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-   -   [RPM] Post your rituals here (https://forums.sjgames.com/showthread.php?t=122009)

Lia Valenth 08-17-2014 04:13 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1800861)
Sphere of Apparent Invulnerability
Spell Effects: Greater Control Crossroads + Greater Create Crossroads.
Inherent Modifiers: None
Greater Effects: 1 (×3).

This spell allows you to "guide" an ranged attack against you into a open wormhole which then spits it out harmlessly in another direction. Every time you are attacked, make a roll against (Path / 2 + 3). Success means you've "gated" the projectile away from you and you are unharmed. Failure means you didn't interpose the gate in time and critical failure results in the spell ending and you getting hit! For the purposes of a Active Defense this counts as a Dodge even though you are not actually moving. This spell cannot affect a projectile weighing more than 10 lbs.

Typical Casting: Greater Control Crossroads (5) + Greater Create Crossroads (6) + Duration, 10 minutes (1). 36 energy (12×3).

Minor note: should cost 60 energy (12 x 5)

This is interesting, actually I was originally trying to create something like Missile Shield from GURPS Magic, except not as overpowered (5 FP to be immune to all ranged attacks for 1 minute plus maintenance...) using portals instead of just turning them away (which I suppose would be easier).

I have to ask how multiple defenses in one turn work with this. According to the description it counts as a Dodge, so does it work at the -4 per attempt like parry or the infinite attempts at no penalty like Dodge?

Christopher R. Rice 08-17-2014 04:44 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Lia Valenth (Post 1800882)
Minor note: should cost 60 energy (12 x 5)

This is interesting, actually I was originally trying to create something like Missile Shield from GURPS Magic, except not as overpowered (5 FP to be immune to all ranged attacks for 1 minute plus maintenance...) using portals instead of just turning them away (which I suppose would be easier).

I have to ask how multiple defenses in one turn work with this. According to the description it counts as a Dodge, so does it work at the -4 per attempt like parry or the infinite attempts at no penalty like Dodge?

Yeah, I just copied your template in a hurry. Dodges take no penalty unless you use the optional rules from GURPS Martial Arts in which case it's -1 per Dodge after the first. Were I to use this in my campaign I'd use this rule for magical defenses. Also, remember you can't achieve true immunity to damage in Ritual Path magic because you can't do it with regular GURPS traits. To set "immunity to [X]," you as the GM need to decide what is the most damage dice a ranged attack is going to have. Then multiply the dice x 6. For a typical fantasy campaign where the arrow is king, this is probably 4d at most, so "DR 24 (Limited, Ranged, -20%) [96]" might be "Immunity to Ranged Attacks." See GURPS Powers, p. 118 for more information.

Shieldbunny 08-17-2014 07:48 PM

Re: [RPM] Post your rituals here
 
Does this work as advertised? If not what am I missing?

Heart Burn

Greater Transform Body 8 + Greater Transform Energy 8 +
Range (10 yards) 4 + Weight (Up to 300 lbs.) 3 = 23 x 5(two Greaters used) = 115

This spell transforms the subject's heart into a ball of flame, having the obvious effects.

Christopher R. Rice 08-17-2014 07:54 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Shieldbunny (Post 1800969)
Does this work as advertised? If not what am I missing?

Heart Burn

Greater Transform Body 8 + Greater Transform Energy 8 +
Range (10 yards) 4 + Weight (Up to 300 lbs.) 3 = 23 x 5(two Greaters used) = 115

This spell transforms the subject's heart into a ball of flame, having the obvious effects.

No, you can't just transform the subjects vitals willy-nilly like that. Even as written the subjects heart is now a ball of fire - nothing is gonna happen. If you are trying to damage the subject you'd need Greater Create Energy (6) + Damage, Internal Burning (Selective Effect, +20%) (4/die) + Subject Weight, 300 lbs.

sir_pudding 08-17-2014 08:03 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Shieldbunny (Post 1800969)
This spell transforms the subject's heart into a ball of flame, having the obvious effects.

He gets to make terrible puns about heartburn?

Varyon 08-19-2014 09:46 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1800973)
No, you can't just transform the subjects vitals willy-nilly like that. Even as written the subjects heart is now a ball of fire - nothing is gonna happen. If you are trying to damage the subject you'd need Greater Create Energy (6) + Damage, Internal Burning (Selective Area, +20%) (4/die) + Subject Weight, 300 lbs.

I wouldn't have any sort of Selective Area - rather, I'd simply base the energy cost off of the x2 wounding modifier for Burning attacks to the Vitals - that is, I'd give it the same cost as Impaling damage. I suppose you could toss on some additional cost for causing excessive bleeding, although I'm not certain what would be fair there.

...

Cold Lamp
Spell Effects: Lesser Strengthen Energy + Lesser Transform Energy
Inherent Modifiers: None
Greater Effects: 0 (x1).

This is often cast on a small item, typically a piece of quartz. Heating the item - typically by rubbing it between one's hands - above room temperature causes it to glow by shifting the wavelength of the light into the visible range and strengthening it. The brightness of the glow depends on how much the quartz was heated - simply holding it results in light comparable to a candle, rubbing it will produce light comparable to a torch or lantern, and heating it to body temperature (or higher) can result in a blindingly bright light. The ritual also makes the quartz retain heat more readily than it normally would. The quartz maintains this ability for about a week.

Typical Casting: Lesser Strengthen Energy (3) + Lesser Transform Energy (8) + Duration, 1 week (9) + Subject Weight, 10 lb (0). 20 energy (20x1).

This is based on the cold lamp crystals from the Noble Dead Saga book series (the metaphysics there aren't too terribly different from this version - in that Light is a manifestation of the Fire element, just like Heat, so converting one to the other isn't very hard). If someone would like to create a temperature-to-candela guide, they can feel free. Going off of Anthony's guidelines, the "hold it in your hand" method results in a 1 candela light source, the "rub vigorously" method results in a 20 candela light source (although the Noble Dead Saga is kind of a DF series, meaning something more like 100 candela - a light bulb - may be more appropriate), and the "hold it in your mouth for a bit" method results in a 2,000 or so candela light source.

Christopher R. Rice 08-19-2014 04:44 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Varyon (Post 1801596)
I wouldn't have any sort of Selective Area - rather, I'd simply base the energy cost off of the x2 wounding modifier for Burning attacks to the Vitals - that is, I'd give it the same cost as Impaling damage. I suppose you could toss on some additional cost for causing excessive bleeding, although I'm not certain what would be fair there.

Selective Effect is the canonical way to allow Maledictions to target specific hit locations. I try to answer as RAW as possible when others ask questions and if I can't or don't I always add "It's probably not RAW, but I'd do it like this..." or something similar.

PK 08-19-2014 05:25 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1801836)
Selective Area is the canonical way to allow Maledictions to target specific hit locations. I try to answer as RAW as possible when others ask questions and if I can't or don't I always add "It's probably not RAW, but I'd do it like this..." or something similar.

Well, close. Technically, it's Selective Effect that allows that, not Selective Area.

Christopher R. Rice 08-19-2014 05:31 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by PK (Post 1801868)
Well, close. Technically, it's Selective Effect that allows that, not Selective Area.

I've fixed my posts - I always get those two mixed up. I think it's because Selective Effect is hidden in Selective Area in GURPS Powers. Oh, well, right intention, half-right name.

Varyon 08-20-2014 08:58 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1801836)
Selective Effect is the canonical way to allow Maledictions to target specific hit locations. I try to answer as RAW as possible when others ask questions and if I can't or don't I always add "It's probably not RAW, but I'd do it like this..." or something similar.

It would appear I've been thinking of how to handle hit locations with internal damage all wrong, then. Does this mean the final roll to cast the spell would take the hit location penalty, then? Or is it just a bonus to the foe's resistance roll? I'm most tempted to go for the latter, since failing at the final casting roll in RPM just means trying again in a few seconds. It also makes Quick-and-Dirty Rituals usable as-is, without modification, for when you want to make "Your Head Explodes" charms. In fact...

...

Skullburster
Spell Effects: Greater Destroy Body
Inherent Modifiers: Internal Damage, Crushing
Greater Effects: 1 (x3).

This spell requires the caster to touch the target and allows for an HT+3 roll to resist (modified by MoS on the casting, as usual). On a failure, it causes severe damage to the target's brain, often causing the target's head to explode messily. This is 5d cr to the Skull, ignoring any DR and injuring as normal for the Skull hit location (x4 WM).

