penalties to fire this gun with the grip up and using the ring finger to squeeze the trigger. All of these features are magical.

Its raw stats as a gun are;

3d pi+
1/2D 200
Max 2000
Acc 3
RoF 3
Shots 6(3i)
Rcl 2
ST 11
Bulk -3
Weight 3 lbs.

Loyal (only one authorised user at a time, can be switched by authorised user), Unique (cannot be replaced), Small, $145000, 3 lbs., Self-powered. LC2.

Statistics: Large Piercing Attack 3d (Magical, -10%; Conventional Firearm, Slow Reload, -30%; Increased Range 20x, +40%) [18] + Bank Shot (Guns (Pistol)) (Magical, -10%) [1] + Bend the Bullet (Guns (Pistol)) (Magical, -10%) [1] + Shtick (Twirl) (Magical, -10%) [1] + Gun Whisperer (Guns (Pistol)) (Magical, -10%) [1] + Hand Cannon 2 (Magical, -10%) [2] + Infinite Ammunition (Magical, -10%) [1] + Pants-Positive Safety (Magical, -10%) [1] + Quick-Sheathe (Pistol) (Magical, -10%) [1] + Quick-Swap (Pistol) (Magical, -10%) [1] + Upside-Down Shooting (Pistol) (Magical, -10%) [1].
I just saw this and, ajardoor, I love it. Pure awesomeness. :-)

Quote:
Originally Posted by korbeau View Post
So far as we work it;

Persistent Rebirth
Spell Effects: Greater Transform + Greater Restore
Inherent Modifiers: Sealed (1CP)
Greater Effects: 2 (x5)

Transform Chance can rewrite a Destiny, one of the cinematic effect is the born of a Twin, that's sure a good path to use.

I remove the Create Body because the Destiny rewritten is "reincarnate" but I keep Restore Mind for the recovering memory and abilities at 16 yard old. Not sure if Magery can be restore with it... let's assume yes for now.

Sealed in time with trigger "when caster die" costing 1CP

Typical Casting: Greater Transform Chance (8) + Greater Restore Mind (4) = 12 x5 = 60 energy -20%DP from ruby mask.
Total Cost 48 energy + 1CP

Sure it less than the 217 original cost... too less for this kind of ritual?
Yeah, I don't see why not re Magery. You're not enhanced your Magery - just "keeping it" for your next life. It's a low-cost spell, but it probably won't impact immediate gameplay unless it's a campaign about reincarnation. It's a low-fi version of Extra Life. Seems right.
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Old 07-15-2015, 11:16 PM   #452
Servanous
 
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Default Re: [RPM] Post your rituals here

*Resurrection*
Spell effects: Greater Strengthen mind (21) + Greater Restore Body (28) + Greater Create Crossroads
Inherent modifiers: Added trait Extra Life, Subject weight
Greater effects: 3 (*7)
This spell brings a dead individual back to life. The individual must have been organically alive in the first place. Spirits and undead can’t benefit from this spell. The spell works by sending magic back in time to just before the subject died. If the healing on the spell is not sufficient to restore the character to more than -10*hit points the character stays dead. The spell can be attempted again as a repeated attempt.
“Typical” casting: Greater Strengthen mind (21) (to add Extra Life advantage) + 175 (extra life) + Greater Restore Body (28) (to heal the body) + 84 (heals 4d damage) + Subject weight (300 pounds, + 21) Greater Create Crossroads (42) (to send magic back in time) + 126 (one day) Total 497 energy.
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Old 07-16-2015, 02:54 PM   #453
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Default Re: [RPM] Post your rituals here

Root in Place

Spell Effects: Greater Transform Body
Inherent Modifiers: Altered Traits, No Legs (Sessile)
Greater Effects: 1 (x3)

This ritual causes the subject's legs to fuse together into a tree trunk and root it into the ground. Note that the subject retains its normal metabolic requirements, but gains no vulnerability to fire.

Typical Casting: Greater Transform Body (8) + Altered Traits, No Legs (Sessile) (10) + Duration, 1 week (9) + Subject Weight, 300 lbs (3). 90 energy (30 x 3).
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Old 07-23-2015, 10:10 AM   #454
Qhaysh
 
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Default Re: [RPM] Post your rituals here

Here are some of the spells I wrote for a medieval MH game:

Conjure the Flying Guillotine
Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 2 (×5).


This spell conjures a great spinning scythe-like blade, which is then propelled with great force towards a designated enemy’s neck. The caster rolls Innate Attack (Projectile) to hit, without the usual penalty for targeting the neck. If it hits, it deals 3d cutting damage with a x2 multiplier (for the neck location).

This Casting: Greater Create Matter (6) + Greater Control Matter (5) + Damage, External Cutting 3d (0) + Bestows A Bonus, +5 (16). 135 energy (27×5).


Conjure the Wall of Flames
Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).

This spell conjures a 6-yard long wall of flames. Anyone or anything can go through the wall, but doing so inflicts 3d points of burning damage.

