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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? |
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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. |
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... 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. |
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... 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. |
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Okay, cool, tell us how it works. :-)
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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) |
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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 |
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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. |
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Your link is dead, Kal.
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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? |
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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! |
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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!) |
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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). |
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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. |
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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. |
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That's actually not a bad method either, I probably wouldn't use it for my own campaigns - but still not bad.
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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. |
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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:
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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? |
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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.
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Why Crossorads for weaken lock? I could see Chance or Matter.
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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. |
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Edit: If you want to run it in your own games that way - it's cool (of course). |
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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. |
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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
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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. |
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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! |
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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.
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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.
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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.
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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 |
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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 |
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One of the most powerful advantages I can think of for RPM is the Gizmo advantage, to represent instantly-created, customized Charms suitable for the situation. They're really, really handy. |
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Steal from Pocket Dimension:
Spell Effects: Lesser Sense Crossroads, Lesser Control Crossroads, Lesser Control Matter Inherent Modifiers: None Greater Effects: None This spell allows the caster to sense if any individuals nearby have access to a pocket dimension and then allows the caster to steal from it. The spell is 'blind' about what it steals. This means without adding additional spell effects the caster gains no information about what they are stealing or the capability to control what they specifically take- they move items up to the weight limit they specify when casting. Typical Casting: Lesser Sense Crossroads (2) + Lesser Control Crossroads (5) + Lesser Control Matter (5) + Subject Weight, 30LBS (1) + Range, 100 yards (10) = 23 energy Notes: This would work in the MH campaign I'm playing in because the GM has specified that personal pocket dimensions leave weak spots tied to the individual who can access them. Your mileage may vary. Range is range to the person who owns the pocket dimension, while weight controls how much you can steal. Extra energy may be needed to overcome the spell energy of casters who spell their own pocket dimensions into existence. |
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Hey, need a second opinion on this one, it is basically an adaptation of the D&D spell Glitterdust...
Shining Judgement Spell Effects: Greater Create Energy. Inherent Modifiers: Altered Trait, Blindness + Altered Trait, Remove Invisibility + Bestows a Bonus, Vision rolls to notice the subject. Greater Effects: 1 (x3). This spell affects an area of 20 yards that is within 10 yards of the caster and lasts 10 minutes. It coats subjects and invisible objects with an intensely bright light. Targets within the area of effect who fail to resist become blinded (B124) for the duration of the spell, unless they have Bright Vision or similar protection against intense light sources. Any invisible creatures (who fail to resist) or objects within the area of effect are outlined by the light for the duration of the spell, which effectively cancels out their invisibility (although the outline effect wouldn't reveal, say, the colour of the revealed), and can be noticed at +4 to Vision rolls (thanks to the whole 'glowing extremely brightly' thing). Typical Casting: Greater Create Energy (6) + Altered Trait, Remove Invisibility (8) + Altered Trait, Blindness (10) + Area of Effect, 20 yards (6) + Range, 10 yards (4) + Duration, 10 minutes (1) + Bestows a Bonus, +4 for Vision rolls to see subject (8). 129 energy (43x3). What odd you think, everyone? |
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Would the combined Altered Traits be worth 18 energy or what?
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Revised version, along with some other rituals that might need checking;
--- Shining Judgement Spell Effects: Greater Create Energy + Lesser Control Energy. Inherent Modifiers: Altered Traits, Blindness and Remove Invisibility + Bestows a Bonus, Vision rolls to notice the subject. Greater Effects: 1 (x3). This spell affects an area of 20 yards that is within 10 yards of the caster and lasts 10 minutes. It coats subjects and invisible objects with an intensely bright light. Targets within the area of effect who fail to resist become blinded (B124) for the duration of the spell, unless they have Bright Vision or similar protection against intense light sources. Any invisible creatures (who fail to resist) or objects within the area of effect are outlined by the light for the duration of the spell, which effectively cancels out their invisibility (although the outline effect wouldn't reveal, say, the colour of the revealed), and can be noticed at +4 to Vision rolls (thanks to the whole 'glowing extremely brightly' thing). Typical Casting: Greater Create Energy (6) + Lesser Control Energy (5) + Altered Traits, Remove Invisibility and Blindness (18) + Area of Effect, 20 yards (6) + Range, 10 yards (4) + Duration, 10 minutes (1) + Bestows a Bonus, +4 for Vision rolls to see subject (8). 144 energy (48x3). --- Kentucky Windage Spell Effects: Lesser Control Chance. Inherent Modifiers: Bestows a Bonus, to-hit roll with a gunshot. Greater Effects: 0 (x1). When this conditional ritual is triggered, the subject's next Guns roll to shoot a target gets a +5 bonus. Typical Casting: Lesser Control Chance (5) + Lesser Control Magic (5) + Bestows a Bonus, +5 to-hit roll with a single gunshot (16). 26 energy (26x1). --- Basilisk Sigil Spell Effects: Lesser Control Magic + Lesser Sense Mind + Greater Destroy Mind. Inherent Modifiers: Affliction, Paralysis. Greater Effects: 1 (x3). This spell is cast as a charm on a piece of paper with a snake sigil on it, which is then usually folded up for safety reasons. When anyone looks at the sigil on the paper charm, it triggers the spell to paralyse the reader (B429) for 10 minutes. Typical Casting: Lesser Control Magic (5) + Lesser Sense Mind (2) + Greater Destroy Mind (5) + Affliction, Paralysis (30) + Duration, 10 minutes (1). 129 energy (43x3). |
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The Assassination of Heracles
Spell Effects: Greater Control Mind. Inherent Modifiers: Altered Traits, Bad Temper (no SC) and Berserk (no SC). Greater Effects: 1 (x3). This spell is cast on a subject within 20 yards of the caster, who must resist or suffer from uncontrollable Bad Temper (B124) and Berserk (B124) for a day. This means that the subject will become murderously violent immediately after any sort of provocation while the spell is in effect. Typically, this spell is used to covertly assassinate a target by provoking him into effectively committing 'suicide-by-cop', or in order to discredit the subject. It might also be used to turn a target's bodyguard into a 'Manchurian Agent'. Typical Casting: Greater Control Mind (5) + Duration, 24 hours (7) + Range, 20 yards (6) + Altered Traits, Bad Temper (no SC, x2.5) and Berserk (no SC, x2.5) (10). 84 energy (28x3). |
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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). |
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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. |
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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? |
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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. |
Re: [RPM] Post your rituals here
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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. |
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). |
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? |
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Second: Ghostdancer, your articles on necromancy just made my day! Nay! My month!! |
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