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

Varyon 11-04-2014 12:56 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by oneofmanynameless (Post 1832755)
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...

Actually changing someone's gender should be a Greater Transform Body. This is purely a cosmetic change, however, so I felt it could get away with Lesser.

Quote:

Originally Posted by oneofmanynameless (Post 1832755)
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

Point. Ignoring inbreeding, one generation back is 2 people, two back is 4, then 8, and so on. 32 generations is 4,294,967,296 people, nearly 10x the highest estimate I can find for human population at the time, meaning this would end up probably wiping out the entire human race. Oops. It might be more appropriate to have it trace the target's maternal and/or paternal lines back and then kill off everyone descended from them.

oneofmanynameless 11-05-2014 02:06 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Varyon (Post 1832803)
Point. Ignoring inbreeding, one generation back is 2 people, two back is 4, then 8, and so on. 32 generations is 4,294,967,296 people, nearly 10x the highest estimate I can find for human population at the time, meaning this would end up probably wiping out the entire human race. Oops. It might be more appropriate to have it trace the target's maternal and/or paternal lines back and then kill off everyone descended from them.

that would reduce the number of people killed dramatically... but I'd take a different route: don't go so far back in time. I've extremely aware of my family genealogy and very much in touch with most of my father's side of the family, including cousins and second cousins and so on. While I can technically trace my family back easily a hundred and fifty years, I'm really only in contact with the family stemming back one generation or so. By the time you get back to my parents cousins I'm aware of many of them but I've never met them. Further back than that I'm aware that there COULD be family in certain places. My point is: if the purpose of the spell is to torture the subject, why bother killing people he had no idea were related to him? Go back four generations, or about a hundred years. That'll still probably kill hundreds of people, with the majority of them being people the subject has at least heard of.

Varyon 11-05-2014 02:45 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by oneofmanynameless (Post 1833290)
Go back four generations, or about a hundred years. That'll still probably kill hundreds of people, with the majority of them being people the subject has at least heard of.

That looks about right, actually. Oddly enough, the way Time-Spanning works in RPM, going back a full 100 years requires only 1 less energy than going back 800 (or, rather, 11 energy is sufficient for only 82 years; 12 gets you up to 273 or so, and 13 gets you over 800). Rather than doing it by years, I'll just go with 12 energy and 4 generations. 4 generations is 16 ancestors, and if we assume that each pairing produced 2 reproducing offspring, and each of those produced 2 reproducing offspring, that's 16 in Gen -3, 32 in Gen -2, 64 in Gen -1, and 128 (including the subject) in the current generation. Note 2 reproducing offspring per couple is historically low, although probably isn't too far off if the subject were, say, a modern American.

Aigol 11-05-2014 06:51 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1825847)
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.


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

Flyndaran 11-05-2014 08:06 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Varyon (Post 1832803)
Actually changing someone's gender should be a Greater Transform Body. This is purely a cosmetic change, however, so I felt it could get away with Lesser.
...].

Well sex changes are cosmetic surgeries, despite how incredibly life changing most people may consider them.
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?

Varyon 11-06-2014 09:51 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Flyndaran (Post 1833429)
Well sex changes are cosmetic surgeries, despite how incredibly life changing most people may consider them.
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?

I was thinking more along the lines of "A Greater Transform Body would be sufficient to make a woman into a fertile man, or a man into a fertile woman, with all the hormonal changes involved therein. This spell just makes the character look like the opposite sex (including extra/missing bits), so a Lesser Transform Body seems appropriate." I could certainly see justification for considering the "purely cosmetic change" as being simply on the low end of Greater Transform Body, of course.

oneofmanynameless 11-07-2014 03:58 PM

Re: [RPM] Post your rituals here
 
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.

Langy 11-07-2014 06:06 PM

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.

oneofmanynameless 11-07-2014 06:59 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Langy (Post 1834453)
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.

Was wondering about that! Thanks!

oneofmanynameless 11-07-2014 07:48 PM

Re: [RPM] Post your rituals here
 
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.

Flyndaran 11-07-2014 08:07 PM

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.

Langy 11-07-2014 08:56 PM

Re: [RPM] Post your rituals here
 
On the other hand, fertility for plants and animals would be in demand by farmers.

ajardoor 11-16-2014 05:40 PM

Re: [RPM] Post your rituals here
 
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).

Flyndaran 11-17-2014 04:43 AM

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.

Anders 11-17-2014 07:36 AM

Re: [RPM] Post your rituals here
 
I don't think you need a Greater Effect to not age visibly in six months. Unless you're a mouse or something.

Varyon 11-17-2014 09:19 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1837785)
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).

I could see this as Lesser Destroy Magic, but as an Internal Damage affect targeting FP. That is, it would be a 9 energy spell that destroyed 1d ER.