Typical Casting: Greater Destroy Body (5) + Internal Damage, 5d Crushing (No Knockback -10%, Selective Effect +20%) (18) + Bestows a Penalty, Resistance to This Spell (Narrow) -4 (8) + Subject Weight, 300 lb (3). 102 energy (34x3).

I went with Crushing because exploiting the fact that Small Piercing has the same WM for half the price seemed too munchkinny for me - if you don't feel the same, replace cr (nkb) with pi-, which drops the added energy from damage to 12 and total spell energy to 84. Optionally, a character could purchase a Targeted Attack Technique, which could drop the HT roll to HT-1. Add Range for a ranged variant, or turn it into an ammunition charm to put a new meaning to the term "headshot." Adding in Area of Effect would be nasty. A similar spell using Greater Create Matter or Greater Create Energy would probably work as well.

Christopher R. Rice 08-20-2014 05:08 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Varyon (Post 1802168)
It would appear I've been thinking of how to handle hit locations with internal damage all wrong, then. Does this mean the final roll to cast the spell would take the hit location penalty, then? Or is it just a bonus to the foe's resistance roll? I'm most tempted to go for the latter, since failing at the final casting roll in RPM just means trying again in a few seconds. It also makes Quick-and-Dirty Rituals usable as-is, without modification, for when you want to make "Your Head Explodes" charms. In fact...

That's what I've done, but I've also used the Bestows a Bonus modifier to negate hit location penalties too. I've even toyed around with buying a Targeted Attack technique for a specific hit location and Path. When I've done this, Targeted Attack (Path of Matter rituals/Eye) has been the favorite. I wouldn't add the penalty for gathering energy, but I would for the final roll. This seems a bit murky, but that that's what I gathered from the rules.

Varyon 08-21-2014 08:55 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1802387)
That's what I've done, but I've also used the Bestows a Bonus modifier to negate hit location penalties too. I've even toyed around with buying a Targeted Attack technique for a specific hit location and Path. When I've done this, Targeted Attack (Path of Matter rituals/Eye) has been the favorite. I wouldn't add the penalty for gathering energy, but I would for the final roll. This seems a bit murky, but that that's what I gathered from the rules.

The issue with using it as a penalty on the final roll, as I see it, is that gathering the energy for a spell is typically the primary time sink - taking a little longer to finally cast it (due to failing a few times) isn't that big of a deal, particularly if you're making a Charm or Conditional. For a character with Ritual Adept, Path of Body 18 and Magery 3 (assume he's got a Talent or some Perks that boost his maximum Path of Body from 15 to 18), my Skullburster ritual is going to take around 90 seconds to gather. At -7 to skill, that means probably less than 5 seconds to successfully cast it, which is a pittance compared to that gathering time. I think this will make such rituals a bit overpowered, so I'd prefer to shift things over to an HT bonus for the target - that way, when the mage rolls a 15, rather than waiting 4 seconds and trying again (with success meaning the target at best gets a roll against HT-4), he successfully casts the spell but his foe gets to resist at HT.

Christopher R. Rice 08-21-2014 04:52 PM

Re: [RPM] Post your rituals here
 
Okay, cool, tell us how it works. :-)

Durick 08-24-2014 04:25 PM

Re: [RPM] Post your rituals here
 
I ran some sample combats for a chanbara campaign I'm planning on running, and dismemberment featured heavily. This got me thinking about what the group's RPM caster would have to do if it happened to the PCs. I came up with three rituals that I'd appreciate feedback on. One of things I was waffling on was whether I'd need a duration on Restore Limb (which would probably push the cost close to the regrowth ritual since it would need to be a duration of a lifetime...). Also, the last one seemed really expensive, but given what it's doing it probably should be. Thanks in advance!

Restore Limb
Spell Effects: Greater Restore Body
Inherent Modifiers: Weight, Altered Traits Restore One Arm or One Leg,
Greater Effects: 1 (x3)

Restore a severed arm or leg. The limb in question must still be present, mostly intact, and recently lost. Replacing a limb that does not fit these criteria would require the rituals below.

Typical Casting: Greater Restore Body (4) + Subject Weight, 100-300 lbs (3) + Altered Traits, Restore One Arm or Restore One Leg (20). 81 energy (27 x 3)

Regrowth
Spell Effects: Greater Restore Body
Inherent Modifiers: Weight, Altered Traits Regrowth, Duration
Greater Effects: 1 (x3)

Causes the subject to regrow limbs for a duration long enough to regrow a leg (~9 months).

Typical Casting: Greater Restore Body (4) + Subject Weight, 100-300 lbs (3) + Altered Traits, Regrow (40) + Duration, 9 months (19). 198 energy (66 x 3)

Speedy Regrowth
Spell Effects: Greater Restore Body + Greater Strengthen Body
Inherent Modifiers: Weight + Altered Traits, Regrowth + Altered Traits, Regeneration (Slow) + Duration (1 week)
Greater Effects: 2 (x5)

As regrowth, but much quicker. Limbs grow back in a week, not months.

Typical Casting: Greater Restore Body (4) + Greater Strengthen Body (3) + Subject Weight, 100-300 lbs (3) + Altered Traits, Regrowth (40) + Altered Traits, Regeneration (Slow) (25) + Duration, 1 week (9). 420 energy (84 x 5)

Kalzazz 08-24-2014 04:50 PM

Re: [RPM] Post your rituals here
 
This is a good thread to check out for Instant Regeneration!

http://forums.sjgames.com/showthread...eration&page=4

Post 34 has a writeup I threw together for it. Post 13 has Ghostdancer explaining the idea

Note, my post 34 has an optional rule I think I would use (Rule Zero DM fiat and all that yay!), but it isn't very popular, so just scale the healing to the needed amount and life is good

Kalzazz 08-24-2014 04:56 PM

Re: [RPM] Post your rituals here
 
Note, for Instant Restoration instead of Instant Regeneration, I would do the same thing, but use Lesser Effects instead. After all, we think 'Is it in the nature of limbs to heal?' and we think 'Yeah, limbs tend to do that', so its probably Lesser

I would waive the cap on Lesser Effect healing by TL for this purpose also, because, I am sorry, but the idea of 'Okay, McScrawny, since you have low HP limbs we can heal you with Lesser Effects no problemo, but your buddy McBrawny over there needs Greater!' showing up could be ludicrous.

Actually, I would go with 'does the average 2x First Aid healing spell heal the wound for a generic ST 10 person? If so, Lesser, if not, Greater'

Which means at TL 9 its Lesser, Lesser. At TL 3 it is Lesser, Greater.

Christopher R. Rice 08-24-2014 05:25 PM

Re: [RPM] Post your rituals here
 
Your link is dead, Kal.

Durick 08-24-2014 05:29 PM

Re: [RPM] Post your rituals here
 
Thanks for the reply. For posterity, I think you meant this link (was easy to find after you put me on the trail since I knew you were the poster): http://forums.sjgames.com/showpost.p...8&postcount=34.

I don't know what I think about not requiring the altered traits portion of it. Is the reason because it seems too expensive otherwise?

Kalzazz 08-24-2014 05:55 PM

Re: [RPM] Post your rituals here
 
Yeah, thats the correct link, sorry I must have copied the wrong thing in my post

I'm not psychic, so I can't answer why Ghostdancer decided as he did, but, a general idea that is oft expressed with RPM is to not use altered traits when direct RPM effects will get the job done.

Does it seem to expensive? Not expensive enough? Well, depends on the DM really.

Instant Regeneration is a 80 points Magic Magic spell. That is not easy to pull off. If you want a character to pull it off they need to be either very powerful, or geared specifically toward 'able to throw that big of spell downrange', the 105 energy RPM spell I tried to link to requires round abouts a skill 17-18 RPMist with matching magery to pull off for a generalist . . . so maybe 105 seems to low by that regard? Who knows! Its a DM feel thing!

I personally 'feel' (as in just feeling, I don't want to rewrite Magic, I don't feel that strongly about it) fixing a mussed up limb should be easier than 80 Magic Magic energy, so, 105 feels right to me by lawn dart guestimate, and 400 energy definitely doesn't

Now, if were asking about personal feelings, something definitely rubs me the wrong way about factoring target HP into the equation, I feel that as long as their both SM 0, healing the limb on McBrawny and McScrawny should require the same level of effort, and that ST 21 McReallyBrawny should not be easier to heal than ST 19 McBrawny because his HP ticked into the 'x2 Healing' range ( I asked PK earlier and verified the High HP and healing on pg 424 applied with RPM). So thus, I am personally halfway interested in finding another approach to the spell that doesn't factor HP in

But on the other hand, I have a perfectly good, fully statted, Ghostdancer vetted spell that gets the job done, so I am not that interested in reinventing the wheel

And while I most certainly can DM fiat my 'base it off 14' idea into it, that does mean thats another house ruled special case I would need to keep track of, so, is it worth it?

