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(Refplace is playing that Adept, so it shouldn't be difficult.) |
Gambler's Bane
How does one go about afflicting fellow gamblers with the inability to tell how much time has passed?
I'm talking about causing individuals with Absolute Timing to lose it and individuals with normal senses of time's passage to require an IQ roll in order not to severely underestimate how long they have been playing cards. The ritual would also induce Euphoria, as the other gamblers become utterly engrossed in the play, but it is straightforward to work out the cost for that. Same for afflicting Compulsive Gambler. What I do not know is how broad a category is it to bestow a penalty on Gambling skill, the aformentioned IQ roll to tell time and noticing or resisting mundane skill use and magical rituals that fall under the Trickster archtype, i.e. skills such as any Games, Hobby, Performance or a social skill used as a distraction, as well as Acting, Fast-Talk, Filch, Pickpocket and Sleight of Hand? The rituals which would be resisted at a penalty would be some Path of Chance and Path of Mind rituals, but no rituals which caused any lasting physical harm* or actually controlled anyone's mind**. I am aiming for a Moderate category, as this is much less broad than all Active Defences, but the other examples for Broad are far less sweeping than that and so this seems equivalent to them. If the intended effect is too much for a Moderate category bonus, how could I narrow down the bestows a bonus category, while remaining true to the concept of the ritual? A Broad category is too expensive, I feel, as this is supposed to be a very quick, subtle and easy preliminary ritual to make it possible for the caster to cheat at cards and/or use the ritual he actually intends to subject his targets to. Also, how would one rate the duration 'until the caster stops playing cards'? It couldn't last any longer than until one or more of the participants made a successful IQ roll with a penalty for Euphoria and any penalty the ritual afflicted beyond that, to realise that he should get going. Major distractions that clearly require a response other than to keep playing*** would also end it. If nothing else, the caster falling asleep would do it. *Beyond slight befuddlement, drowsiness or drunkenness which might persist for a while after the caster leaves. **As opposed to influencing it. ***Anything that would be enough to stop marvellous sex would also cause the other gamblers to stop playing, I should imagine. Generally, being attacked or witnessing a blatant hostile move by the caster would be enough for an average person to snap out of it. |
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There is no such trait, but I'm wondering, is it a Quirk? A heavily limited version of Absent-Minded, worth 2-4 points? A special effect of afflicting Compulsive Gambler and Euphoria while they play with Lesser Destroy Mind? Quote:
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That fails my plausibility and utility test. The spell effectively has very limited duration, it lasts only while the ritual is being actively continued. Yes, it allows the casting of other spells in the same manner, through the medium of card magic, on the same targets. So is using Gambling and other skills to cheat. But the caster can do nothing else. I'd peg it at between 3-4, myself, as it will be rare for any duration past that to actually matter in play. This may be useful for a distraction so that other PCs can do stuff, but that stuff would generally take under and hour and almost always less than three. |
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Crossroads and Chance are his best Paths. Think the Hermit archetype meets Phantom Stranger for my goal. |
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But the GM Ericthered said lesser for off screen use of the Fast Step version so he likely will agree with you. Utility of out of combat hidden Move is certainly low, and bared out by the limitations on Ghostly Movement. Yeah I added the duration as its to expensive for a Blocking spell but will build another one using Lesser and see if I can pull it off too. Takes 9 points in Ritual Mastery to counter that Instant use penalty too. The Void power looks cool but is more active then I really want as his standard defense. Building a Cosmic Dodge with No Signature for a Stealth dodge where it looks like things just miss him and he stands there unperturbed. Quote:
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I must be blind, because I can't find this rule in T:RPM. What's the energy cost for giving the target a penalty to resist the ritual you are casting, but nothing else and no ongoing penalty?