Quote:

Originally Posted by ajardoor (Post 1837785)
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).

A lot of the price here is due to Unaging being overpriced (it's probably closer to a Perk, honestly). As a lack of aging is only noticeable after a long period of time, a Lesser Strengthen Body is probably sufficient. The big problem with this spell is that it precludes later Greater (or Lesser, if using my suggestion) Strengthen Body effects, due to Stacking Spells. I can't recall if you have the option to dismiss a spell at will with RPM; if not, you may want to include a Lesser Control Magic effect so that you can switch it off if you need to buff yourself with a lower-energy Strengthen Body effect.

oneofmanynameless 11-17-2014 02:15 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1837785)
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).

Quote:

Originally Posted by Varyon (Post 1837945)
A lot of the price here is due to Unaging being overpriced (it's probably closer to a Perk, honestly). As a lack of aging is only noticeable after a long period of time, a Lesser Strengthen Body is probably sufficient. The big problem with this spell is that it precludes later Greater (or Lesser, if using my suggestion) Strengthen Body effects, due to Stacking Spells. I can't recall if you have the option to dismiss a spell at will with RPM; if not, you may want to include a Lesser Control Magic effect so that you can switch it off if you need to buff yourself with a lower-energy Strengthen Body effect.

I'm inclined to agree with Varyon and everyone else who's saying that it should be a lesser effect based on how little the effect will be noticeable.

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...

Kalzazz 11-17-2014 02:22 PM

Re: [RPM] Post your rituals here
 
I'd think it would lesser since I could certainly see allowing elder monks, dragons vampires etc to take it no fuss no muss

Flyndaran 11-17-2014 02:26 PM

Re: [RPM] Post your rituals here
 
It might be easier to just buy limited Unaging.

Christopher R. Rice 11-17-2014 03:05 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor;1837785[B
Escape the Grasp of the Reaper[/B]
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).

Quote:

Originally Posted by Anders (Post 1837927)
I don't think you need a Greater Effect to not age visibly in six months. Unless you're a mouse or something.

Dump the greater effect and Altered Traits, you don't need them. Just the spell. Anything over a year at a time though I'd probably charge a Greater effect for. Alternatively, use a Restore effect and add a variant of healing that restores 1 month of your life per 1d - this way you don't have a constant spell going on and you've increased your lifespan.

Quote:

Originally Posted by Flyndaran (Post 1837896)
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.

All RPM casters regardless of point totals can achieve a relatively high school. Remember, skill represents fine control, but also how much energy you can tap at once. It's not uncommon for a caster to have a modified skill in the 18 range given places of power, grimoires, workspace kits, etc. which are supposed to be fairly common.


Quote:

Originally Posted by Flyndaran (Post 1838050)
It might be easier to just buy limited Unaging.

That's a option, you'd add "Magical, -10%" to it of course and it would represent the fact that you know some sort of secret spell that gives permanent advantages or you've used it on yourself so much it is a part of your magical make-up now.

Varyon 11-17-2014 03:32 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by oneofmanynameless (Post 1838042)
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.

Yeah, this is where things in RPM get a bit dicey. A person not aging for 6 months means practically nothing. A person not aging for 6 years might cause some minor comments, but is easily excused away. A person not aging for 60 years results in pitchforks and torches or offerings of worship.

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:

Originally Posted by oneofmanynameless (Post 1838042)
Maintain's Immortality:

Probably just a Quirk - "Always tries to have one particular spell activated." A [-5] Obsession might also fit, but that's probably the limit of it.

Kalzazz 11-17-2014 03:55 PM

Re: [RPM] Post your rituals here
 
I tend to assume for my settings that very very few competent casters ever die of old age

ajardoor 11-18-2014 12:35 AM

Re: [RPM] Post your rituals here
 
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.

oneofmanynameless 11-18-2014 12:40 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1838092)
I tend to assume for my settings that very very few competent casters ever die of old age

That works, but the quest for immortality is a time honored adventure!

Quote:

Originally Posted by Varyon (Post 1838080)
Yeah, this is where things in RPM get a bit dicey. A person not aging for 6 months means practically nothing. A person not aging for 6 years might cause some minor comments, but is easily excused away. A person not aging for 60 years results in pitchforks and torches or offerings of worship.

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.



Probably just a Quirk - "Always tries to have one particular spell activated." A [-5] Obsession might also fit, but that's probably the limit of it.

If you assume that if the spell is broken you'll age instantly to your actual age and you're playing a character whose more than 100 years old then that'd be worth draining (with the aging modifier) for that spell, right?

Varyon 11-18-2014 01:54 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1838212)
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.