Who knows!

Does that help any? RPM is very much a 'ask the DM' type of system, which of course can make it a tad tricky for the DM at times!

Kalzazz 08-24-2014 06:02 PM

Re: [RPM] Post your rituals here
 
On 'Philosophy of RPM Spell Design', check out the link in post 406 of this thread
http://forums.sjgames.com/showthread...118301&page=41 by Ghostdancer

Also you should of course read Post 410 because it is very cool! (smileys etc . . . but I do think its worth reading!)

Christopher R. Rice 08-24-2014 06:13 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Durick (Post 1804207)
I ran some sample combats for a chanbara campaign I'm planning on running, and dismemberment featured heavily. This got me thinking about what the group's RPM caster would have to do if it happened to the PCs. I came up with three rituals that I'd appreciate feedback on. One of things I was waffling on was whether I'd need a duration on Restore Limb (which would probably push the cost close to the regrowth ritual since it would need to be a duration of a lifetime...). Also, the last one seemed really expensive, but given what it's doing it probably should be. Thanks in advance!

That's good thinking there! Keeping all the PCs involved as much as possible is a good thing to do when your the GM. :-)

Quote:

Originally Posted by Durick (Post 1804227)
I don't know what I think about not requiring the altered traits portion of it. Is the reason because it seems too expensive otherwise?

Quote:

Originally Posted by Durick (Post 1804207)
Restore Limb
Spell Effects: Greater Restore Body
Inherent Modifiers: Weight, Altered Traits Restore One Arm or One Leg,
Greater Effects: 1 (x3)

Restore a severed arm or leg. The limb in question must still be present, mostly intact, and recently lost. Replacing a limb that does not fit these criteria would require the rituals below.

Typical Casting: Greater Restore Body (4) + Subject Weight, 100-300 lbs (3) + Altered Traits, Restore One Arm or Restore One Leg (20). 81 energy (27 x 3)

I'm not sure what "Restore One Arm or Restore One Leg" is as a advantage, as Kalzazz pointed out - I'd do it differently. This is what I do in my campaigns and it works out just fine. Remember, Altered Traits are typically used when the caster is augmenting someone with a ability that is not under his control. Let's say that you're healing someone who's been knocked down 7 HP in a TL8 world, you could cast Lesser Restore Body (4) + Healing, 2d (4) + Subject Weight, 300 lbs. (3), for 11 energy. Or you could cast Greater Strengthen Body (3) + Altered Traits, Regeneration (Regular) (25) + Duration, 12 hours (6) + Subject Weight, 300 lbs. (3), for 111 energy. That's over 10 times the cost for doing about the same thing. Now, higher levels do get you more bang for you buck. That's why in my post I said I saw no reason why you couldn't heal a limb by simply having one Greater effect to bring it back or seal it to the stump or whatever and another to simply heal it back to full HP. It makes sense and fits with how HP is restored as well. Now, when you would need regrowth is if you have time to heal up and you've got a lot of missing limbs or you plan on visiting the Bog of Acidic Moss or what not. Being able to regrow lost limbs "on the fly" like that would be darn useful.

Quote:

Originally Posted by Durick (Post 1804207)
Regrowth
Spell Effects: Greater Restore Body
Inherent Modifiers: Weight, Altered Traits Regrowth, Duration
Greater Effects: 1 (x3)

Causes the subject to regrow limbs for a duration long enough to regrow a leg (~9 months).

Typical Casting: Greater Restore Body (4) + Subject Weight, 100-300 lbs (3) + Altered Traits, Regrow (40) + Duration, 9 months (19). 198 energy (66 x 3)

This is one way, but again you could do it cheaper (as I've pointed out). It also runs the risk of you encountering another caster and them dispelling it midway or you using another Restore Body effect and killing it that way.

Quote:

Originally Posted by Durick (Post 1804207)
Speedy Regrowth
Spell Effects: Greater Restore Body + Greater Strengthen Body
Inherent Modifiers: Weight + Altered Traits, Regrowth + Altered Traits, Regeneration (Slow) + Duration (1 week)
Greater Effects: 2 (x5)

As regrowth, but much quicker. Limbs grow back in a week, not months.

Typical Casting: Greater Restore Body (4) + Greater Strengthen Body (3) + Subject Weight, 100-300 lbs (3) + Altered Traits, Regrowth (40) + Altered Traits, Regeneration (Slow) (25) + Duration, 1 week (9). 420 energy (84 x 5)

You don't need two different effects here, just one. Greater Restore Body (4) + Altered Traits, Regrowth and Regeneration (Slow) (50). Remember, you can bundle Altered Traits that thematically make sense. So the new cost of this would be 198 energy.

Kalzazz 08-24-2014 06:21 PM

Re: [RPM] Post your rituals here
 
Though, if you wanted there to be a duration, and you wanted it to be slow to occur, you could probably do it as a straight up 'Greater Restore Body, 1 mon duration, 300lbs'

Over the duration of 1 month the healing part will be supplied by the body itself, so you only need the 'and the limb is fixed' Greater Effect

This allows you to have 'You got your limb chopped off, it is really annoying and takes a while to get better', prevents them from having another Greater Restore body on them during the same time period, and is generally a nuisance! And it should be cheaper!

And is about half the cost of Instant Regeneration, so, keeps the balance that exists in Magic between Instant and Not So Instant Regeneration

Regeneration of the Slug - Grows a limb back, slowly, in a month.

This Casting: Greater Restore Body (4) + Duration, 1 month (11) + Subject Weight, 300 lbs. (3). 54 energy (18×3).

Durick 08-24-2014 07:11 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1804250)
I'm not sure what "Restore One Arm or Restore One Leg" is as a advantage

This was my poor nomenclature for buying off the One Arm or One Leg (depending on which was lost) disadvantage that the dismemberment caused. I thought this would be required per this section of Th:RPM

Quote:

Originally Posted by Th:RPM Page 17
[A spell] that adds or improves advantages, reduces or removes disadvantages, or increases attributes or characteristics adds +1 energy for every 1 character point added

Your regeneration vs. healing explanation and blog post (thanks for the link Kalzazz) make it pretty clear, I think. If you can do something in a roundabout way with an Altered Trait or directly with a spell effect... choose the spell effect.

Quote:

Originally Posted by Ghostdancer (Post 1804250)
It also runs the risk of you encountering another caster and them dispelling it midway or you using another Restore Body effect and killing it that way.

The idea of this made me laugh as I hadn't considered it. Would kinda be worth the looks on my friends' faces when an opposing mage pops out of the bushes and halts the leg regeneration at mid-calf (guess what you get to cast again!). However, I'm also trying to sell them on this magic system and GURPS in general, so I probably won't be doing that.

Thanks for the feedback, this is my first post of substance on this forum (been lurking for a while) and this was just as helpful as I've read for others time and time again.

Christopher R. Rice 08-24-2014 07:26 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Durick (Post 1804263)
This was my poor nomenclature for buying off the One Arm or One Leg (depending on which was lost) disadvantage that the dismemberment caused. I thought this would be required per this section of Th:RPM

Ah-ha! Yes, that's another addendum - if someone has lost a leg permanently (i.e., they have it as a disadvantage) then you use that to restore them. It's up to the GM if he wants to charge character points for the miraculous healing.

Quote:

Originally Posted by Durick (Post 1804263)
Your regeneration vs. healing explanation and blog post (thanks for the link Kalzazz) make it pretty clear, I think. If you can do something in a roundabout way with an Altered Trait or directly with a spell effect... choose the spell effect.

You got it. :-D

Quote:

Originally Posted by Durick (Post 1804263)
The idea of this made me laugh as I hadn't considered it. Would kinda be worth the looks on my friends' faces when an opposing mage pops out of the bushes and halts the leg regeneration at mid-calf (guess what you get to cast again!). However, I'm also trying to sell them on this magic system and GURPS in general, so I probably won't be doing that.

