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I didn't know you could add limitations to a ritual like this. Is it written up somewhere or is it a houserule? I'm just asking cause I am still getting used to things |
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Innie/outie + hormones is rather minor when all of modern surgical techniques are considered sans cultural prioritization. That does raise the question of whether cultural priorities should dictate whether a spell is greater or lesser. Writing it out, I just convinced myself it should. Though what if different setting cultures have radically different salient beliefs? |
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I'm taking a crack at this. Honestly very new to RPM.
Journeyman's Blessing Spell Effects: Lesser Strengthen Luck (Control? Transform?) Inherent Modifiers: Bestows a Bonus to Single Skill, Duration. This spell grants the subject a bonus to their Job roll (basic set page 516). If the subject's Job requires numerous skill rolls to fulfill, as in the case of adventuring, this spell isn't powerful enough to aid them. Typical Casting: Lesser Strengthen Luck (3) + +5 to Job rolls (16) + 1 month Duration (11). 30 energy. Notes: While a Job roll could be any number of different skills it's always going to be the same skill roll for a given character. I could see it being a moderate class range instead of a single skill, but considering how specific the instance of the spell is I thought a single skill might work better. |
Re: [RPM] Post your rituals here
That'd be Control Luck; Strengthen Luck can give a bonus, but only when you've already got a 10+; otherwise it gives a penalty, with no change in the caster's intent or the ritual.
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Folk Magic
I'm making an attempt at creating a list of rituals that a fairly standard witch or village wise-(woman/man) might be able to work. The sort of stuff that is called for extensively in the day to day to life, especially in a low-tech society! I'm aiming for spells that the Magician template from Monster Hunters: Sidekicks could comfortably work assuming they specialized in Path of Body, Path of Luck, and Path of Spirit. Traditionally, these characters would supplement their magic with skills like Esoteric Medicine, Weather Sense, Fortune Telling, Poisons, and Pharmacy (Herbal) (or Herb Lore). So here is what I've got: This includes the following spells from GURPS Thaumatology: Ritual Path Magic - Cleanse Disease (7) (Page 40) - Cure Disease (7) (Page 41) - Diagnose (2) (Page 41) - Minor Healing (7) (Page 47) - Verdant Fecundity (39) (Page 51) Journeyman's Blessing Spell Effects: Lesser Control Luck Inherent Modifiers: Bestows a Bonus to Single Skill, Duration. This spell grants the subject a bonus to their Job Roll (basic set page 516). If the subject's Job requires numerous skill rolls to fulfill, as in the case of adventuring, this spell isn't powerful enough to aid them. Typical Casting: Lesser Control Luck (5) + +5 to Job Rolls (16) + 1 month Duration (11). 32 Energy. Matchmaker's Blessing Spell Effects: Lesser Control Luck Inherent Modifiers: Altered Traits, Duration. This spell arranges for it's subject to have a series of fortunate encounters with potential romantic partners over the course of the next week. It will only arrange for one such encounter per day and it grants no aid other than to arrange for the encounter. Typical Casting: Lesser Control Luck (5) + Added trait: Serendipity (only for fortunate romantic encounters, -20%; feature: per day instead of per session.) (12) + 1 week duration (9). 26 Energy. Fertility Spell Effects:Lesser Strengthen Body Inherent Modifiers: Altered Traits, Grants bonus to Single Skill, Duration. This spell makes an otherwise infertile living subject fertile and grants them a +3 bonus to all HT checks made to conceive offspring. Typical Casting: Lesser Strengthen Body (3) + Subject Weight (300 lbs) (3) + Grants +3 to HT checks made to conceive (4) + Altered Trait (Subject gains the "Fertile" trait) (0) + 1 week duration (9). 19 energy. Relieve Pain Spell Effects:Lesser Strengthen Body Inherent Modifiers: Altered Traits, Duration. This spell grants the subject High Pain Tolerance for the duration of it's effect. Typical Casting: Lesser Strengthen Body (3) + Subject Weight (300 lbs) (3) + Altered Trait (High Pain Tolerance) (10) +1 Day Duration (7). 23 energy. |
Re: [RPM] Post your rituals here
I'm certain the opposite of Fertility would be far more in demand of local witches. When your next kid might kill you or at the very least be too much of a burden financial or otherwise, women sought out such help even when illegal and dangerous.