It does indeed state that Greater Destroy Magic can do this, but doesn't specify if just that effect is sufficient or if you'd need to combine it with something else. The other examples for Greater Destroy Magic are all Altered Traits (Removed Advantages), meaning that could be the same (although I think your interpretation is probably correct as to the author's intent). I'm not a big fan of absolute effects, however, so I'd prefer to go with Lesser Destroy Magic and ER damage.

Quote:

Originally Posted by oneofmanynameless (Post 1838367)
If you assume that if the spell is broken you'll age instantly to your actual age and you're playing a character whose more than 100 years old then that'd be worth draining (with the aging modifier) for that spell, right?

What do you mean by "draining (with the aging modifier)" here?

oneofmanynameless 11-24-2014 06:43 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Varyon (Post 1838399)
What do you mean by "draining (with the aging modifier)" here?

I mean the Draining disadvantage with the modifier which makes you age in addition to taking damage.

ajardoor 12-01-2014 03:26 PM

Re: [RPM] Post your rituals here
 
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).

ajardoor 12-05-2014 10:53 PM

Re: [RPM] Post your rituals here
 
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).

Angle 12-11-2014 12:28 PM

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.

Spoiler:  

ericthered 12-12-2014 11:13 AM

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
Spoiler:  

Christopher R. Rice 12-19-2014 09:00 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ericthered (Post 1847427)
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 --

No, once charms are made they are a self-contained entity. A case could be made that the charms "go away" when you can't access your powers...but PK (and I) think that the GM should really just gloss that over and ignore it. There is a post about it somewhere round these parts.

Quote:

Originally Posted by ericthered (Post 1847427)
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?

Altered Traits + Subject Weight + Strengthen Matter.

Quote:

Originally Posted by ericthered (Post 1847427)
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?

This is REALLY tricky, and PK answered part of this in the other thread, but giving a object a innate attack isn't exactly illegal...but you have to keep a hold on it or casters will imbue all their gear with magical powers and then either overpower everything or get screwed when someone casts dispel magic.

Quote:

Originally Posted by ericthered (Post 1847427)
Create Gate
Spell Effects: Greater Create Crossroads.
Inherent Modifiers: Speed, Duration.
Greater Effects: 1 (x3).

This spell creates an open gate from one place to the other that persists for 10 minutes. Its easy to see, but is a very useful spell if you can't find an existing gate that goes where you want to.

Typical Casting: Greater Create XR (6) + Speed 500 mi/sec (32) + duration 10 minutes (+1) = 114 (38*3)

You need Range and Speed for Gates. So add another 32 energy here.


Quote:

Originally Posted by ericthered (Post 1847427)
Banisher:
Spell Effects: Greater Create Crossroads,lesser control spirit, lesser sense spirit
Inherent Modifiers: Range.
Greater Effects: 1 (x3).

finds the nearest demon within 10 feet and sends it back to hell. This ritual is almost always cast as a charm.

Greater create XR(6) + lesser control spirit(5)+ lesser sense spirit(2)+ 10 yard range (5) = (18)*3 = 54

Good, but you need Greater Destroy Crossroads and Lesser Sense Spirit.

Quote:

Originally Posted by ericthered (Post 1847427)
Curse Killer:
Spell Effects: Greater Destroy Magic, Lesser Sense Magic
Inherent Modifiers: Subject Weight, range, subject weight.
Greater Effects: 1 (x3).

Curse killer is a powerful spell aimed at destroying other spells. When cast upon a subject it goes through all spells on the target and dispels them, starting with the largest it can dispel and working its way down until it runs out of energy

Dispelling magic doesn't work like this, the spell affects ALL spells in its area as long as it's got energy to knock it down. Basically, it doesn't take 48 energy to knock down 6 8-energy spells - just one 8-energy dispel will take care of all of them.

Quote:

Originally Posted by ericthered (Post 1847427)
A different but very similar ritual is aimed at areas rather than subjects

Greater Destroy Magic (5)+ Lesser Sense Magic(2)+ range 10 yards (4) Subject Weight 5 tons (6) + fluff (3) = 60 (20*3)

That's fine.

Quote:

Originally Posted by ericthered (Post 1847427)
Standard Ward:
Spell Effects: Lesser Control Magic, Lesser Control Undead, Lesser Control Spirits
Inherent Modifiers: area, duration
Greater Effects: 0 (x1).

A basic ward to keep out spells, undead, and spirits. It should be noted while this ritual is useful, it may be a better idea to split this into three separate wards, letting you use higher path skills and making seperate wards (if a mage hammers this ward it will be weaker against demons). On the other hand, the ritual in this form is compact and can be taken as a single ritual mastery, grimoire, or charm, which can represent some major savings.