No, don't be too mean. But remember, them using magic means they get to encounter hostile mages, anti-magic zones, etc. some time. If you are too lenient they'll start using magic to fix every problem...sort of like the guy with the only tool in his tool box being a hammer seeing every issue as a nail.

Quote:

Originally Posted by Durick (Post 1804263)
Thanks for the feedback, this is my first post of substance on this forum (been lurking for a while) and this was just as helpful as I've read for others time and time again.

Glad I could help!

Vilobion 08-25-2014 05:33 AM

Re: [RPM] Post your rituals here
 
One of my upcoming players wanted to play an Alchemist using RPM who could make a paste that allowed for the reattachment of limbs, which I modeled using Injury Tolerance: Independent Limbs (Reattachment Only, -50%) [18].

So:
Reattach Limb
Spell Effects: Greater Restore Body
Inherent Modifiers: Altered Trait, Injury Tolerance
Greater Effects: 1

This spell/ointment allows you to take a severed limb and apply it to the stump to reattach it. This process takes a minute.

Typical Casting: Greater Restore Body (4) + Altered Traits, Injury Tolerance: Independent Limbs (Reattachment Only) (18) + Subject Weight, 300 LBS (3). 75 energy (25x3)

I decided against bumping up the duration because allowing it to last a minute for this one effect is more reasonable than letting it last 10 minutes, possibly allowing for multiple limbs to be reattached per spell/potion.

They'll probably want to follow up with additional healing and this won't help if the werewolf eats your arm or something else destroys it entirely.

Christopher R. Rice 08-25-2014 05:45 AM

Re: [RPM] Post your rituals here
 
That's actually not a bad method either, I probably wouldn't use it for my own campaigns - but still not bad.

nick_coffin 08-27-2014 08:26 AM

Re: [RPM] Post your rituals here
 
IDHMBWM - if I wanted to model my "Walking Possession Agreement" ritual as being based on "Altered Trait: Possession (Affects Others)" - how much would that "Affects Others" be worth as a modifier?

I.e., this ritual reverses the Possession advantage - it allows the subject to invite another mind to possess his body.

Christopher R. Rice 08-27-2014 08:34 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by nick_coffin (Post 1805525)
IDHMBWM - if I wanted to model my "Walking Possession Agreement" ritual as being based on "Altered Trait: Possession (Affects Others)" - how much would that "Affects Others" be worth as a modifier?

I.e., this ritual reverses the Possession advantage - it allows the subject to invite another mind to possess his body.

If you can only Affect Others I believe it's +0% per GURPS Powers.

Refplace 08-27-2014 09:15 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by nick_coffin (Post 1805525)
IDHMBWM - if I wanted to model my "Walking Possession Agreement" ritual as being based on "Altered Trait: Possession (Affects Others)" - how much would that "Affects Others" be worth as a modifier?

I.e., this ritual reverses the Possession advantage - it allows the subject to invite another mind to possess his body.

Why not give them Channeling instead then?

nick_coffin 08-27-2014 10:54 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1805550)
Why not give them Channeling instead then?

Because this is full-blown possession, not just communication with the dead. The idea comes from an adventure I'm writing for a convention - the PCs are paired with an "aide-de-camp" who carries a charm with Walking Possession Agreement on it. If the PC dies, the aide-de-camp breaks the charm, and the PC's mind will possess the aide's body allowing the PC to continue the adventure in the other person's body.

It allows me to kill off PCs with more or less impunity, without wrecking the adventure. ;-)

Here's the current writeup of this ritual:

Quote:

Walking Possession Agreement
Spell Effects: Greater Control Mind + Lesser Sense Mind.
Inherent Modifiers: Altered Trait, Possession (No Memory Access, -10%; Affects Others Only +0%; Usable Once Only ×¹⁄₅).
Greater Effects: 1 (×3).

Upon casting this ritual, the subject may sense a nearby mind/spirit and places that mind into the subject’s body, effectively allowing the target’s mind to possess the subject. The effects are the same as for the advantage Possession (p. 75) with the No Memory Access limitation, further limited by the duration.

An unwilling target gets a resistance roll to prevent the effects.

If cast on a living target, the target’s mind is returned to its original body at the termination of the ritual’s duration. If the target’s body has ceased to function before the duration of the ritual, the target’s mind will transition to the afterlife - the ritual does not create undead or resurrect the target. The target's mind is not damaged by the termination of its original body (other than by the knowledge that his original body has perished, if the target is aware of that fact).

This ritual is retroactive if cast within 6 seconds of the moment of death of the target, as in this setting, a person’s mind/soul remains in the material realm that long. No resistance roll is necessary for this use.

When used in this way, it is typically cast as a charm carried by someone willing to be possessed by the target due to the short time period available and high energy cost of the ritual. At the end of the duration, the possessed regains control of his body and the target's mind and soul are freed to continue its journey to the afterlife.

Typical Casting: Greater Control Mind (5) + Lesser Sense Mind (2) + Altered Trait, Possession (No Memory Access, -10%; Affects Others Only +0%; Usable Once Only ×¹⁄₅) (18) + Duration, 10 minutes (1) + Range, 5 yds (2). 84 energy (28×3).

For the purposes of my game:
Charm of Walking Possession Agreement: Greater Control Mind (5) + Lesser Sense Mind (2) + Lesser Control Magic (5) + Altered Trait, Possession (No Memory Access, -10%; Affects Others Only +0%; Usable Once Only ×¹⁄₅) (18) + Duration, 12 hours (6) + Range, 5 yds (2). 114 energy (38×3).

Langy 08-29-2014 06:51 PM

Re: [RPM] Post your rituals here
 
Here are a few more rituals:

Release the Lock
Spell Effects: Lesser Strengthen Crossroads.
Inherent Modifiers: None.
Greater Effects: 0 (×1).

This spell can unlock simple, mundane locks. The final casting roll (not the energy gathering rolls) takes the typical modifiers for lock quality as well as a -5 penalty if the caster lacks training in the Lockpicking skill. Mundane lockpicking tools are not required.

This Casting: Lesser Strengthen Crossroads (3). 3 energy (3×1).


Banish
Spell Effects: Greater Destroy Crossroads.
Inherent Modifiers: Subject Weight + Duration.
Greater Effects: 1 (×3).

The subject of this spell must succeed at a Quick Contest of the better of HT or Will at a -5 penalty versus the caster's skill or be banished back to whichever dimension or plane they came from and be anchored there for the next month. If the subject is not an extra-dimensional being, they are not affected.

This Casting: Greater Destroy Crossroads (5) + Bestows A Penalty, -5 (16) + Subject Weight, 5 tons (6) + Range, 100 yds (10) + Duration, 1 month (11). 144 energy (48×3).

---

After making Banish, I wondered something - would the Bestows a Penalty, -5 to the subject's resistance come before or after the Rule of 16 came into effect? IE, would the Bestows a Penalty modifier be of any use at all to a mage whose skill already outshines the target's defenses if they have HT or Will in the 20s?

Christopher R. Rice 08-29-2014 10:18 PM

Re: [RPM] Post your rituals here
 
Pretty sure the Rule of 16 is always applied last - I could be wrong, of course - but that rule is wonky to begin with. I understand it's need...but still. Wonky.

Refplace 08-29-2014 10:27 PM

Re: [RPM] Post your rituals here
 
Why Crossorads for weaken lock? I could see Chance or Matter.

Langy 08-29-2014 11:13 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1806757)
Why Crossorads for weaken lock? I could see Chance or Matter.

Crossroads specifically deals with mundane doors, windows, and other portals, including secret ones.

Langy 08-30-2014 12:57 AM

Re: [RPM] Post your rituals here
 
Would something like this be acceptable to use as a charm:

Restoration Ritual
Spell Effects: Lesser Create Magic.
Inherent Modifiers: Healing.
Greater Effects: 0 (×1).

This ritual restores a mage's magical energy supply. This is typically cast as a charm. This restores 6d of the mage's mana reserve.

This Casting: Lesser Create Magic (6) + Lesser Create Magic (6) + Healing, 6d Mana (20). 32 energy (32×1).

If so, it'd be rather helpful for when you need to quickly cast a spell on the fly that uses your entire mana reserve, and you've already spent it and don't have time to recharge normally.

Christopher R. Rice 08-30-2014 01:06 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Langy (Post 1806779)
Would something like this be acceptable to use as a charm:

Restoration Ritual
Spell Effects: Lesser Create Magic.
Inherent Modifiers: Healing.
Greater Effects: 0 (×1).