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I would go with conditional termination as Ghostdancer suggests and it should not add anything. Buy expected duration (10 minutes or an hour unless you want all nighters. Then add the clause it ends as you describe, no Sense effect needed as those are all obvious things the caster and hence spell can notice. You don't want to actually continue the Ritual as in recasting it every turn though so need a duration. Then you can do other spells while playing. |
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Oh and on the prior note it says you can specify an ongoing spell ending that way. I think the doubling under conditional Termination is to reflect odd things because as it says conditions may vary wildly. Yours for this spell are pretty predictable though so normal duration should suffice. Thought I had seen it in there but Sorcerous Mark is a close example. Adds penalty with a duration for limited circumstances. Might be forum post where PK said Bestows Penalty could be used rather then buying up levels of Affliction. |
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No need for Bestows a Penalty, as Euphoria already does that cheaper. If the player really needs a higher than -3 penalty to IQ for his targets, he can add Bestows a Penalty to the effect. Since it's all covered under Lesser Destroy Mind*, that would only add the cost for the level of Broad category penalty he wanted. *None of these effects are blatant and an uninvolved observer is unlikely to find anything suspicious in the fact that everyone at the table appears really engrossed in their game, ignoring minor distractions and not registering how long they've been playing. Quote:
The fact that this ritual cannot be cast without the caster remaining part of the game and ends immediately when he stops playing should probably be a modifier to the final cost. It's part of Traditional Trappings or similar enough to it to use the same rules, I should say. As is the fact that before the caster can affect a target, he must win from him an item of at least minor personal significance, which then becomes one of the focus items for the casting. Winning something relevant to the theme of the ritual, such as a time-piece, a compass or a lucky coin, would then reduce the final cost even further. |
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Actually, I think I'd like to make it possible to cast harder-to-resist rituals, but tie the cost increase to the power of the ritual. How about a percentile increase in final cost for having targets resist the ritual at a certain penalty? One could use Reliable for that effect, which would result in a +5% to final energy cost for every +1 to the caster's margin of success only for the purposes of resistance, but I think that might be too cheap. Wouldn't treating the spell as an Affliction and buying more levels of it work well? Both Kromm and RPK have stated that levels beyond the first of an Affliction should really cost +20%, instead of +100%, and I think that's a fair price for -1 to resist a ritual too. Add +20% to final energy cost for every -1 that targets have to resist it. How does that sound? Edit: Ah, p. B238 and Thaumatology p. 39 are there before me. Guess that means it's balanced. |
Gambler's Bane
Gamblers' Bane
Spell Effects: Lesser Strengthen Mind+ Lesser Destroy Mind (x2). Inherent Modifiers: Affliction, Euphoria; Altered Trait, increase Compulsive Gambling by two levels; Altered Trait, Remove Absolute Timing/Chronolocation and add Absent-Minded. Greater Effects: 0 (x1). This ritual is cast through the medium of playing cards or other game of skill and chance where there is gambling for some sort of stakes. The caster must take part in a game with the targets (5 DP) and if he stops playing at any point, the spell effect immediately ends (5 DP). Furthermore, the caster must win one object that is somehow connected with one of the decans invoked by the ritual (Akhouiy, Alath, Buldumêch, Kumeatêl, Nefthada and Ruax) from each potential target and use them as part of the spell, but it is not necessary for such objects to be destroyed. The caster must not repeat symbolic objects, and thus must find correspondances for as many decans as there are targets (5+ DP). The effects are that the subject becomes so engrossed in his gambling that he forgets everything else and is unlikely to desire to do anything but continue gambling while the ritual is in effect. Targets suffer Compulsive Gambling (SC 12) or increase any Compulsive Gambling they may already have by two levels. They are also afflicted with Euphoria, which has its usual effects. Finally, they suffer Absent-Mindedness and lose any Absolute Timing/Chronolocation trait they may have had, which will tend to cause them to lose track of time entirely. The penalties for being Euphoric apply to IQ, DX and Self-Control rolls, which means that the targets are at -3 to skill use in the game and at -3 for all IQ-based (inc. Per- and Will-based) rolls to notice cheating or resist Influence skills. The Absent-Minded penalty does not affect Gambling or Games skill checks, nor does it affect IQ or Per to notice anyone cheating at cards in the game the targets are participating, but the Absent-Minded penalty absolutely applies to attempts to notice that the caster is using the game of chance as the focus and medium for ritual magic. Rolls to notice that or anything else not directly connected with the engrossing game of chance that they are participating in are therefore at a total of -8. This ritual is resisted. Furthermore, it cannot be cast on hostile targets, anyone busy with more important duties or anyone who refuses to play for stakes that are significant to him. In fact, any potential target who is not already deeply invested in gambling with the caster will automatically resist the ritual (10 DP). Just taking part in a game of chance is not enough, the target must be focused on the game and seriously invested in whether he wins or loses. Such investment can be achieved through social engineering on the part of the caster (assume that a Very Good reaction or a victory by 5+ in the Quick Contest for an Influence skill check to convince them to play provides a temporary Quirk-level investment in the game) or it can arise naturally due to a trait of the target. Appropriate traits are up to the GM, but any level of Compulsive Gambling, even Quirk-level, would obviously fit. The GM may also rule that other Disadvantages can also produce sufficient focus on the game in individual cases, whether that might be by making him unusually desirous to defeat other players (Bully, Jealous, Overconfidence, etc.), invested in the stakes (Greedy, Miserliness) or the feeling that the risk-taking (On The Edge, Trickster, etc.) or social (Chummy, Compulsive Carousing, etc.) element of gambling appeals to something in his psychological make-up. Typical Casting: Lesser Strengthen Mind (3) + Lesser Destroy Mind (5) + Lesser Destroy Mind (5) + Affliction, Euphoria (6) + Altered Trait, increase Compulsive Gambling by two levels (1) + Altered Trait, Remove Absolute Timing/Chronolocation and add Absent-Minded (4) + Area of Effect, 3 yds (2) + Duration, 1 hour (3). 29 energy (29x1). |
Re: [RPM] Post your rituals here
What are DP and where are they from?