Lesser Control Magic(5) + Lesser Control Undead(5) + Lesser control Spirits (5) + area 70 yards (9*2=18) + duration 2 months (12) = 45 energy

Also good.

Quote:

Originally Posted by ericthered (Post 1847427)
Alarm System:
Spell Effects: Lesser sense magic, Lesser sense spirit, Lesser sense undead, lesser control matter
Inherent Modifiers: area, duration, excluded beings
Greater Effects: 0 (x1).

Detects supernatural creatures approaching or spells cast within the area monitored. The default ritual rings a bell when triggered (the control matter). The triggers that can be used instead are myriad and individual casters will likely choose a path to their choosing: Sense mind for a mental cue, create energy for an audible cue or a visual flash, and so forth.

Lesser sense magic (2)+ Lesser sense spirit (2)+ Lesser sense undead (2)+ lesser control matter (5) + area effect 1/2 mile (16*2 = 32) +duration 2 months (12) + exclude self (1) =56

Looks fine.

Quote:

Originally Posted by ericthered (Post 1847427)
Neutralize Caster:
Spell Effects: Greater Destroy Magic
Inherent Modifiers: subject weight, duration, range
Greater Effects: 1 (x3).

An extremely useful spell when facing other casters, this spell is almost always prepared as a conditional spell (because you know the opposing caster is going to be relying on his conditionals). It deprives him of the ability to cast. This spell is often worth padding with energy so it doesn't fizzle. This spell is often not make as a charm because it blocks itself -- if its the bigger of the two spells!

The example given is a small version of the spell, and probably unsuitable for the contest described above.

Greater Destroy Magic (5) + subject weight 300lbs (3) + duration 1 hour (3) + range 10 yards (4) =20*3 = 60

You probably need Altered Traits here for whatever level of Magery and/or Ritual Adept you remove.

Quote:

Originally Posted by ericthered (Post 1847427)
Restore Spell Casting
Spell Effects: Greater Restore Magic
Inherent Modifiers: subject weight, duration
Greater Effects: 1 (x3).

This ritual is almost always cast as a charm (and so the typical casting below is), because its made to restore the ability of a caster! This does not dispell the effect that deprives the mage of the magic -- if the duration runs out, the caster will be robbed of his magic once again!

I am frankly not sure if a charm still works if the caster has been robbed of his magic. If so, this is one case where a caster wants to keep someone else's charms around! The charm could be purchased, or two mages could have an agreement with each other: you keep my charm valid and I'll keep yours valid.

Greater Restore Magic (4) + lesser control magic (5) + subject weight 300lbs (3) + duration 1 day (7) = 19*3=57

Yeah, because after you make it as a charm it becomes its own "thing."


Quote:

Originally Posted by ericthered (Post 1847427)
Death Net:
Spell Effects: Lesser Sense Body, lesser Restore Body
Inherent Modifiers: duration, healing.
Greater Effects: 0 (x1).

often cast just before going into combat or constantly on by particularly paranoid hunters, Death Net heals a subject when they fall unconscious. while not always enough to regain conciousness, it stops bleeding and leaves the hunter in a much safer condition.

This spell has many variations. It can be cast as a conditional spell to save on long durations. A sense mind and range effect are often added to alert comrades to the subjects condition. The tigger can be set to if the subject is slowed by wounds or after their first injury rather than on unconsciousness. And the Restore body effect can be made Greater to increase the healing to an amount that can actually bring the subject back to health.

Lesser sense Body (2) + Lesser Restore body (4) + 1 day (7) + 2d damage healed (4) = 17

Looks fine.

Quote:

Originally Posted by ericthered (Post 1847427)
Death Wall:
Spell Effects: Lesser Strengthen Body
Inherent Modifiers: bestow a bonus, subject weight, duration.
Greater Effects: 0 (x1).

This spell keeps the subject from dying. It is often cast as a precation to make battle (and critical failures on spells) more survivable. It is compatible with death net and the two sync well together: death wall allows large wounds to be survivable, and death net stabilizes the subject.

Lesser Strengthen Body(3) + bestow a bonus (moderate range): +4 to death checks (16) + subject weight 300 lbs(3) + duration 1 week (10) = 48

Also good.

Quote:

Originally Posted by ericthered (Post 1847427)
Untouchable:
Spell Effects: Lesser Control Chance
Inherent Modifiers: bestow a bonus, subject weight, duration.
Greater Effects: 0 (x1).

This spell grants the subject the ability to move just right, moving out of the way of bullets and crossbows instinctively. It does not work against guns used in a melee fashion at close range, and the subject still needs to be aware of the attack. Some casters like to vary this to add danger sense (sense chance + added attribute) for another 17 points, or adding it as a different ritual.