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Re: [RPM] Post your rituals here
On the other hand, fertility for plants and animals would be in demand by farmers.
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Ether Purge/Power Drain
Spell Effects: Greater Destroy Magic. Inherent Modifiers: None. Greater Effects: 1 (x3). The subject of this spell must resist or have her mana reserve emptied - the subject must be within range of the caster (by default, 10 yards). Typical Casting: Greater Destroy Magic (5) + Range, 10 yards (4). 27 energy (9x3). Escape the Grasp of the Reaper Spell Effects: Greater Strengthen Body. Inherent Modifiers: Altered Trait, Unaging. Greater Effects: 1 (x3). For the duration (by default, 6 months) of the spell, the target has the Unaging advantage (B95). Typical Casting: Greater Strengthen Body (3) + Duration, 6 months (16) + Altered Trait, Unaging (15) + Subject Weight, 300 lbs. (3). 111 energy (37x3). |
Re: [RPM] Post your rituals here
That last one is obscenely expensive for such a minor in game advantage. It also precludes any other strengthen body spell which is a pretty severe drawback.
If you're playing a MH Witch that can sling spells over 1000 points like nothing, then okay. But so many posters assume such comic book power levels and invoke large energy bloat, in my opinion. |
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I don't think you need a Greater Effect to not age visibly in six months. Unless you're a mouse or something.
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On the other hand. If being immortal is as simple as casting a 37 energy spell every six months than anyone with a decent path of body skill is likely to be very long lived and your world will have a very high number of powerful wizards and witchs running around. Immortality may not be that meaningful of an advantage for a PC to have, but it has a tremendous impact on the game world. So, for game world reasons, I'd have it still be a greater effect and even consider requiring some sort of extra game world price for it (one that doesn't just amount to energy: water from the fountain of youth, the blood of virgins, etc.) If you do want it to just be a spell anyone with a good enough path of body could cast than it would make an interesting disadvantage for a witch character: Maintain's Immortality: The witch cannot work lesser (or greater) strengthen body effects on themselves and any ritual using that spell effect worked on them automatically fails unless it's total energy is greater than 37 (or 111.) If such a spell IS worked on the witch, the witch must immediately find a way to dispel that spell and replace it with their own immortality ritual or they will start aging. Treat this as an short term goal obsession. I'm not sure what the base point cost for that disadvantage would be... |
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I'd think it would lesser since I could certainly see allowing elder monks, dragons vampires etc to take it no fuss no muss
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It might be easier to just buy limited Unaging.
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Similarly, healing 2d in a few seconds (an 11 energy spell) at TL 8 is noticeable but not world-shattering - you'll on average manage to negate a Major Wound. Healing 20d in a few minutes (by casting that 11 energy spell 10 times in succession) is a different story - you'll take someone from death's doorstep to fully healed. In either case, if the GM has a problem, some sort of diminishing returns is needed. In the former, you can say, sure, a spell to not age for a given amount of time works as advertised for that time period, but if you keep recasting the same spell everything beyond the first duration is a temporary effect - a character who has maintained this spell for 20 years will instantly age 19 years and 6 months if it is dispelled or runs out without renewing it. If you want it to actually stop aging outright, you have to keep increasing the Duration cost - so you need to pay for a year's worth for the second 6-month period, 1.5 year's for the third, 2 years for the fourth, and so on. If you later let the spell expire (or it's dispelled) and want to recast it again, the actual duration of the new spell is equal to the Duration you pay for minus however long you've spent Unaging. For example, we've got a witch who decides to cast the 37 energy spell to halt aging for 6 months. When the Duration is up, maintaining it for another 6 months costs 22 energy (1 year) instead of 16. The next two castings are 23 energy (2 years), the next two are 24 (3 years), and so on. Let's say she maintains it for 5 years, then it gets dispelled. She's still 5 years younger than she should be, but she'd rather like to go back to not aging, so she needs to recast. She decides to cast a version that lasts for a decade, costing 52 energy. As she's already spent 5 years Unaging, however, she only gets 5 years out of the spell, and needs to recast, at ever-increasing cost, every 10 years. If she had instead opted to not increase cost each time the duration ran out but just spend 16 energy each time, then when her spell was dispelled at the 5 year mark she would have instantly aged 4.5 years. Quote:
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I tend to assume for my settings that very very few competent casters ever die of old age
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I think it is explictly stated in the RPM book that wiping out a mage's mana reserve is a Greater effect - presumably, the trade off is that you don't have to fuss about 'damage dice rolls' and just get a full zilch, without affecting the target's FP, HP or casting rolls.