This ritual restores a mage's magical energy supply. This is typically cast as a charm. This restores 6d of the mage's mana reserve.

This Casting: Lesser Create Magic (6) + Lesser Create Magic (6) + Healing, 6d Mana (20). 32 energy (32×1).

If so, it'd be rather helpful for when you need to quickly cast a spell on the fly that uses your entire mana reserve, and you've already spent it and don't have time to recharge normally.

Nope. You can't use magic to be better at magic and this falls under that. If you want to restore your mana reserve roll Path of Magic.

Edit: If you want to run it in your own games that way - it's cool (of course).

Langy 08-30-2014 01:20 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1806781)
Nope. You can't use magic to be better at magic and this falls under that. If you want to restore your mana reserve roll Path of Magic.

Edit: If you want to run it in your own games that way - it's cool (of course).

I suppose; for some reason I always read the whole 'use path of magic to restore your mana reserve' to mean 'you can use Path of Magic to do Healing: Mana Reserve, using the normal rules for healing FP or HP with RPM', though that's apparently not what was intended.

I guess mana potions aren't possible in base RPM. Sad.

EDIT: Though that said, if you aren't actually casting a spell to restore your mana reserve, I completely lack any idea why you're supposed to use Path of Magic for it rather than something like Meditation or Thaumatology or anything else. I suppose that's just how PK wrote it.

Christopher R. Rice 08-30-2014 01:26 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Langy (Post 1806782)
I suppose; for some reason I always read the whole 'use path of magic to restore your mana reserve' to mean 'you can use Path of Magic to do Healing: Mana Reserve, using the normal rules for healing FP or HP with RPM', though that's apparently not what was intended.

I think it's a "technical" listing like Slow and Sure enchanting.

Quote:

Originally Posted by Langy (Post 1806782)
I guess mana potions aren't possible in base RPM. Sad.

As a standard alchemical potion? No. They are not. I have some stuff written up somewhere that remedies this hole though.

Quote:

Originally Posted by Langy (Post 1806782)
EDIT: Though that said, if you aren't actually casting a spell to restore your mana reserve, I completely lack any idea why you're supposed to use Path of Magic for it rather than something like Meditation or Thaumatology or anything else.

You probably could. Make it a campaign feature or charge a perk. I've always thought of refilling your reserve as a "spell, but not a spell." Like House with his "What is Cancer, But Not Cancer." :-)

Humabout 08-30-2014 10:08 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1806781)
Nope. You can't use magic to be better at magic and this falls under that. If you want to restore your mana reserve roll Path of Magic.

What about making a charm based on a Path of Magic roll you made earlier for later use?

Kalzazz 08-30-2014 10:16 AM

Re: [RPM] Post your rituals here
 
A Grimoire of Recover Energy would slow the process down since would be rolling half as often, but might knock some casters over the magical '17 is not a crit fail' threshhold which is a very good thing

vierasmarius 08-30-2014 10:17 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Humabout (Post 1806850)
What about making a charm based on a Path of Magic roll you made earlier for later use?

That's essentially an extra Energy Reserve. If you're going to allow that sort of mechanic at all (which would be a deviation from the standard "can't get better at magic with magic" rule) it should be an ongoing effect using Altered Trait. Probably Greater too, at least for anything over a couple points. So you're looking at a ritual costing 9 energy per ER, plus overhead. That feels like it's in the ballpark of a fair cost.

Christopher R. Rice 08-30-2014 09:39 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Humabout (Post 1806850)
What about making a charm based on a Path of Magic roll you made earlier for later use?

Quote:

Originally Posted by Kalzazz (Post 1806854)
A Grimoire of Recover Energy would slow the process down since would be rolling half as often, but might knock some casters over the magical '17 is not a crit fail' threshhold which is a very good thing


That's skirting the edge of "cannot use magic to get better at magic." I don't know...Hmm. Right off it doesn't hit any alarm bells - but my gut says "no." I'll need to think about it. Do remember that there is no "Recover Energy" spell - you're just using Path of Magic to fill your mana reserve.

Kalzazz 08-30-2014 11:59 PM

Re: [RPM] Post your rituals here
 
Well, the whole point of Grimoires is to be magic items that help with Magic, so I am not inherently opposed to the idea of them helping with magic in this area of 'make it less prone to critical failures through lessening dice rolls and potentially raising the bar the dice need to swing for for the crit fail when refilling the ER'

My bad on the Recover Energy bit . . . . I flavor text it in my games as being a variant off of Recover Energy and consider it a spell, even if there is no actual effects of it being a spell vs not a spell really in game, so my personal DMing leaking into posting, sorry!

I don't think spending your moneys and encumbrance to buy a grimoire that helps in refilling your mana reserve (especially in the area of trying to avoid fumbles) is going to break anything . . . . but, I will admit, I am huge huge fan of grimoires in specific and shoppables in general, so, mileages may vary

I haven't tested this at all in play, as noone has ever asked about it, and until this latest post I never thought about it!

Humabout 08-31-2014 10:15 AM

Re: [RPM] Post your rituals here
 
Yeah, it seems like the only real benefit is that you could discard the replenishment charms you didn't charge up much. In exchange for off-screen time, money, and potential quirks/crit-fails. Not sure I'd use it as a mage, but the benefit seems pretty modest and the drawbacks feel like they offset them.

Christopher R. Rice 08-31-2014 10:30 AM

Re: [RPM] Post your rituals here
 
The real issue here is that you are using magic to be better at magic. You're doing in relatively safety what should be done with difficulty. Why would anyone ever take Ritual Adept if they could simply save up mana for later? No, the more I think about it the more I think it needs a solution that isn't tied up in the mechanics of the magic system. I think some variation of paut or raw magic is probably in order in most cases.

Kalzazz 08-31-2014 10:38 AM

Re: [RPM] Post your rituals here
 
I allow DF Paut to work straight up with RPM no harm no foul . . . and noone has the least bit interest whatsoever in using it. Why spend money and encumbrance on something that you can do natively in 5 seconds or 5 minutes? Especially when it only does 4 ER refill, which means refilling your ER in combat time isn't particularly probable even if you have a bushel basket of the potions handy.

Christopher R. Rice 08-31-2014 10:43 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1807281)
I allow DF Paut to work straight up with RPM no harm no foul . . . and noone has the least bit interest whatsoever in using it. Why spend money and encumbrance on something that you can do natively in 5 seconds or 5 minutes? Especially when it only does 4 ER refill, which means refilling your ER in combat time isn't particularly probable even if you have a bushel basket of the potions handy.

That's actually a good point, though I'd let it replace 5 points of mana per ounce. I think that's the whole issue in a nutshell summed up, really. Why carry a external mechanism when you have a internal one at your disposal? Does RPM need a paut-like external enhancer? No, I don't think so for most cases because it's just too easy to refill it on your own when needed. The question of combat-time does come up, but in most instances you're probably throwing charms vs. actual casting so the point is mote there as well.

Kalzazz 08-31-2014 10:53 AM

Re: [RPM] Post your rituals here
 
Well, DF Paut for instance, 4 FP is a meaningful combat time amount in many cases to a Magic Magic mage who often has some low FP cost spells handy

Thaumatology Paut allows you to temporarily exceed your max FP throw weight (up to like 6x ST I think)

Both of these are neat tricks, and are distinct from 'I restore my FP faster than 5 minutes per FP using recover energy' which is a boring trick, and most mages prefer recover energy.

Now, by your idea, if a 4oz paut potion restores 20 energy, thats enough to fully top off the ER of a Magery 6 caster . . . that is enough to let them throw another 'tweaked to the exact circumstances that I need this spell' low end spell in a fight. I would expect there could be some interest in buying such things

Christopher R. Rice 08-31-2014 10:59 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1807288)
Well, DF Paut for instance, 4 FP is a meaningful combat time amount in many cases to a Magic Magic mage who often has some low FP cost spells handy

Thaumatology Paut allows you to temporarily exceed your max FP throw weight (up to like 6x ST I think)

Both of these are neat tricks, and are distinct from 'I restore my FP faster than 5 minutes per FP using recover energy' which is a boring trick, and most mages prefer recover energy.