Lesser Control Chance (5) + subject weight 300lb (3) +5 to dodging ranged missiles -- moderate bonus (32) + duration(week) (9) = 49

Looks good.

Christopher R. Rice 12-19-2014 09:01 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ericthered (Post 1847427)
Spirit Scout:
Spell Effects: lesser create spirit,lesser Create Mind,lesser sense mind(2)
Inherent Modifiers: subject weight,range,duration
Greater Effects: 0 (x1).

This spell creates a small spirit spy. The creature is built like a monkey, coloured to be easy to camouflage, and about 3 inches tall. A mental connection allows the creature to report to the caster and the caster to direct it. Due to create spirit and create mind being lesser, any damage dissipates the creature, any spell cast on it dissipates the creature, and many obstacles require direct supervision for it to overcome. This spell is usually used in places where small animals are hard to come by.

lesser create spirit (6)+lesser Create Mind (6)+lesser sense mind(2)+subject weight 10lbs (0)+range 1 mile (18)+duration 1 day (7) = 39

Drop the second Lesser Sense Mind and add Lesser Control Spirit instead.


Quote:

Originally Posted by ericthered (Post 1847427)
Flaming Knife:
Spell Effects: Greater Create Energy
Inherent Modifiers: damage, duration, weight
Greater Effects: 1 (x3).

Turns a mildly dangerous blade (in the hands of a witch) into a searing weapon a monster will actually give some respect.

Greater Create Energy (6) + 5d damage (3) + duration 10 minutes(1) + weight 10 lbs (0) = 10*3 = 30

No, this doesn't work. To add damage to a weapon or to "conjure" a weapon use Bestows a Bonus. See here for a more fully explained post by PK (which has already been answered in your other thread I see).

Kalzazz 12-19-2014 09:12 PM

Re: [RPM] Post your rituals here
 
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

Christopher R. Rice 12-19-2014 09:19 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1850035)
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

Yeah, that's something I revised a while back. You could technically do a linked a attack, but if the bonus adds directly to the weapon's inherent damage bonus - then it's definitely bestows a bonus.

ajardoor 12-20-2014 01:53 AM

Re: [RPM] Post your rituals here
 
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).

Christopher R. Rice 12-20-2014 02:23 AM

Re: [RPM] Post your rituals here
 
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.

ajardoor 12-20-2014 05:52 AM

Re: [RPM] Post your rituals here
 
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.

Christopher R. Rice 12-20-2014 06:36 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1850108)
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.

True, but I really wouldn't use a Greater effect here. I thought about it a little more and if I were GMing I'd probably draw a distinction (a campaign one!) that says "small, inanimate objects can use a Lesser Create Crossroad effect to gate objects." That of course would have to be a decision made by the GM - but it's a valid one.

oneofmanynameless 12-26-2014 01:34 PM

Re: [RPM] Post your rituals here
 
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.

Christopher R. Rice 12-26-2014 09:58 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by oneofmanynameless (Post 1851973)
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.

Looks fine.

Quote:

Originally Posted by oneofmanynameless (Post 1851973)
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

Looks fine.

Quote:

Originally Posted by oneofmanynameless (Post 1851973)
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

Ouch. You could just call that "Aspected, Romance."

Quote:

Originally Posted by oneofmanynameless (Post 1851973)
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

Yup. That's good.

Quote:

Originally Posted by oneofmanynameless (Post 1851973)
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.

Looks fine to me.

Refplace 01-03-2015 02:37 AM

Re: [RPM] Post your rituals here
 
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.

Christopher R. Rice 01-03-2015 02:46 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1854421)
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.

You don't need all of those Altered Traits. Just Greater Control Crossroads and Lesser Sense Chance + Subject Weight and Duration.

Refplace 01-03-2015 03:01 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1854423)
You don't need all of those Altered Traits. Just Greater Control Crossroads and Lesser Sense Chance + Subject Weight and Duration.

Sweet, that brings it down to 135 energy!
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?

Christopher R. Rice 01-03-2015 03:06 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1854425)
Sweet, that brings it down to 135 energy!

That sounds about right.


Quote:

Originally Posted by Refplace (Post 1854425)
Still going to need a high skill and levels in Ritual Mastery to reliably pull it off.

Yeah, but that's the case with most 100+ skills.


Quote:

Originally Posted by Refplace (Post 1854425)
Computer crash stole my bookmarks. know the site with the energy calculator?

That's here. Condolences. My machine died horribly at the end of November and it sucked...much.


Quote:

Originally Posted by Refplace (Post 1854425)
Suggestions on target skill needed or a better way to pull this off?

I talked about this in this blog post; TL;DR - about a skill of 19. That doesn't include things like Ritual Mastery, grimoires, places of power, etc.