Seems less swingy that way, less complex and makes the spell powerful enough for a Greater effect. That was my reading/preference, anyhow. Could just be mistaken, though. |
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Dormant Undeath
Spell Effects: Lesser Create Undead. Inherent Modifiers: Duration + Duration + Subject Weight. Greater Effects: 0 (x1). The subject of this curse, if not resisted, will be doomed to rise again as an undead creature (a zombie, by default) once killed if within the duration of the spell (12 hours, by default). Once animated, the zombie lasts for a secondary duration (1 day, by default). The spell itself does not cause any damage to the subject, nor will it control the resulting undead creature - but that is good enough to make a deployable monster out of an easily killed enemy to create chaos in the opposition ranks. A Greater Create Undead effect would work for a Wight, Crimson Head or Vampire. Typical Casting: Lesser Create Undead (6) + Duration, 12 hours (6) + Duration, 1 day (7) + Subject Weight, 300 lbs. (3) + Range, 10 yards (4). 26 energy (26x1). Find the Heart Spell Effects: Greater Strengthen Matter. Inherent Modifiers: Bestows a Bonus, all attack and damage rolls with the melee weapon. Greater Effects: 1 (x3). This spell is cast upon a melee weapon. It provides a bonus of +3 to all attack and damage rolls with the ensorcelled melee weapon for the duration of the spell. Typical Casting: Greater Strengthen Matter (3) + Subject Weight, 30 lbs. (1) + Bestows a Bonus, +3 to attack and damage rolls with the melee weapon (20) + Duration, 10 minutes (1). 75 energy (25x3). |
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Disable Firearms
Spell Effects: Lesser Destroy Matter. Inherent Modifiers: Area of Effect. Greater Effects: 0 (x1). All ammunition loaded into any sort of firearm is rendered inert by this area effect (20 yards radius, by default) spell - including the caster's own loaded firearm, if an exception is not made (a caster could simply not load the gun before casting, or attach a charm to the gun that undoes the spell). Loading the gun with new ammo would fix the problem, but NOT immediate action, as the problem is not a jam but a bullet defect. This is a great spell for a charm or conditional trigger, set to go off if the caster is threatened with a gun. Typical Casting: Lesser Destroy Matter (5) + Subject Weight, 10 lbs. (0) + Area of Effect, 20 yards radius (12). 17 energy (17x1). |
Re: [RPM] Post your rituals here
Here's a set I made up for an elementalist character. The character has the adjustable spell perk for path of energy and path of matter, so most of these are cheaper for her.
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Re: [RPM] Post your rituals here
I just built a big set of rituals and I thought I'd post them. Some of them are pretty basic, but also pretty important. This set of rituals was made with a witch specializing in countering other mages in mind. I talk about good use as well as the effects.
I'm still wondering a few things: 1) if a mage has their casting ability taken away by magic, do their charms still work? This is important because one of the charms is meant to restore a casters powers -- 2) If I want to reinforce armor, (lets say I want to make an injury resistant leather coat, harry Dresden style), Am I bestowing a bonus, adding a trait (DR) or doing something else? 3) how does the 'flaming sword' build work? Right now the last ritual in the list is that spell, and its just taking object weight, duration, and the external damage numbers (*3 the listed). Is that legal? Relatedly, if I want to give someone the ability to throw fire balls for 10 minutes, how does that work? Feel free to critique any of the rituals, though I am most concerned about the ones above. Rituals
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FOr what its worth (or not worth) I have been allowing Innate Attacks to be added onto weapons for things like flaming swords etc as by this thread (post 18-22 or so) http://forums.sjgames.com/showthread...ng#post1715384
edit - that link aims you at post 20 in the thread, sorry! 22 is really a much better post, and 18, 20 is not a very good post |
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Recall to Arms
Spell Effects: Lesser Sense Matter + Lesser Control Magic + Greater Create Crossroads. Inherent Modifiers: Speed. Greater Effects: 1 (x3). This conditional spell marks a weapon, typically an one-handed one like a pistol or fencing sword, so it may be teleported to the caster's hand, ready to use (one-handed, remember?), when the command phrase is spoken within 100 yards of the weapon. This teleportation takes two seconds - one to form the gate and another to transport the weapon. Typical Casting: Lesser Sense Matter (2) + Lesser Control Magic (5) + Greater Create Crossroads (6) + Subject Weight, 10 lbs. (0) + Range, 100 yards (10) + Speed, 100 yards/second (10). 99 energy (33x3). |
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Looks good. I wonder if a Lesser effect might be used here, even though it is the creation of a gate. I'd probably use a Lesser effect were I GMing. It's a useful thing...but not a 100-pt energy useful thing.