Now, by your idea, if a 4oz paut potion restores 20 energy, thats enough to fully top off the ER of a Magery 6 caster . . . that is enough to let them throw another 'tweaked to the exact circumstances that I need this spell' low end spell in a fight. I would expect there could be some interest in buying such things

Well, the majority of the figures use my "5 RPM energy = 1 FP" rule (it's morel like 4.3, but 5 feels betteR). I don't see that being a issue. Again, the problem I find is you're only going to need paut in a combat-type situation. Most other times you can just refill it with Path of Magic. And in most combat situations you are probably not actually casting a spell, you're likely using Conditionals or Charms or Potions or whatever. That in turn makes me wonder if you truly need a external refilling mechanism. Of course, if you let the rule for energy sticking around for up to 5 minutes be in use than it does become far more attractive. Hmmm.

Kalzazz 08-31-2014 11:04 AM

Re: [RPM] Post your rituals here
 
Well, your conditionals by nature of being planned out all ahead of time, are usually not tweaked to the specifics of the situation, since you didn't know the specifics of the situation when you prepared them

So I have often (not very often, but definitely often) found that mages are able to use their 18 ER or whatnot to pull off a low powered but 'just what would help here' spell in combat time

So the potential existing for the case of 'I would like to pull off a second 18 ER spell after I have already exhausted my pool' might justify lugging around a potion with you . . . if you use it great, if you dont use it great, but the possibility of wanting to use it is there

Langy 08-31-2014 12:57 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1807290)
Well, the majority of the figures use my "5 RPM energy = 1 FP" rule (it's morel like 4.3, but 5 feels betteR). I don't see that being a issue. Again, the problem I find is you're only going to need paut in a combat-type situation. Most other times you can just refill it with Path of Magic. And in most combat situations you are probably not actually casting a spell, you're likely using Conditionals or Charms or Potions or whatever. That in turn makes me wonder if you truly need a external refilling mechanism. Of course, if you let the rule for energy sticking around for up to 5 minutes be in use than it does become far more attractive. Hmmm.

The primary use I've found for combat-time 'actual casting of spells' has been for Blocking Spells, since they're almost required to use inborn energy. Though now that I think about it I've always assumed you could only gather energy once for a Blocking Spell; if you can roll multiple times it makes them much more viable on 'gathered' energy.

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.

Christopher R. Rice 08-31-2014 01:14 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1807294)
Well, your conditionals by nature of being planned out all ahead of time, are usually not tweaked to the specifics of the situation, since you didn't know the specifics of the situation when you prepared them

So I have often (not very often, but definitely often) found that mages are able to use their 18 ER or whatnot to pull off a low powered but 'just what would help here' spell in combat time

So the potential existing for the case of 'I would like to pull off a second 18 ER spell after I have already exhausted my pool' might justify lugging around a potion with you . . . if you use it great, if you dont use it great, but the possibility of wanting to use it is there

Quote:

Originally Posted by Langy (Post 1807363)
The primary use I've found for combat-time 'actual casting of spells' has been for Blocking Spells, since they're almost required to use inborn energy. Though now that I think about it I've always assumed you could only gather energy once for a Blocking Spell; if you can roll multiple times it makes them much more viable on 'gathered' energy.

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.

Blocking spells are my experience as well. As for Gizmos...yes. One of the players in my Awakening campaign (which is on hiatus) had a modified Path skill of 30 for ice/snow spells and purchased a bunch of gizmos only for...you guessed it - ice/snow charms. He was brutal. He cooled a building that was on fire to save those inside...in under a couple of seconds. It was awesome and epic and suited the campaign, but damn did it make my jaw drop. Of course, we were using Foresight rather than the Basic Set's gizmos (same thing really in this case)

Vilobion 09-02-2014 07:43 AM

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.

Christopher R. Rice 09-02-2014 09:16 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Vilobion (Post 1808274)
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.

Ditch Lesser Control Matter and make Control Crossroads a Greater effect (which you need to grab the pocket dimension). Add a Greater Sense Crossroads effect if you're trying to steal a specific pocket dimension from someone. You'll need to add extra energy for a extradimensional range as well (+10 energy). As a GM I would require you to succeed a Path of Crossroads skill roll vs. the caster whose pocket dimension you're trying to steal - success means its your now. Otherwise - looks good.

ajardoor 09-16-2014 11:53 PM

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?

Christopher R. Rice 09-17-2014 12:05 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1814759)
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?

Combined the Altered Traits into a single trait. You'll need a second Lesser Control Energy effect for the Bestows a Bonus - otherwise that looks ok

ajardoor 09-17-2014 01:42 AM

Re: [RPM] Post your rituals here
 
Would the combined Altered Traits be worth 18 energy or what?

ajardoor 09-17-2014 05:28 AM

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).

Christopher R. Rice 09-17-2014 02:31 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1814828)
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).

Looks good.


Quote:

Originally Posted by ajardoor (Post 1814828)
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).

Also good.

Quote:

Originally Posted by ajardoor (Post 1814828)
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).

Also good.

ajardoor 09-19-2014 04:50 AM

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).

ajardoor 09-24-2014 07:24 AM

Re: [RPM] Post your rituals here
 
Counsel of the High Sorcerer
Spell Effects: Lesser Sense Undead.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This variation of the Call Ghost spell will contact and summon the ghost of an ancient and powerful mage, who is interested in tutoring "the next generation" in the ways of Ritual Path Magic. The spell does not compel the ghost to do anything, so the ghost may insist on an "evaluation" or "favour" before it begins helping the caster with studying magic. The mental contact with the ghost remains for a day - a student would recast the spell with a longer duration once a "deal" has been worked out. The ghost has to be within the range of this spell - the GM decides where exactly in the world/twilight the ghost "hangs out" (typically his tomb, a place of power or a shrine to some pagan God.

Typical Casting: Lesser Sense Undead (2) + Duration, 1 day (7) + Range, 1 dimension and 10 miles (34). 43 energy (43x1).

Vilobion 09-24-2014 01:54 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1808300)
Ditch Lesser Control Matter and make Control Crossroads a Greater effect (which you need to grab the pocket dimension). Add a Greater Sense Crossroads effect if you're trying to steal a specific pocket dimension from someone. You'll need to add extra energy for a extradimensional range as well (+10 energy). As a GM I would require you to succeed a Path of Crossroads skill roll vs. the caster whose pocket dimension you're trying to steal - success means its your now. Otherwise - looks good.

I was going for scooping out the belongings inside a pocket dimension rather than stealing the dimension itself.

Christopher R. Rice 09-24-2014 03:48 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1817518)
Counsel of the High Sorcerer
Spell Effects: Lesser Sense Undead.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This variation of the Call Ghost spell will contact and summon the ghost of an ancient and powerful mage, who is interested in tutoring "the next generation" in the ways of Ritual Path Magic. The spell does not compel the ghost to do anything, so the ghost may insist on an "evaluation" or "favour" before it begins helping the caster with studying magic. The mental contact with the ghost remains for a day - a student would recast the spell with a longer duration once a "deal" has been worked out. The ghost has to be within the range of this spell - the GM decides where exactly in the world/twilight the ghost "hangs out" (typically his tomb, a place of power or a shrine to some pagan God.

Typical Casting: Lesser Sense Undead (2) + Duration, 1 day (7) + Range, 1 dimension and 10 miles (34). 43 energy (43x1).

So all it does is let you contact a ghost who is willing to help you learn magic, but you might have to do something for it?

Quote:

Originally Posted by Vilobion (Post 1817633)
I was going for scooping out the belongings inside a pocket dimension rather than stealing the dimension itself.

I'd call that a Control Matter or Control Crossroads effect then. Probably Greater.

ajardoor 09-25-2014 01:21 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1817680)
So all it does is let you contact a ghost who is willing to help you learn magic, but you might have to do something for it?

Yep, just one specific ghost. Just talking to it, no obligations.

Christopher R. Rice 09-25-2014 01:40 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1818033)
Yep, just one specific ghost. Just talking to it, no obligations.

Then that works for me. You might need to add a Lesser Strengthen Crossroads effect to it if it physically crossovers to our plane.

ajardoor 10-16-2014 02:54 PM

Re: [RPM] Post your rituals here
 
Enchant Army of Hell
Spell Effects: Lesser Strengthen Body + Greater Strengthen Body + Greater Strengthen Body + Greater Transform Body.
Inherent Modifiers: Altered Trait, increased ST + Altered Trait, increased DX + Altered Trait, DR + Altered Trait, Terror (Always On).
Greater Effects: 3 (x7).