Refplace 01-03-2015 09:17 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer;1854427
I talked about this in this blog [URL="http://www.ravensnpennies.com/2014/11/gamemasters-guidepost-ritual-path-magic.html#.VKew1SvF_Ct"
post[/URL]; TL;DR - about a skill of 19. That doesn't include things like Ritual Mastery, grimoires, places of power, etc.

Thank you muchly! Skill 19 with Ritual Mastery as a leveled perk is cheaper then the idea of an Amulet with limited Magery.

Christopher R. Rice 01-03-2015 09:35 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1854488)
Thank you muchly! Skill 19 with Ritual Mastery as a leveled perk is cheaper then the idea of an Amulet with limited Magery.

Yeah, 3 levels of Ritual Mastery (for a +4 bonus) reduce the skill to 15 or less which is reasonable. Such a caster could probably charge for his services too.

Kalzazz 01-03-2015 09:45 PM

Re: [RPM] Post your rituals here
 
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

Christopher R. Rice 01-03-2015 10:17 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1854689)
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

Agreed. One of the reasons it's so hard to pin down what skill level means in RPM is due to the fact that it's incredibly mutable thanks to easily obtainable outside forces or when you specialize. That particular blog is all about what a caster can do on his own without specialization or materials.

Kalzazz 01-03-2015 10:24 PM

Re: [RPM] Post your rituals here
 
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!

Christopher R. Rice 01-03-2015 10:26 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1854703)
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!

That's pretty clever, actually. I like the idea of magically stored produce/stock.

Kalzazz 01-04-2015 11:31 AM

Re: [RPM] Post your rituals here
 
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

the_matrix_walker 01-04-2015 04:06 PM

Re: [RPM] Post your rituals here
 
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:

Originally Posted by momothefiddler (Post 1759061)
Ghostdancer signed off on using the effect to consider the skill defaultable and then Bestows to raise it, so:

Greater Create +6 Crossroads for a (literal) Pocket Dimension.
Altered Traits (Payload 5 (Extra Dimensional +50%, Only for grouped items present at time of casting -10%)[7], Lifting ST 11 {Payload only -80%}[7]) +14
Lesser Control +5 Crossroads to limit it to Subject's use only and make Fast-Draw defaultable.
Bestows a Bonus (+0 to Fast-Draw; this Payload only) +0
Duration 1 month +11

6+14+5+11 = 36 x 3 (Greater Effect) = 108

This would let you default Fast-Draw at DX-4

I wanted to run it by here and and see if it looked right, and check if the lesser effect was really needed, or if there were a more efficient way to get this particular job done. I've yet to have a character with RPM, so I haven't really absorbed the rules yet.

Christopher R. Rice 01-04-2015 08:19 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1854849)
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

Looks OK to me.


Quote:

Originally Posted by the_matrix_walker (Post 1854955)
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.



I wanted to run it by here and and see if it looked right, and check if the lesser effect was really needed, or if there were a more efficient way to get this particular job done. I've yet to have a character with RPM, so I haven't really absorbed the rules yet.

I don't see a issue right off. As a GM I'd rule this a lesser effect because it's affecting only inanimate non-living things - but that's me. Also, this is a perfect time to use the Golden Rule and base the Payload's ST off of the caster's Path skill. Use Bestows a Bonus to increase.

the_matrix_walker 01-04-2015 08:39 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1855045)
I don't see a issue right off. As a GM I'd rule this a lesser effect because it's affecting only inanimate non-living things - but that's me. Also, this is a perfect time to use the Golden Rule and base the Payload's ST off of the caster's Path skill. Use Bestows a Bonus to increase.

I think Bestows a bonus would rapidly dwarf the cost of the added trait... the 7 points for 11 added Payload only Lifting ST is allot more manageable than +512 Energy for a +11 bonus! Is that an oversight or what you recommend for balance? It would be allot less energy to just increase the Payload level... Or should I leave it as is to present to my GM and just drop the Greater Effect?

Christopher R. Rice 01-04-2015 08:52 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by the_matrix_walker (Post 1855053)
I think Bestows a bonus would rapidly dwarf the cost of the added trait... the 7 points for 11 added Payload only Lifting ST is allot more manageable than +512 Energy for a +11 bonus! Is that an oversight or what you recommend for balance? It would be allot less energy to just increase the Payload level... Or should I leave it as is to present to my GM and just drop the Greater Effect?

Right, but if you get Ritual Mastery, a Place of Power, or a Grimoire you can easily boost your skill 10 levels or more. As for the bonus, I forgot to mention that this might be something you'd use (it totally slipped my mind, my bad):

Quote:

Originally Posted by PK (Post 1849887)
BTW, it's worth mentioning that several people here have argued that Bestows a Bonus/Penalty should "flatten out" rather than continue to double, and while I don't plan on retroactively changing the existing mechanic, I do support this as an optional rule -- one that I'm planning to work into a future supplement (as an official optional rule). Basically, at +/-3 or higher, use a flat 4*(D-2) for Narrow, 8*(D-2) for Moderate, and 20*(D-2) for Broad, where "D" is the degree of bonus or penalty.