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Eh. Not making it conditional (not recommended), shortening the range (more valid for planned ambushes), slowing the speed (useful if the fight hasn't already started) and traditional trappings could cut it down to a much cheaper spell that is still very useful.
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A couple follow-ups on the Folk Magic post a little while ago, some of these spells are a little higher in terms of energy costs then I was aiming for before, although theoretically still in the range that a Magician could accomplish with all the right pieces in place (a good space, a grimoire, etc.)
Curse of Sterility (Or possibly Blessing of No-More-Children-Please) Spell Effects: Lesser Destroy Body Inherent Modifiers: Altered Traits, Duration, Subject Weight Greater Effects: 0 Used, alternately, as a spiteful hex against noblemen or a kind blessing to the already overburdened farm-wife, this spell renders the subject incapable of conceiving a child. It does not prevent them from performing in the bedroom or any such thing, it simply renders them Sterile for the duration of the effect. Typical Casting: Lesser Destroy Body (5) + Altered Traits (Sterile) (0) + Subject Weight, 300 lbs (3) + Duration, 1 month (11) = 19 energy. Pestilence Spell Effects: Lesser Destroy Body Inherent Modifiers: Damage (with cyclic, contagious, and symptoms), Subject Weight Greater Effects: 0 (?) This malicious hex infects the subject with a deadly disease, causing them to make a HT-5 check each day or suffer 1d toxic damage. A successful HT check prevents the damage that day, but doesn't heal the disease. For additional energy the caster can cause the subject to also suffer symptoms. Typical Casting: Lesser Destroy Body (5) +Subject Weight, 300 lbs, (3) + Damage, 1d (cyclic, 7 1 day intervals, +60% {12}; mildly contagious, +20% {4}; symptom, coughing, +20% {4}; Resistible, success doesn't end effect, HT-5, -5% {-1}) (19)= 27 energy Matchmaker's Curse Spell Effects: Greater Control Chance Inherent Modifiers: Altered Traits, Duration. This is a truly spiteful curse. Over the course of it's duration this spell arranges for the subject's love life to completely fall apart, as dramatically and horrifically as possible. Typical Casting: Greater Control Luck (5) + Altered Traits, Cursed (accessibility: only for the subjects love life, -20%) (12) + Duration, 1 week (9) = 26x3 = 78 energy Journeyman's Curse Spell Effects: Greater Control Chance Inherent Modifiers: Altered Traits, Duration. Another spiteful curse, this one causes the subjects mundane job (not adventuring!) to go horribly wrong for its duration! Typical Casting: Greater Control Luck (5) + Altered Traits, Cursed (accessibility: only for mundane job, -40%) (9) + Duration, 1 week (9) = 23x3 = 69 energy Fair Weather Spell Effects: Greater Control Chance Inherent Modifiers: Area of Effect, Bestows a Bonus, Duration. This spell brings about the sort of fair weather ideal for farming, in both the forms of light rain and sunshine. It grants a +2 to all farming and gardening skill rolls. Particularly horrific droughts and floods may require more energy to counter! Typical Casting: Greater Control Luck (5) + Bestows a Bonus, Moderate Range (+2 farming and gardening skill rolls) (4) + Area of Effect (1 kilometer) (16) = 25x3 = 75 energy. |
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Hibernate
Spell Effects: Greater Control Crossroads + Lesser Sense Chance Inherent Modifiers: Altered traits (Doesn't Breathe [20] +Doesn't Eat or Drink [10] + Sealed [15] + Unaging [15] All with -50% Hibernation limitation) (30) Greater Effects: 1 (*3) This spell slows time for the subject, essentially placing them in suspended animation for the duration. Injury can wake them as from a deep sleep as can a specified event. Typical Casting: Control (5) + Lesser Sense Chance (2) + AT (30) + Duration 50 years (35) + subject weight, 300 lbs. (3) 225 energy (75*3) Bear cave reduce energy by 10% A little pricey for the effect. |
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Still going to need a high skill and levels in Ritual Mastery to reliably pull it off. Computer crash stole my bookmarks. know the site with the energy calculator? Suggestions on target skill needed or a better way to pull this off? |
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Id think anyone who was going to invest that much perks into it would totally also spring for a Grimoire while they were at it!
