11-15-2013, 01:19 AM | #1 | |
Join Date: Oct 2005
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[RPM] Over-the-top Rituals
I'd like to see what everyone can come up with for epic rituals. Especially those above 500 or 1,000 energy.
The only one I have was gleaned from the forums anyway but I'll post it here just to get things rolling: Greater Revivify Spell Effects: Greater Control Spirit, Greater Strengthen Body Inherent Modifiers: Altered Traits, Extra Life (retroactively) Greater Effects: 2 (x5) Typical Casting: Greater Control Spirit (5) + Greater Strengthen Body (3) + Altered Traits: Extra Life (25) + Weight, 300 lbs (3) + Bestow Character Points (625). 3,305 energy (661 x 5).
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11-15-2013, 01:47 AM | #2 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [RPM] Over-the-top Rituals
Someone did an excel spreadsheet with a huge number of standard magic spells converted to RPM rituals.
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11-15-2013, 01:55 AM | #3 | |
Join Date: Nov 2009
Location: Oregon
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Re: [RPM] Over-the-top Rituals
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Another big ritual that's come up on the forums is the one performed by the Elves which resulted in the Banestorm (an example of what happens when one of these rituals botches). There's some of that discussed here. Last edited by vierasmarius; 11-15-2013 at 01:58 AM. |
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11-15-2013, 06:18 AM | #4 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [RPM] Over-the-top Rituals
Need help with epic zombicopalypse spell.
The spell opens a portal to Hell, and releases spirits that animate the dead. It starts in a place and then spreads in an expanding circle, at about walking rate. All dead intelligent beings (ex-intelligent beings I suppose) that are more-or-less intact are animated.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
11-15-2013, 06:47 AM | #5 |
Join Date: Dec 2008
Location: Behind You
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Re: [RPM] Over-the-top Rituals
Are the spirits the only things that can come through?
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11-15-2013, 06:51 AM | #6 | |
Join Date: Nov 2009
Location: Oregon
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Re: [RPM] Over-the-top Rituals
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Hmm... I suppose if you're summoning spirits and having them animate the dead, then the duration only needs to be enough to draw them into our world; once here, they remain as long as they choose and animate the dead on their own prerogative. This might also get rid of the need for Area Effect (you're summoning the spirits at one spot, and they spread from there) and Subject Weight (since you're not raising the dead yourself). This definitely means that the necromancer has no control over the forces he's unleashed though. Last edited by vierasmarius; 11-15-2013 at 06:54 AM. |
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11-15-2013, 06:51 AM | #7 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [RPM] Over-the-top Rituals
I would say yes.
The spell ends when the entire world is a vast, zombie-ridden wasteland. The spirits and zombies remain, because the gate is closed.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Last edited by Anders; 11-15-2013 at 06:56 AM. |
11-15-2013, 09:22 AM | #8 |
Join Date: Jun 2013
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Re: [RPM] Over-the-top Rituals
Immortality
Spell Effects: Greater Strengthen Body, Lesser Destroy Body, Greater Transform Body, Lesser Strengthen Spirit, Greater Transform Spirit Inherent Modifiers: Altered Trait, Unaging + Altered Trait, Regrowth + Altered Trait, Unkillable 3 (No Unkillable 1) + Altered Trait, Self-Termination Greater Effects: 3 (x7) This changes the caster's body and soul such that he cannot permanently die or be physically sealed away, as upon death he becomes a spirit being that will eventually reform his body elsewhere. He is immune to the ravages of aging and any permanent damage will heal over time. He also has the ability to let his body die instantly such that he can escape in spirit form. The ritual must be maintained at a yearly cost of 154 energy. Due to its high cost, the initial casting typically requires the mage to do something drastic to acquire the necessary energy. A suitable yearly human sacrifice, with full traditional trappings, usually grants enough energy for the mage to maintain the ritual without too much risk of a botch. EDIT: He usually does this extension ritual at the 6-month mark, to give himself time to recover (i.e. reform his body) and try again if he does botch. Typical Casting: Greater Strengthen Body (3) + Greater Transform Body (8) + Lesser Strengthen Spirit (3) + Greater Transform Spirit (8) + Altered Traits, Unaging+Regrowth+Unkillable 3 (No Unkillable 1)+Perk, Self-Termination (176) + Duration, 1 year (22) + Subject Weight, 300 lbs. 1561 energy (223*7) Last edited by Varyon; 11-15-2013 at 09:47 AM. |
11-27-2013, 09:06 PM | #9 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [RPM] Over-the-top Rituals
I thought about doing a Win the Lottery using a Lesser Sense Chance with a hefty divination penalty, but I don't know whether it's 5 or six balls, or how high the numbers go. Quick guess is that there's somewhere in the order of 10 billion wrong answers, which is somewhere around +40 energy. I wouldn't necessarily put added wealth or independent income on it unless you wanted to reflect that the caster would spend wisely. on the other hand, you might need a greater effect to avoid picking a number that someone else picked.
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ritual path magic, rpm |
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