So yeah, getting a Payload based on your effective Path of Crossroads skill might be the way you want to go. I've always disliked the whole "Lifting ST" modified for Payload only route that you're kind of forced to go. That's why I usually borrow the Enhanced Lifting Capacity from Warp in GURPS Supers and call it a day.

the_matrix_walker 01-04-2015 09:52 PM

Re: [RPM] Post your rituals here
 
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

Kalzazz 01-04-2015 10:15 PM

Re: [RPM] Post your rituals here
 
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).

Christopher R. Rice 01-04-2015 10:33 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by the_matrix_walker (Post 1855068)
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%, Only for grouped items present at time of casting -10%)[23]), +23
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) +3
Duration 1 month +11

6+23+5+2+3+11 = 50

Pshaw. Not coveted. That looks good, but you'd need a perk for "Can Fast-Draw objects from payload" which would cost 1 energy - that's not a freebie. It would count as a spell on (of course), but yeah, that's a workable build. Again, your GM may decide this is a Greater effect for his game (creating a pocket dimension), but for my games (and I stress the MY part) I rule that as long as its non-living and nonanimate than a Lesser effect is just fine.

Quote:

Originally Posted by Kalzazz (Post 1855079)
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).

So basically, this is a gate that a particular person can open to their location? and lasts for 10 minutes once invoked? To add "warning lights" to the spell add a Lesser Sense Magic effect for "people attacking me" or something similiar. For really abstract stuff, "if a orc comes near me with the brand of the Dark Eye" that'd be a Greater Sense Magic effect as you're creating a "magical A.I." built into the spell.

Kalzazz 01-04-2015 10:39 PM

Re: [RPM] Post your rituals here
 
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'

Kalzazz 01-04-2015 10:43 PM

Re: [RPM] Post your rituals here
 
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

Christopher R. Rice 01-04-2015 10:47 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1855087)
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

Huh. I rather like that actually.

the_matrix_walker 01-04-2015 10:54 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1855089)
Huh. I rather like that actually.

Do you think that Accessibility is the same value if it's 10 pieces of Sig Gear?

Kalzazz 01-04-2015 10:56 PM

Re: [RPM] Post your rituals here
 
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?

Christopher R. Rice 01-04-2015 11:28 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by the_matrix_walker (Post 1855092)
Do you think that Accessibility is the same value if it's 10 pieces of Sig Gear?

Yeah, you're already paying (an outrageous sum) of points for signature gear in the first place. Maybe -60%(ish) might be better if you're carrying around signature gear for the "Dozen Fabled Clubs of the Great Nicklaus" or some such.

Quote:

Originally Posted by Kalzazz (Post 1855093)
Did the expanded description of what I hoped to accomplish with my spell help any understanding it? How would it actually be workable?

That sounds like a Lesser Control Crossroads effect to me. Maybe once per "type" of portal in can open beyond the first.

Refplace 01-09-2015 09:08 AM

Re: [RPM] Post your rituals here
 
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?

ericthered 01-09-2015 09:43 AM

Re: [RPM] Post your rituals here
 
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)

Christopher R. Rice 01-09-2015 09:57 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1856924)
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?

You'd be better off with Enhanced Move (Ground) at around 4 rather than a teleportive/gate effect. If you gotta use a gate effect then him walking along like he did is a special effect and create it as a normal gate effect. Maybe as a Lesser effect if it has to use the Hyperjump times from Warp.

Refplace 01-09-2015 01:57 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ericthered (Post 1856940)
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)

As your my GM I will do that then :)
Do you object to on screen gating though? If so then I will need to work on other ideas for defensive spells.

Quote:

Originally Posted by Ghostdancer (Post 1856945)
You'd be better off with Enhanced Move (Ground) at around 4 rather than a teleportive/gate effect. If you gotta use a gate effect then him walking along like he did is a special effect and create it as a normal gate effect. Maybe as a Lesser effect if it has to use the Hyperjump times from Warp.

I was looking at a spell I could do in combat (hence the typical 10y range) and also use for long distance travel. One spell with both, would work well with a Charm and Ritual Mastery.
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.

ericthered 01-09-2015 03:47 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1857078)
As your my GM I will do that then :)
Do you object to on screen gating though? If so then I will need to work on other ideas for defensive spells.