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I plan to be fairly liberal with their use and allow odd ritual conditions or restrictions to count as well as physical objects. This produces a much more occult and interesting feel. |
Re: [RPM] Post your rituals here
Requiring materials like that for the spell should come with energy reductions, I feel.
I did that with the Enchant Army of Hell ritual I posted in this thread, previously. |
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It's also never likely to be used outside of gambling, so it doesn't matter that it can only be used while gambling, on gamblers. |
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It would also be useful for distracting guards before fellow adventurers sneak past them or even, if no restrictions were writtten into it, to waltz into a guarded area and quickly cast it to force guards to gamble with you instead of responding to intruders in an appropriate manner. It would require one or even two Greater effects if it could be used against anyone, under any circumstances, to make them feebleminded and inattentive to their surroundings. The limited scope and subtle effects help keep it within the Lesser effects, but the specific restrictions and requirements of the ritual are also meant to give it character and make it interesting to use. As this is desirable in a game, it makes sense to mechanically reward rituals which evoke the kind of feel I'm going for. Sitting down to play a game of chance against the targets and wagering objects of real or symbolic value are actions of decanic corrospondance for the ritual. They therefore count for DP point. Having to convince the targets to really engage in a game of chance and wagering in a similar way is a way to make him accessible to the powers that are being invoked, so ditto. I note that the player's and PC's purpose by casting this spell was not to win things at cards, it was to put him in a position where he could perform a more complex ritual requiring certain personal items of the subjects, coins, dice and playing cards, without the subjects realising that he was using magic. |
Re: [RPM] Post your rituals here
The evolution continues... The Ritual that Wouldn't Die!
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Another question, there is a separate ritual on the ticket to reduce the weight of his armor (like the Lighten spell). It's a lesser control Energy. I'm wondering if instead, that lightening effect could be folded into this ritual by adding more Payload, but with External instead of Cosmic* (as the spell selectively shifts part of it's mass extra-dimensionally, or the control matter effect floats it). Could that fall under the existing Lesser effects? Or would that bump us up into Greater Effects territory, and I'm better off keeping them separate spells? * Alternatively, perhaps another level of Cosmic "Selectively Extra-dimensional or External" +50 or +100%, so whether or not it's stowed, it doesn't count toward encumbrance. |
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whether the existing Path of Matter could provide the material support ("float metal") in this spell or whether the existing Path of Crossroads could shunt some of that mass extra-dimensionally. ...rather than needing the Path of Energy at all. |
Re: [RPM] Post your rituals here
Ok, here is the Mystery Man schtick spell
Ghostly Movement Spell Effects: Lesser Control Crossroads Inherent Modifiers: None Greater Effects: The caster can move anywhere within range of a normal Move (up to the Range included in the casting) as long as he could get there given enough time. Doors must be able to be opened, walls climbed, etc. However it appears as though the caster simply moved when no one was looking. Typical Casting: Lesser Control Crossroads (5) + range-10 yards(1) + subject weight-300lb (3) = 9 energy At 9 energy that is doable as an Instant Cast spell. And a modest Dodge spell... Swing and a Miss! Spell Effects: Lesser Control Chance Inherent Modifiers: Altered Traits, Duration, Weight, Greater Effects: 0 Chance is manipulated around the subject so attacks are less likely to hit him. Typical Casting: Lesser Control Chance (5) + Altered Traits (Cosmic Dodge (up to 5) with No Signature and Enhanced Dodge +3 (125) + Duration -10 min (1) + subject weight-300lb (3) = 134 (134*1) Charm 139 Behold! Spell Effects: Lesser Strengthen Crossroads Inherent Modifiers: Affliction, Daze Greater Effects: Momentarily overwhelms the subject by showing him just how insignificant he really is in the universe. It brings a sense of the sheer vastness of the universe. Typical Casting: Lesser Strengthen Crossroads (3) + Daze (10) + Range, 20 yards (6) 19 energy Note, Unfazeable protects 100% and some beings are immune. Fleetness of the Raven Spell Effects: Lesser Strengthen Body Inherent Modifiers: Altered Trait, Basic Speed, Move Greater Effects: 0 Typical Casting: Lesser Strengthen Body (3) + Altered Trait, Basic Speed +1 (20) and Move 4 (20) Duration, 1 hour (3). 46 energy (46*1) Fools Balance Spell Effects: Lesser Strengthen Chance Inherent Modifiers: Altered Trait, Terrain Adaptation (Active) Greater Effects: 0 Typical Casting: Lesser Strengthen Body (3) + Altered Trait, Terrain Adaptation (Active) (20) + Duration, 1 hour (3). 26 energy (26*1) |
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Where does cosmic dodge come from (book and page number?)