This horrid spell (said to be discovered or invented in medieval Japan) allows a bunch of fighting men to temporary become demonic parodies of themselves and gain gruesome combat prowess. It requires a katana that has been bathed in human blood for 24 hours to be wielded by the caster, who will suffer backlash in the form of -2 IQ penalty for a minute and may roll Will once per minute after that to recover. Both the caster and the subjects will suffer a Fright Check when this spell is casted (and if the rules for Stress and Derangement from GURPS Horror are being used, this is a Sanity-Blasting Fright Check).
The subjects within the area of effect (10 yards here) will, for the duration of the spell (10 minutes here), be transformed into twisted and powerful semi-demonic warriors, granting them +5 ST, +2 DX, DR 8 and the Terror (B93) advantage (on sight) with the Always On limitation.

Typical Casting: Area of Effect, 10 yards (8) + Duration, 10 minutes (1) + Greater Strengthen Body (3) + Altered Trait, +5 ST (50) + Subject Weight, 300 lbs. (3) + Lesser Strengthen Body (3) + Altered Trait, +2 DX (40) + Greater Strengthen Body (3) + Altered Trait, DR 8 (40) + Greater Transform Body (8) + Altered Trait, Terror (Always On, -20%) (24). 1281 energy (183x7).
Note: Non-resistable -2 IQ damage backlash to the caster (-10%), required materials of a katana bathed in human blood for 24 hours (-5%) and a non-resistable Fright Check (-30%) backlash for both the caster and the subjects makes for a total energy reduction of -45%, to 705 energy.

Christopher R. Rice 10-16-2014 03:29 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1825847)
Enchant Army of Hell
Spell Effects: Lesser Strengthen Body + Greater Strengthen Body + Greater Strengthen Body + Greater Transform Body.
Inherent Modifiers: Altered Trait, increased ST + Altered Trait, increased DX + Altered Trait, DR + Altered Trait, Terror (Always On).
Greater Effects: 3 (x7).

This horrid spell (said to be discovered or invented in medieval Japan) allows a bunch of fighting men to temporary become demonic parodies of themselves and gain gruesome combat prowess. It requires a katana that has been bathed in human blood for 24 hours to be wielded by the caster, who will suffer backlash in the form of -2 IQ penalty for a minute and may roll Will once per minute after that to recover. Both the caster and the subjects will suffer a Fright Check when this spell is casted (and if the rules for Stress and Derangement from GURPS Horror are being used, this is a Sanity-Blasting Fright Check).
The subjects within the area of effect (10 yards here) will, for the duration of the spell (10 minutes here), be transformed into twisted and powerful semi-demonic warriors, granting them +5 ST, +2 DX, DR 8 and the Terror (B93) advantage (on sight) with the Always On limitation.

Typical Casting: Area of Effect, 10 yards (8) + Duration, 10 minutes (1) + Greater Strengthen Body (3) + Altered Trait, +5 ST (50) + Subject Weight, 300 lbs. (3) + Lesser Strengthen Body (3) + Altered Trait, +2 DX (40) + Greater Strengthen Body (3) + Altered Trait, DR 8 (40) + Greater Transform Body (8) + Altered Trait, Terror (Always On, -20%) (24). 1281 energy (183x7).
Note: Non-resistable -2 IQ damage backlash to the caster (-10%), required materials of a katana bathed in human blood for 24 hours (-5%) and a non-resistable Fright Check (-30%) backlash for both the caster and the subjects makes for a total energy reduction of -45%, to 705 energy.

Toss all the Altered Traits under a single effect for Strengthen Body to save some more points.

ajardoor 10-17-2014 05:23 AM

Re: [RPM] Post your rituals here
 
Are you sure?

One of them is a Lesser effect rather than a Greater effect, one is a Transform effect, and I thought that each single thing a ritual does is a seperate Effect.

That said, I think I'm wrong and you're right.

I figured that you'd take issue with the reductions, first of all. Are they alright?

Christopher R. Rice 10-17-2014 11:23 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1826092)
Are you sure?

One of them is a Lesser effect rather than a Greater effect, one is a Transform effect, and I thought that each single thing a ritual does is a seperate Effect.

That said, I think I'm wrong and you're right.

I figured that you'd take issue with the reductions, first of all. Are they alright?

Yeah, you should be able to do all the Path of Body effects under a single Greater effect, just combine them into a single Altered Trait.

Varyon 10-17-2014 11:31 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1826171)
Yeah, you should be able to do all the Path of Body effects under a single Greater effect, just combine them into a single Altered Trait.

I think granting them Terror is more appropriate as either Transform Body (transforming them into a twisted, terrifying version of themselves) or Strengthen Spirit (as with Mantle of Glory), although I might be willing to give Strengthen Body a pass. Honestly, I'd be tempted to just call the whole affair a Greater Transform Body effect - after all, I don't think a ritual to turn a person into an elephant requires a Strengthen Body effect for the bonus ST.

Christopher R. Rice 10-17-2014 10:17 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Varyon (Post 1826176)
Honestly, I'd be tempted to just call the whole affair a Greater Transform Body effect - after all, I don't think a ritual to turn a person into an elephant requires a Strengthen Body effect for the bonus ST.

I could get behind this as well.

ajardoor 10-18-2014 06:32 AM

Re: [RPM] Post your rituals here
 
Okay, then, here's a errata'd version (BTW, anything wrong with the reductions for backlash, Fright Checks and required materials?)

----
Enchant Army of Hell
Spell Effects: Greater Transform Body.
Inherent Modifiers: Altered Traits, increased ST, increased DX, DR and Terror (Always On).
Greater Effects: 1 (x3).

This horrid spell (said to be discovered or invented in medieval Japan) allows a bunch of fighting men to temporary become demonic parodies of themselves and gain gruesome combat prowess. It requires a katana that has been bathed in human blood for 24 hours to be wielded by the caster, who will suffer backlash in the form of -2 IQ penalty for a minute and may roll Will once per minute after that to recover. Both the caster and the subjects will suffer a Fright Check when this spell is casted (and if the rules for Stress and Derangement from GURPS Horror are being used, this is a Sanity-Blasting Fright Check).
The subjects within the area of effect (10 yards here) will, for the duration of the spell (10 minutes here), be transformed into twisted and powerful semi-demonic warriors, granting them +5 ST, +2 DX, DR 8 and the Terror (B93) advantage (on sight) with the Always On limitation.

Typical Casting: Area of Effect, 10 yards (8) + Duration, 10 minutes (1) + Altered Traits, +5 ST, +2 DX, Terror (Always On, -20%) and DR 8 (154) + Subject Weight, 300 lbs. (3) + Greater Transform Body (8). 522 energy (174x3).
Note: Non-resistable -2 IQ damage backlash to the caster (-10%), required materials of a katana bathed in human blood for 24 hours (-5%) and a non-resistable Fright Check (-30%) backlash for both the caster and the subjects makes for a total energy reduction of -45%, to 287 energy.

Christopher R. Rice 10-18-2014 11:05 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1826503)
Okay, then, here's a errata'd version (BTW, anything wrong with the reductions for backlash, Fright Checks and required materials?)

----
Enchant Army of Hell
Spell Effects: Greater Transform Body.
Inherent Modifiers: Altered Traits, increased ST, increased DX, DR and Terror (Always On).
Greater Effects: 1 (x3).

This horrid spell (said to be discovered or invented in medieval Japan) allows a bunch of fighting men to temporary become demonic parodies of themselves and gain gruesome combat prowess. It requires a katana that has been bathed in human blood for 24 hours to be wielded by the caster, who will suffer backlash in the form of -2 IQ penalty for a minute and may roll Will once per minute after that to recover. Both the caster and the subjects will suffer a Fright Check when this spell is casted (and if the rules for Stress and Derangement from GURPS Horror are being used, this is a Sanity-Blasting Fright Check).
The subjects within the area of effect (10 yards here) will, for the duration of the spell (10 minutes here), be transformed into twisted and powerful semi-demonic warriors, granting them +5 ST, +2 DX, DR 8 and the Terror (B93) advantage (on sight) with the Always On limitation.

Typical Casting: Area of Effect, 10 yards (8) + Duration, 10 minutes (1) + Altered Traits, +5 ST, +2 DX, Terror (Always On, -20%) and DR 8 (154) + Subject Weight, 300 lbs. (3) + Greater Transform Body (8). 522 energy (174x3).
Note: Non-resistable -2 IQ damage backlash to the caster (-10%), required materials of a katana bathed in human blood for 24 hours (-5%) and a non-resistable Fright Check (-30%) backlash for both the caster and the subjects makes for a total energy reduction of -45%, to 287 energy.