I object to rapid multiple gate creation in anything but ideal or high-powered circumstances. Unless you use both greater control and greater create you only get one gate per spell (or perhaps two or four at once in an odd configuration). And in a lot of cases I think a lesser control magic is requisite as well.

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)

the_matrix_walker 01-09-2015 03:49 PM

Re: [RPM] Post your rituals here
 
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:

Originally Posted by ericthered (Post 1857128)
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.

Yeah, that guy's a pain in the butt... He's really good at picking a fight and then fleeing it! Ward keeps kicking his tail when he stands still long enough tho...

--------------------------EDIT--------------------

Never mind my original question, I found it...

Quote:

Originally Posted by Ghostdancer (Post 1657053)
This is from a campaign grimoire:

Lighten Burden
Spell Effects: Lesser Control Energy.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This spell is usually cast on a container such as a backpack or trunk weight no more than 100 lbs. For the next day the weight of the container and everything within is halved.

Typical Casting: Lesser Control Energy (5) + Duration, 1 day (7) + Subject Weight, 100 lbs. (2). 14 energy (14x1).


Refplace 01-09-2015 05:26 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ericthered (Post 1857128)
I object to rapid multiple gate creation in anything but ideal or high-powered circumstances. Unless you use both greater control and greater create you only get one gate per spell (or perhaps two or four at once in an odd configuration). And in a lot of cases I think a lesser control magic is requisite as well.

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)

Oh I understand its power :)
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?

oneofmanynameless 01-09-2015 06:07 PM

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.

Christopher R. Rice 01-09-2015 07:59 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1857181)
Does it mean that all Conditional spells use the lower of Magic or their other Paths?

Yes. That's the price of conditional spells - you need to be skilled with the Paths for the spell and Path of Magic.

Refplace 01-09-2015 09:29 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1857237)
Yes. That's the price of conditional spells - you need to be skilled with the Paths for the spell and Path of Magic.

Ah well. RPM still scary powerful.
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)

Refplace 01-09-2015 10:49 PM

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

the_matrix_walker 01-10-2015 05:15 PM

Re: [RPM] Post your rituals here
 
Hidden Arsenal - Current Version, re-posted for convenience.
Quote:

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 Crossroads for a (literal) Pocket Dimension. +6
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 Crossroads to limit it to Subject's use only and make Fast-Draw default-able. +5
Lesser Control Magic to keep items from scattering to the four winds if the effect is dispelled. +5
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+5+2+4+11 = 46
I was thinking of ways to make this even cooler... Like have his armor appear on him as needed as well...

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?

Antumbra 01-10-2015 07:54 PM

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.

the_matrix_walker 01-10-2015 08:11 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Antumbra (Post 1857601)
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.

It will be allot easier to handle if I can keep greater effects out of the picture... we've gotten this far without them...

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.

Refplace 01-11-2015 02:53 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by the_matrix_walker (Post 1857549)
Hidden Arsenal - Current Version, re-posted for convenience.


I was thinking of ways to make this even cooler... Like have his armor appear on him as needed as well...

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?

I thought this has come up beore but cant find it at the moment.
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.

Christopher R. Rice 01-11-2015 05:21 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1857264)
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)

Looks fine.

Quote:

Originally Posted by Refplace (Post 1857264)
.I also want a good RPM way to do the Ghostly Movement power from GURPS Horror. Classic "Man of Mystery" power :)

Hmm. I'd call this a Lesser Control Crossroads effect to "twist" space and allow the subject to immediately Move up to his Basic Move in yards away as long as he takes no other action. If he moved out of line of sight I'd give him a Stealth roll to hide.


Quote:

Originally Posted by Refplace (Post 1857282)
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

Pretty sure this would need only a Lesser Effect and act as a Blocking spell, unless you want to reuse it continuously...then I guess a Greater effect would be needed and you'd have to make a Path/2 +3 roll for Active Defense to interpose it between you and the incoming attack.

Quote:

Originally Posted by the_matrix_walker (Post 1857549)
I was thinking of ways to make this even cooler... Like have his armor appear on him as needed as well...

That IS cool.

Quote:

Originally Posted by the_matrix_walker (Post 1857549)
Would adding a Lesser Control Matter let it dress him in his armor from the pocket dimension?

Hmmm. Yeah, I guess a Lesser Control Matter effect would work. If it proves too powerful though in game I'd call it a Greater effect. I'm on the fence. Probably Lesser though.

Quote:

Originally Posted by the_matrix_walker (Post 1857549)
Would an added effect be needed because that takes quite a bit of time to do manually?

No. The Lesser Control Matter effect is already providing you a "squire" to help you done the armor "instantly."

Quote:

Originally Posted by the_matrix_walker (Post 1857549)
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?

Yeah, you could do that. Remember, you can only have one such spell active at a time.


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