With a +4 grimoire and the perks you could have a skill 11 rather indifferent mage make a living at the spell Be a really good way to move people, literally stack them in like cordwood |
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Someone who wanted to ship people like cordwood and who owned ships could probably even spring for say a +7 grimoire to allow a generic unspecialized skill 12 journeyman to pull things off. Plunking down 7k TL 3 using the more expensive T:RPM rules at TL3 is nothing compared to the costs of buying ships to carry the people!
And you don't even need to use it on people. Imagine using it on cows, sheep, chickens and so forth on your ships! |
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Safe Blast Arrow
Spell Effects: Lesser Control Magic + Greater Create Energy. Inherent Modifiers: Damage, External Explosive Crushing. Greater Effects: 1 (×3). Safe Blast Arrow - Usually cast as a Charm on an Arrow or Bullet. This explodes in a blast of kinetic force a moment after it connects (ideally when buried nicely inside target). Unless it connects with the caster (the lesser control magic handles 'do not explode when I hit caster') making it less likely for users to atomize themselves during an unfortunate run in with Reverse Missiles. Due to the Safe effect, this spell packs less of a wallop than the traditional blast arrow spell. A popular spell with mystic archers, and often found in Collections alongside the traditional blast arrow spell. This Casting: Lesser Control Magic (5) + Lesser Control Magic (5) + Greater Create Energy (6) + Damage, External Explosive Crushing 5d+2 (7). 69 energy (23×3). Does this spell do what I think would be good for it to do? And no, someones mystic archer did not explode herself to the tune of 22xHP last game, of course not, that would be silly |
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Momo came up with this for me in a MH game that never happened. I'm building a character for another MH game and was hoping to make use of it, or something similar. Once I've got the ritual, I still need to find someone to cast it for me, but one hurdle at a time!
The goal is to be able to have any of his pile of weapons instantly readied from a pocket dimension, so he can walk around seemingly unarmed and unencumbered until the action starts. Quote:
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Okay, taking your advice, would this version get your coveted Seal of Approval?
Hidden Arsenal This spell (Assuming a Path of Crossroads 16) would grant a 100lb. (102.4 lb.) Payload, that could hold the subjects weapons and personal gear (that are present at the time of the casting), any of which can be instantly ready to hand on a DX-1 roll (Or DX with Combat Reflexes), On a failed roll, the item must be readied normally. While stored, the items impose no encumbrance, and cannot be detected without Crossroads magic. Lesser Create +6 Crossroads for a (literal) Pocket Dimension. Altered Traits (Payload 16 (BL Based on Path of Crossroads; Cosmic, Extra Dimensional +50%, Reliable Holster, +10%; Only for Signature Gear, -80%)[13]), +13 Lesser Control +5 Crossroads to limit it to Subject's use only and make Fast-Draw default-able. Bestows a Bonus (+2 to Lift ST; this Payload only) +2 Bestows a Bonus (+0 to Fast-Draw; this Payload only) +0 Bestows a Bonus (+3 to Fast-Draw; this Payload only) +4 Duration 1 month +11 6+13+5+2+4+11 = 41 |
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Is there a way to do some version of this spell as a non conditional durational active spell, or as a conditional non charm hung spell?