I can't remember what I priced a Fright Check as - but I don't think -30% would be it. That's a lot for a result that might be nothing but stunning or retching. Maybe -20% for non-resistible and -10% if you can. I'd base the required materials on a Trigger myself at half cost and see where that goes. Spell looks okay otherwise.

ajardoor 10-24-2014 04:03 PM

Re: [RPM] Post your rituals here
 
That would make the reductions higher, if you can believe it - assuming the Trigger is both illegal (...yes) and occasional (very expensive and hard to find), final value halved.

The Fright Check technically already is resisted (via a Will roll plus Fearlessness, capped at 13...), so an extra Will roll before that seems a little finicky.

The final revised Note would be;

Note: Non-resistable -2 IQ damage backlash to the caster (-10%), required materials of a katana bathed in human blood for 24 hours (-22%) and a non-resistable Fright Check (-20%) backlash for both the caster and the subjects makes for a total energy reduction of -52%, to 251 energy.

ajardoor 10-26-2014 08:00 PM

Re: [RPM] Post your rituals here
 
Cleanse Ignorance
Spell Effects: Lesser Strengthen Mind.
Inherent Modifiers: Bestows a Bonus, +5 to a single mental skill.
Greater Effects: 0 (x1).

For the duration of the spell (a hour, by default), the subject (either the caster herself or touched by the caster, by default) receives a +5 bonus to a single mental skill chosen by the caster at the moment of casting (although as per the limits on Stacking Spells (Thaumatology: Ritual Path Magic page 15), this skill cannot be Thaumatology or a Path Skill).

Typical Casting: Lesser Strengthen Mind (3) + Bestows a Bonus, +5 to a single mental skill (16) + Duration, 1 hour (3). 22 energy (22x1).


Reveal Cosmic Truth
Spell Effects: Greater Destroy Mind.
Inherent Modifiers: Altered Trait, Chronic Depression.
Greater Effects: 1 (x3).

This spell crushes the will to live of the subject and makes her constantly miserable (the name is a rather cynical and creepy choice by a master adept). For the duration of the spell (one week, by default), the subject suffers the Chronic Depression disadvantage (B126) with a Self-Control number of 12. By default, the subject must within 10 yards of the caster for this spell.

Typical Casting: Duration, 1 week (9) + Altered Trait, Chronic Depression (12) (3) + Greater Destroy Mind (5) + Range, 10 yards (4). 63 energy (21x3).

oneofmanynameless 11-03-2014 02:20 PM

Re: [RPM] Post your rituals here
 
I've been making a Necromancer sort and have been struggling with the most basic of necromantic prowes: Summoning or creating new undead. Mostly... is it really just:

Greater Create Undead
+Duration; +Subject weight

I guess you'd need a Greater Control Undead in there if you want it to be your servant... or a Lesser Control Undead for minor non-sapient ghostly type undead.

Is there such a thing as a Lesser Create Undead?

Is there any varience for creating Mummy or Master Vampire vs. creating a Zombie or a Howler (under Phantasm, Horror p.79)? Do you need to add Altered Trait (for granting self the ally advantage or granting an enemy the enemy disadvantage?) Are the rules for stacking spells going to come up?

Varyon 11-03-2014 02:32 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by oneofmanynameless (Post 1832383)
I've been making a Necromancer sort and have been struggling with the most basic of necromantic prowes: Summoning or creating new undead. Mostly... is it really just:

Greater Create Undead
+Duration; +Subject weight

I guess you'd need a Greater Control Undead in there if you want it to be your servant... or a Lesser Control Undead for minor non-sapient ghostly type undead.

Is there such a thing as a Lesser Create Undead?

Is there any varience for creating Mummy or Master Vampire vs. creating a Zombie or a Howler (under Phantasm, Horror p.79)? Do you need to add Altered Trait (for granting self the ally advantage or granting an enemy the enemy disadvantage?) Are the rules for stacking spells going to come up?

For creating minions, you'll want to add Ghostdancer's "Summoned" spell modifier (find it here). Control shouldn't be necessary to order a minion you've created around, although you can use it to turn uncontrolled undead, or those of your enemies, into minions. Personally, I think of the difference between Lesser and Greater Create Undead as being that if you are reanimating a dead body into a more-or-less mindless undead, Lesser is sufficient. If you need to create your minion out of thin air, that's a single Greater Create Undead to make the body, and possibly a Lesser or another Greater Create Undead to animate it.

oneofmanynameless 11-03-2014 02:54 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Varyon (Post 1832390)
For creating minions, you'll want to add Ghostdancer's "Summoned" spell modifier (find it here). Control shouldn't be necessary to order a minion you've created around, although you can use it to turn uncontrolled undead, or those of your enemies, into minions. Personally, I think of the difference between Lesser and Greater Create Undead as being that if you are reanimating a dead body into a more-or-less mindless undead, Lesser is sufficient. If you need to create your minion out of thin air, that's a single Greater Create Undead to make the body, and possibly a Lesser or another Greater Create Undead to animate it.

First: thank you for linking that to me!
Second: Ghostdancer, your articles on necromancy just made my day! Nay! My month!!

Christopher R. Rice 11-03-2014 03:10 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by oneofmanynameless (Post 1832403)
Ghostdancer, your articles on necromancy just made my day! Nay! My month!!

:-) Sure, man. I've got some more necro stuff coming soon - probably on my Patreon only page, but some on my blog too. I recently started a DF game so stuff related to that will show up soonish as well. I also occasionally take requests, so if you follow my thread about my blog you might get something you want written up done.

oneofmanynameless 11-04-2014 11:26 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Varyon (Post 1787920)
Gender Bender
Spell Effects: Lesser Transform Body
Inherent Modifiers: None
Greater Effects: 0 (x1).

This transforms the subject into an opposite-gender version of themself, likely resulting in being mistaken for their own brother/sister. Eye color, hair color, and complexion remain unchanged, as does hair length (although style will typically be gender-appropriate). They retain all attributes (and this is not concealed - an ST 15 man who is subjected to the spell will look like an ST 15 woman), with those that are gender-specific simply changing to match their new gender (a Beautiful woman would become a Handsome man).
This change is a superficial one - a woman transformed into a man would not be under the influence of male hormones and would lack the ability to sire a child, for example.

Typical Casting: Lesser Transform Body (8) + Subject Weight, 300 lb (3) + Duration, 1 week (9). 20 energy (20x1).

wouldn't this be a greater transform body? "Lesser effects allow localized, believable, and subtle changes. Greater effects allow blatant and complete ones." Changing someone's gender is a pretty blatant and dramatic change right? even if not so from a mechanics point of view...

Quote:

Originally Posted by Varyon (Post 1787920)
Familicide
Spell Effects: Greater Sense Body + Greater Destroy Body
Inherent Modifiers: Time-Spanning
Greater Effects: 2 (x5).

This spell traces the subject's bloodline back 800 years. Every living person who directly descended from those ancestors, or who has had a child who was directly descended from them, must immediately roll against HT-5 or die. The spell is intended to torture the subject by wiping out all of their blood relatives - for this purpose, it doesn't affect the subject (or, if applicable, the caster). The deaths of all those affected is directly visible to the subject. The spell has sufficient area to affect an entire Earth-sized planet, extending 500 miles above the surface.

Typical Casting: Greater Sense Body (2) + Time-Spanning, 800 years (13) + Greater Destroy Body (5) + Affliction, Heart Attack (60) + Area of Effect, 15,000,000 yards (43) + Excluded Targets, Subject and Caster (1) + Subject Weight, 300 lb (3) + Bestows a Penalty, Narrow, HT roll to resist this spell -5 (16). 715 energy (143x5).

This functions a bit different than the OOTS version, which kills everything directly related to the subject and everything directly related to those from step 1, with no time limits (notably, this version - spanning a mere 800 years - probably wouldn't have had certain unintended consequences). I figure a single Greater Sense Body effect is enough to find all the relatives and show their demise to the subject.

I'm reasonably sure, based on everything I've read about how closely related the human race is, that if you cast this on someone with European descent you'd probably end up forcing just about everyone in the world of European descent to make a HT-5 vs. death. 800 years is about 32 generations (4 generations per 100 years, but that's only the average for the last 100 years) and most American's of European descent are related within an average of 5 generations (we're pretty much all related within 7.) This spell might be better titled "Genocide". =p


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