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and now that there is a Matter effect moving things around, are the fast draw related items needed? Quote:
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I can PM you the details but basically you pay +50% Cosmic on your Basic Speed by rounding it down to the nearest whole number then multiply by 7.5 and round up to the nearest whole number. then add it to Enhanced Defense Dodge as +50% enhancement. It has 2 benefits. 1) Counters Cosmic - No Active Defense. 2) Allows a Dodge even where the rules say otherwise if the attack could normally be dodged. So you can dodge surprise attacks and those your unaware of. It wont let you doge Maledictions or Area attacks though. Cosmic Block lets you block bullets, Cosmic parry lets you parry flails, etc. |
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How does the Lesser Control Magic keep things from scattering to the four winds if effect is dispelled?
If effect is dispelled, isnt it well, dispelled, and Lesser Control Magic isn't happening any more? |
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Looking at the Hidden Arsenal I have a couple of questions.
The energy effect is just to lower weight in use right? Why not make that a separate Ritual? One to create a space and manipulate the items in it so you can get them out quickly. Another one to lighten the load as a separate Ritual. Maybe make it two Paths, Energy to lighten and Matter to increase DR. |
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Here is an offensive spell I built for the campaigns Fae.
The targeted Fae type feed off emotions and mental energy. those who do not wont get hit with the Starvation effect. Ennui Spell Effects: Lesser Destroy Mind*2 Inherent Modifiers: Altered Traits, Damage, Internal Fatigue (Starvation). Greater Effects: 0 (*1) Similar to hunger for mortals this affects the mind and drains energy from those who feed on emotions and other mental energies. Essentialy it is designed to weaken certain Fae. Typical Casting: Lesser Destroy Mind (10) + Chronic Depression SC-6 (6) Damage, Internal Fatigue 1d (Starvation, +40%) (8) + Duration, 10 minutes (1) + Range, 10 yards (4). 29 energy (29×1). And here is a Blocking Meta spell tht may be useful Deflect Spell Spell Effects: Lesser Control Magic Inherent Modifiers: None Greater Effects: 0 Used to shift the subject of a spell Typical Casting: Lesser Control Magic (5) + Range, 10 yards (4) 9 energy (9*1) Combine with Speed-Casting to use as a Blocking spell and it qualifies as a defined Ritual for the Ritual Mastery perk I think. Having to use more energy then the subject spell has makes this a tricky thing to pull off but ... |
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So it's just Crossroads, Matter and Magic (And the Path of Magic is a GM requirement in this particular instance, so even if it comes off for the purpose of discussion, it will be on there for the game). The latest version of anyone cares after so many posts on one ritual...