The goal of the spell is Dal or Fei 'I'm going to go Scout ahead! Well away from you Elli, for you know not the meaning of stealth' Elli 'Okay! Let me cast a spell so you can open a portal back to me if need be' It would be even more awesome if spell could, depending on how the Scout did the needed activation, show up in different colors or such, so if people saw a Green Portal it means 'Come on through and join me', and Red means 'Stay there, I am coming to see you guys' Scout's Portal Spell Effects: Greater Create Crossroads + Lesser Control Magic×2. Inherent Modifiers: Duration, How long portal stays open + Range + Speed. Greater Effects: 1 (×3). Scout's Portal This spell is cast upon the Scout as a conditional spell, when the Scout does whatever the agreed upon trigger is, the portal opens from next to the Scout connecting next to the Scout to Next to the Caster. This allows the scout to either run through the portal to rejoin the party, or the party to go join the scout. This Casting: Greater Create Crossroads (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Duration, 10 minutes (1) + Range, 2,000 yds (18) + Speed, 2,000 yds/second (18). 159 energy (53×3). |
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Heres how the spell I want to happen works
Dal the Scout is going to go Scout ahead Elli the Caster is going to cast the spell and wait back at the starting point Elli wants a spell that will allow Dal to open a portal to her location. If Dal says say 'DST Portallus Openus' it will open a portal from his location to Elli's location Ideally, he can instead of saying 'DST Portallus Openus' he can say 'DST Portallus Openus Reddus' or 'DST Portallus Openus Greenus' and not only will the portal open, it will be Red or Green in color Does that make sense? Elli doesn't want to be forced to do it as a Charm either, since they don't want to spend a couple hours unpacking charm lab, casting spell as charm, packing Charm lab back up when Dal is like 'those bushes over there look suspicious, let me go check it out' |
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I've used the notion you can Fast Draw from Payload from this ruling of PKs
http://forums.sjgames.com/showpost.p...91&postcount=4 |
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I think if you buy it as sig gear then it should be okay
'Only my sig gear' is such a small subset of 'anything that fits' I'm down with it ---- Did the expanded description of what I hoped to accomplish with my spell help any understanding it? How would it actually be workable? |
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Ok, this is inspired by a scene from the movie Excaliber and is like a 7 League Boots spell.
Fast Step Spell Effects: Lesser Control Crossroads, Greater Create Crossroads Inherent Modifiers: Duration, Range, Speed, Weight Greater Effects: 1 (*3) Typical Casting: Lesser Control Crossroads (5) + Greater Create Crossroads (6) + Duration, 10 minutes (1) + Subject, 300 lbs (3) + Range, 10y (4) + Speed, 10y (4) 69 energy (23*3) Effective Skill -x (Crossroads-; ) Allows the subject to travel in short warps up to 10y each for 10 minutes with a typical casting. A 10 minute march would cover up to 3.4 miles The scene showed the Knights marching off to battle and going through different scenery to indicate travel. Merlin was in each scene walking along with his staff. Does it do what I describe? Also for the duration can it be used like Blink Warp and let the subject dodge as a teleport using Crossroads? |
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As a GM I'd encourage it being used only in mostly off-screen situations but the create cross roads effect being lesser...
I like the idea. in many cases you'll want to add area and more weight (to move a group for example) |
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Do you object to on screen gating though? If so then I will need to work on other ideas for defensive spells. Quote:
I would think Enhanced Move would still require a Greater Effect for that speed so why do you say its better? By Hyperjump time, you mean a day? Not an answer for combat or the Batman move (Ghostly Movement) but I like it for long distance travel, Shadow Stepping for example. |
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Blink will take a greater create crossroads, a greater control crossroads, and a lesser control magic. You should also add a lesser control chance if you don't want to end up in highly unfavorable situations (like warping 5 yards to the right and ending up with a tree limb through your chest). Even then for very perilous or cramped quarters use control chance. It will require a hard DX-based skill to activate and body sense role will also be required. Speed, Range, duration, and matter must also be included. Blinking is incredibly difficult to pull off. You are on the fly creating a gate that grabs you (and just you) and puts you in a new location. Its also incredibly powerful. If you doubt its power, look at the fight in God Slayers in the PbP forum. The Ritual would look like this: Blink Spell Effects: Greater Create Crossroads, Greater Control Crossroads, Lesser Control Magic, Lesser Strengthen Chance Inherent Modifiers: Range, Speed, Weight, Duration Typical Casting: Greater Create Crossroads(6) + Greater Control Crossroads(5) + Lesser Control Magic(5) + Lesser Strengthen Chance(5) + range-2 yards(0) + speed-2 yards(0) + duration -10 min (1) + subject weight-300lb (3) = 125 =25*5 Yeah, its a lot of energy. Its a very potent spell. If I'm doing this wrong please let me know (forum in general and in particular the RPM guru) |
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If one wanted to make a ritual to make Armor lighter like the Lighten spell (or an even better version), How would you go about it?