This Casting: Greater Create Energy (6) + Lesser Control Energy (5) + Damage, External Burning 3d (Area of Effect, +50%; Persistent, +40%; Wall, +30%; Extended Duration, +20%) (28) + Range, 2 yds (0). 117 energy (39×3).


Don the Fiery Mantle
Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).


This spell covers the caster in a sheath of roaring flames. The flames deal 2d damage to anything the caster touches or anything touching the caster. The spell persists for 10 minutes before going off.
This is a very dangerous spell, as it can very easily cause major fires; casters should be careful when using it.

This Casting: Greater Create Energy (6) + Lesser Control Energy (5) + Altered Trait, Burning Innate Attack 2d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%) [12] (12) + Duration, 10 minutes (1). 72 energy (24×3).




Final Flight of the Phoenix
Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).

This spell conjures a massive inferno, dealing massive damage to everything within 50yd of the caster.
Since this spell is typically cast as an upon-death conditional to avenge the mage's death, the Lesser Control Magic effect has already been included in the writeup.

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Area Of Effect, 50 yards (16) + Damage, External Burning 30d (36) + Duration, Momentary (0). 189 energy (63×3).


Firestorm
Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).


Droplets of fiery liquid rain down from the sky in a 500-yard radius; the targeted area must be outdoors and within 1000 yards of the caster. Everyone and everything in that area takes 3d points of burning damage per second. The rain of fire lasts for 15 minutes seconds. The only way to avoid the damage is to find overhead cover or leave the area.
This is a more powerful version of the Rain of Fire spell.

This Casting: Greater Create Energy (6) + Damage, External Burning 3d (Overhead, +30%; Accessibility - Outdoors Only, -20%; Persistent, +40%; Extended Duration - 100x, +80%) (26) + Area Of Effect, 500 yards (28) + Range, 1,000 yds (16). 228 energy (76×3).


Inflict the Rotting Curse
Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).


This spell afflicts the target with a more potent version of leprosy, and can be cast from a distance of 3,000 yards. Over the course of 10 days, the target's flesh loosens, hangs, and finally starts to rot. Every day the target must roll HT-5, if he fails, he is dealt 1d points of toxic damage, if he passes the curse wears off. This goes on for the full 10 days, or until the target manages pass the HT roll.
This curse is normally used by vengeful casters to punish those who have wronged them.

This Casting: Greater Destroy Body (5) + Damage, Internal Toxic 1d (Cyclic - 10 cycles of 1 day, +90%; Resistible w/ HT-5 roll, +0%) (18) + Range, 3,000 yds (19). 126 energy (42×3).



Pilum of Fire
Spell Effects: None.
Inherent Modifiers: None.
Greater Effects: 1 (×3).


This spell creates a spear of fire in the hands of the caster, which is then thrown at an enemy. If the caster hits his target, the spell deals 3d tight-beam burning points of damage.
Note that since this is a tight-beam burning attack, it can be used to target certain hit locations for extra damage, such as the vitals.

This Casting: Greater Create Energy (6) + Damage, External Burning 3d (0). 18 energy (6×3).
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Old 07-23-2015, 10:24 AM   #455
Kalzazz
 
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Default Re: [RPM] Post your rituals here

Using the spell designer, you can check boxes to make things show as spell effects and inherent modifiers

These look good to me, except the flying guillotine should use Lesser Create since a scythe is definitely a simple melee weapon that falls under simple crafting

One could easily argue that it could be lesser control since 3d damage is well within normal means at that TL, and for something that's essentially a hungamunga flying through the air is very much within its nature, its what hungamungas do
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Old 07-23-2015, 11:55 AM   #456
Qhaysh
 
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Default Re: [RPM] Post your rituals here

Quote:
Originally Posted by Kalzazz View Post
Using the spell designer, you can check boxes to make things show as spell effects and inherent modifiers
I'm an idiot and hadn't noticed that. Thanks for pointing it out!

Quote:
Originally Posted by Kalzazz View Post
These look good to me, except the flying guillotine should use Lesser Create since a scythe is definitely a simple melee weapon that falls under simple crafting

One could easily argue that it could be lesser control since 3d damage is well within normal means at that TL, and for something that's essentially a hungamunga flying through the air is very much within its nature, its what hungamungas do
Yeah, I was kind of torn... On the one hand, RPM says:

Quote:
Originally Posted by Thaumatology: Ritual Path Magic
Greater Control Matter can move an object in impossible ways (e.g., making a bowling ball fly), cause water to flow uphill, or shape soft matter into any form desired.
And to me a blade flying through the air at great speeds is equivalent to "making a bowling ball fly".

Hoooowever, the final price is still outrageous even if we have only a single greater effect (81 energy). Making both effects lesser would leave the cost at 27 energy, which seems more in line with stuff like Fireball. Do bear in mind that I'm using a medieval setting, so damage for ranged weapons tends to be considerably lower.