Would this be a Transform Matter effect, or could you use Control to basically use movement to make it neutrally buoyant in air? Or is it better to use Greater control Energy to make gravity have less impact? Quote:
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Re: [RPM] Post your rituals here
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Never played a RPM mage before and looking forward to the opportunity. I will keep that spell in mind and keep noodling. I do have another question. Making that Ritual a Charm requires Lesser Control Magic but it goes on about how that is a wrapper and does not really change the spell for definitions. Does it mean that all Conditional spells use the lower of Magic or their other Paths? |
Re: [RPM] Post your rituals here
Contingent Self-Resurrection
Spell Effects: (Lesser Control Magic + Lesser Sense Body, Greater Restore Body, Greater Create Spirit) Inherent Modifiers: Subject Weight, Healing, Greater Effects: 2 (x5) This spell, which must be cast as a conditional ritual, triggers when the casters body dies. It instantly restores the caster's body to life and stabilizing it's injuries while simultaneously conjuring the caster's spirit back into it, effectively restoring the caster to life. Typical Casting: Lesser Control Magic (5) + Lesser Sense Body (2) + Greater Restore Body (4) + Greater Create Spirit (5) + Subject Weight, 300 lbs (3) + Healing, 3d+2 (10) = 29x5 = 145 energy. Notes: I used Greater Create Spirit because the path of spirit covers the disembodied spirits of living creatures, such as astral projectors. Thus creating such a spirit, but with no altered traits or duration, implies that the spirit is attached to the body and will instantly stop being disembodied. I can see requiring a greater transform mind and a greater transform spirit in order to perform that transformation of the spirit back into the body, if the GM rules that Greater Create Spirit would just create a spirit for a moment that would then dissipate, rather then go back into it's body. Furthermore, this spell could easily get substantially more complicated very quickly, depending on the metaphysics of the world. For instance, if souls immediately pass over the veil into the afterlife, from which they cannot return except as ghosts AND the GM has ruled that all conditional rituals automatically fail once their original caster dies, then you have a lot more problems on both fronts of the spell: First, most of the effects of the spell have to trigger after the person dies. If the spell fails from the caster dying then it's innately useless. Second, if the caster's spirit cannot simply be conjured as long as the body is alive, then you have to use a Greater Create Undead effect to get it back from across the veil (or prevent it from going over in the first place! see below.) But ghosts don't just snap back into their bodies the moment they stop being ghosts so you'll also have to transform the ghost into a spirit using Greater Transform Undead and Greater Transform Spirit once the body has been reformed. Even then, the GM can still rule that the caster must re-integrate the spirit into the body properly, that it wont just snap in, requiring a Transform Mind and a Transform Spirit. You could possibly just go straight from ghost to mind with Greater Transform Undead + Greater Transform Mind, but the GM could easily justify making the person have some serious problems as the result of that. The following spell is the most complicated version and takes all of that into account. Consider it a "worst case scenario" way of constructing a spell. Contingent Self-Resurrection Spell Effects: (Lesser Control Magic, Greater Sense Chance, Lesser Create Spirit, Greater Transform Spirit, Greater Transform Undead, Greater Control Magic) + (Lesser Control Magic, Greater Restore Body, Greater Transform Undead, Greater Transform Spirit, Greater Transform Mind.) Inherent Modifiers: Altered Traits, Subject Weight, Healing, Duration. Greater Effects: 8 (x17) This spell must be cast as a conditional ritual. It triggers in the instant before the caster will truly die (using a divination to determine when that's about to happen.) It consists of two parts. The first part happens immediately and the second part happens just before the end of the duration. First Part: It pulls the caster's spirit out of it's body (using lesser create spirit) and transforms it into a ghost, severing it's ties with the life-force of the body but keeping it bound to this plane of existence, while simultaneously transferring the rest of this spells existence from relying on the survival of the body to relying on the survival of the ghost. Second