Let me take this chance to ask about something else: the tight-beam burning spell, Pilum of Fire, does it need any sort of modifiers for making the damage tight-beam? (as opposed to just regular burning)
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Old 07-23-2015, 01:25 PM   #457
Kalzazz
 
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Default Re: [RPM] Post your rituals here

I would consider 'flying through the air as if thrown by a strong man' as a natural thing for a throwing weapon to do

That said, your forgetting the effects of the bonus on the cost, that's the expensive part of the spell, not the raw damage

I think choosing between tight beam burning and not tight beam burning is a 0% feature
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Old 08-03-2015, 12:14 PM   #458
oneofmanynameless
 
Join Date: May 2012
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Default Re: [RPM] Post your rituals here

Share Memory
Effects Used: Greater Sense Mind (for the memory transfer), Lesser Sense Mind (for the caster’s participation).
Inherent Modifiers: Altered Traits: Flashbacks (Crippling), Affliction (hallucinations)
Greater Effects: 1(x3)

This spell pulls a memory from the caster's mind and puts it into the subjects awareness with so much vividness and realness that it overwhelms the subjects waking senses. The caster is then projected into the memory on top of its normal effects so that they may converse with the subject in order to provide guidance or commentary.
For 3d minutes after casting the subject is stuck in the environment of the memory. They can take actions within the memory, although they cannot leave it. They experience the memory from the point of view that the caster originally experienced it from. People in the memory will address them and see them as the younger version of the caster. If they take an action which would cause the memory to dramatically vary from the casters original than the memory restarts, although the duration of the spell is NOT refreshed.
During this time the caster is projected into the memory as well, but is not a participant. Only the subject can see them, hear them, feel them, or otherwise interact with them at all. Other characters in the memory will not acknowledge or react to either the caster or any actions the subject takes in regards to the caster (such as talking to them). The caster is effectively incorporeal and cannot influence the environment of the memory in any way. They can, however, converse with and provide guidance or commentary to the subject.
This spell can be potentially dangerous as the memory overrides all of the subjects sensory input from the real world but does not prevent the subject from taking actions! If the subject tries to walk somewhere in the memory they will walk that way in the real world! If they take a swing at someone in the memory they may hit something in the real world! And if someone in the real world attacks them they have no way to notice or defend against it in the memory!
This lack of cogniscience is not true on the part of the caster, however! The caster maintains full awareness of both the memory and the real world. Whether the caster uses this to keep the subject from doing anything dangerous to themselves or they use it to trick the subject into doing something dangerous for themselves is entirely up to them!

Typical Casting: Greater Sense Mind [2] + Lesser Sense Mind (2) + Flashbacks (Crippling) [4] + Affliction (Hallucinations) [10] + Duration (10 minutes) [1] = 19x3 = 57 energy


thoughts? I do that right?
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Old 08-07-2015, 12:07 PM   #459
Terwin
 
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Default Re: [RPM] Post your rituals here

Deflect
Effects: Greater Control Energy[5];
Inherent Modifiers: Bestows a bonus +2 (Defense Bonus(like a shield), Broad)
Greater effects: 1(x3)

This spell causes incoming kinetic and energy attacks to be deflected as if by a shield(DB does not stack with DB from a shield)

Typical Casting: G. Control Energy[5]; Bonus: +2 [10] (Defense Bonus); Duration: 10 minutes [1] (16x3) 48 energy

This is a bit of a re-imagining of the Shield spell on M167

Last edited by Terwin; 06-17-2016 at 05:43 PM. Reason: GhostDancer: Defense Bonus is a Broad category - it adds to all Active Defenses. You don't need another effect to do that.
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Old 08-19-2015, 06:54 AM   #460
ajardoor
 
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Default Re: [RPM] Post your rituals here

Brew Buffout
Spell Effects:
Lesser Create Magic + Lesser Strengthen Body.
Inherent Modifiers: Altered Traits, increased ST and HT.
Greater Effects: 0 (x1).

This elixir is a magical drug that boosts the strength (ST) and endurance (HT) of its consumer for the duration. Once the drug wears off, you suffer a kind of withdrawal for as long as you benefited from the drug (minimum 10 minutes) - you become shaking with irrational anger (Bad Temper with no Self-Control Number) and constant aches (Moderate Pain, -2 to IQ, DX, skills and self-control rolls). A quirk while making this elixir may cause it to become somewhat addictive - the GM may allow characters to have an Addiction to this elixir.

Typical Form: Potion or Ointment.
Typical Ingredients: human muscle tissue, bull's horns, steroids, iron, bear fur.
Typical Casting: Lesser Create Magic (6) + Lesser Strengthen Body (3) + Altered Traits, +1 ST and +1 HT (20) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 33 energy (33x1).
Note: Let's say the non-resistible "backlash effect" of this elixir (which affects the consumer but not the caster) is Aftermath, Bad Temper with no SC (-12%) and Moderate Pain (-10%), which gives us a total energy cost reduction of -22%, to 26 energy.


[Shout out to all you Fallout fans! BTW, this is kind of an experiment with Backlash effects that mimic widthdrawal, via the Aftermath Limitation. Did I price it right?]
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