Part: When the duration that the caster pays for is about to end the spell immediately restores the casters body (even from non-existence if necessary!) and stabilizes it's wounds, before transforming the caster back into a living spirit reliant on the life-force of the body and then, as the spell ends, back into the body as it's mind, affecting a successful Resurrection. Typical Casting: Lesser Control Magic (5) {condition}+ Greater Sense Chance (2) {divination for condition} + Lesser Create Spirit (5) {astral projection} + Greater Transform Spirit (8) + Greater Transform Undead (8) {creates the ghost} + Greater Control Magic (5) {transfers the ritual to the ghost} + Lesser Control Magic (5) {second condition} + Greater Restore Body (4) {rebuilds the body} + Greater Transform Undead (8) + Greater Transform Spirit (8) + Greater Transform Mind (8) {turn the ghost into a spirit then re-integrates it} + Altered Traits: Ghost Template, 200 pts (200) + Subject Weight (3) + Healing, 3d+2 (10) + Duration, 10 minutes (1) = 280x17 = 4,760 energy. Note: I used the Ghost racial template from Pyramid 3/45 p.5. |
Re: [RPM] Post your rituals here
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Re: [RPM] Post your rituals here
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Just built a spell list of all the likely spells he may use from RPM and two Pyramids plus some custom and forum builds. Lots of offensive options, just looking for a good defense with Crossroads (best path) or maybe Chance. I also want a good RPM way to do the Ghostly Movement power from GURPS Horror. Classic "Man of Mystery" power :) Meantime I just built this little gem based off Travel By Wire. Travel by Ley Line Spell Effects: Greater Transform Body, Greater Transform Magic Inherent Modifiers: Duration, Range, Speed, Weight Greater Effects: 2 (*5) This spell transforms the subject into magical energy which can travel quickly along Ley lines and turn back to normal as soon as he steps out. Magical Wards or powers may cause difficulty in this state and someone tapping your line may sense your passage. Typical Casting: Greater Transform Body (8) + Greater Transform Magic (8) + Duration, 10 minutes (1) + Speed, 1 mile/sec (18) + Subject Weight, 300 lbs. (3) 190 energy (38*5) |
Re: [RPM] Post your rituals here
So, inspired by a Srper villain and a couple of variations from Ghostdancer I came up with this build.
Shield of the Void Spell Effects: Greater Create Crossroads*2, Greater Control Crossroads, Lesser Strengthen Chance Inherent Modifiers: None Greater Effects: 2 (*5) The caster creates two large shields. Attacks blocked with one come out of the other one. Normally one shield is left passive and the other used to Block at (Crossroads/2)+3. While it is possible to point the second shield at an attacker to reflect ranged attacks they are typically Wild shots just going in that direction. Only 1 shield can be moved at a time, the other maintains its relative position to the caster. Casters with CM or ATR could control both effectively at the same time. Typical Casting: Greater Create Crossroads*2 (12) + Greater Control Crossroads (5) + Lesser Strengthen Chance(5) + range-2 yards(0) + speed-2 yards(0) + duration -10 min (1) + subject weight-300lb (3) = 130 (26*5) Cast as a Charm its 145 energy |
Re: [RPM] Post your rituals here
Hidden Arsenal - Current Version, re-posted for convenience.
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Would adding a Lesser Control Matter let it dress him in his armor from the pocket dimension? Would an added effect be needed because that takes quite a bit of time to do manually? Would we then need something for a trigger condition to pop it in or out, or do we just say it pops on whenever a weapon is drawn? |
Re: [RPM] Post your rituals here
You could use a Greater Transform Matter on the armour, making it appear like your ordinary clothing until your trigger. It might retain some DR as well. That would have the benefit that you don't have to worry about the (nonmechanical) problem of the clothes you're wearing already.
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Re: [RPM] Post your rituals here
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It could be unavoidable, the armor does normally take 15 seconds to don... But it is a no brainier that a Greater Effect would do it. |
Re: [RPM] Post your rituals here
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Someone was trying to build a character out of Fairy Tale who does this. Also the heroine in Violet? does something similar though with weapons. So its seen enough to be worth doing. |
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