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Re: [RPM] Post your rituals here
[QUOTE=Refplace;1858012]
And a modest Dodge spell... Swing and a Miss! Spell Effects: Lesser Control Chance Inherent Modifiers: Altered Traits, Duration, Weight, Greater Effects: 0 Chance is manipulated around the subject so attacks are less likely to hit him. Typical Casting: Lesser Control Chance (5) + Altered Traits (Cosmic Dodge (up to 5) with No Signature and Enhanced Dodge +3 (125) + Duration -10 min (1) + subject weight-300lb (3) = 134 (134*1) Charm 139 Ok at Ericthereds request here is the math for this spell. Cosmic Dodge 38 + No Signature 20% =46 Per PU 4: Enhancements take Basic Speed and round down to nearest whole number. Then multiply by 7.5 and round up to find the cost. Basic Speed 5 is 5*7.5= 38 with +20% Enhancment for 46 Enhanced Dodge +3 (45) Cosmic +50%, No Signature +20% =77 So Altered Traits for up to a base Dodge of 5 is 123 energy (I overcharged a bit, rounding error from doing each level separately). this is similar to any enhancement on ST or other attribute, you have to pay extra for the base attribute level. |
Re: [RPM] Post your rituals here
Has anyone created a ritual to duplicate the Call of Cthulhu: Dreamlands spell Song of Glissade? It was both useful, a sort of pleasent mental stun, and had a good deal of setting flavor.
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Song of Glissande Spell Effects: Greater Destroy Mind. Inherent Modifiers: Affliction (Daze) + Area of Effect. Greater Effects: 1 (x3). This spell conjures a tiny amount of bundled silver needles that make soothing chiming noises as they move about in hypnotic patterns. Anyone who can both see and hear them and who are also within 7 yards must make a roll against the lower of their Will or Perception, success means they shake off the spell's effect. Otherwise they are considered dazed (p. B428) and can do nothing else but stare at the needles for the duration. Targets entering the area must make a roll to resist normally. This spell lasts for 12 hours or until dispelled. Typical Casting: Greater Destroy Mind (5) + Affliction* (Daze; Based on the lower of Perception or Will, +40%; Hearing-Based, -20%; Vision-Based, -20%) (10) + Area of Effect (6). 63 energy (21x3). * Not exactly by the rules, but sometimes you need to add a enhancement to a Affliction and I've been doing it for quite some time now without any real issue. It'll probably appear in a supplement I write in the future. It has both Hearing- and Vision-based because in order for the spell to work you must be able to affect both senses. |
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Hey, how would you stat a spell that transforms a small amount (a unnoticeable part of a greater whole) of a food or drink into a deadly poison (say, Prussic Acid, I think..?) in order to kill someone?
Greater or Lesser Transform Matter? What modifiers? |
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I'm not sure if I would require duration or not. If you don't use duration the cause of death will certainly be apparent. you don't get a discount for doing the damage over time, because it makes the attack so much more subtle. wow, thats actually kind of a cheap attack. |
Re: [RPM] Post your rituals here
MIRVelous Arrow
Spell Effects: Lesser Create Matter + Lesser Control Magic. Inherent Modifiers: Bestows A Bonus, ROF Arrow + Bestows A Bonus, Crafting Arrow + Subject Weight + Duration. Greater Effects: 0 (×1). MIRVelous Arrow is cast as a Conditional on an Arrow with condition 'when I am fired'. It creates 5 more additional arrows (with a successful IQ check or Armoury +5) which go along for the ride with the first arrow, adding +5 to its ROF! Due to their racial magery and love of bows this spell is sometimes referred to as MIRVElvish Arrow This Casting: Lesser Create Matter (6) + Lesser Control Magic (5) + Bestows A Bonus, +5 to ROF Arrow (16) + Bestows A Bonus, +5 to Crafting Arrow (16) + Subject Weight, 10 lbs. (0) + Duration, Momentary (0). 43 energy (43×1). |
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Well, same energy as this 'buff an arrow for more wallop spell'
This Casting: Lesser Control Magic (5) + Greater Create Energy (6) + Damage, External Explosive Crushing 3d+2 (3). 42 energy (14×3). Lets assume our generic archer has oh, 2d+6 impaling as his generic damage (Assume he has ST 19 due to ST 17 and Strongbow, wields a reflex bow, and has Weapon Master Bow, adjust to taste) Thats what, 40 point innate attack, add Rapid Fire to get that to ROF 6 and thats +70% or 28pts So, Lesser Create Matter 6, Lesser Control Magic 5, Altered Trait (Add Rapid Fire 6 to a Bow) 28, is 39 |
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How would you add it by the way?
I actually was surprised the spell came out that expensive I admit, I thought would be a really cheap and easy spell lots of elves would want to use Though it would be a cheaper and easier spell if elves actually had Armoury Missile Weapons and didn't need quite as big a bonus to actually craft arrows |
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Power Ups 4 Enhancements pg 17? I don't see anything offhand that refers to rapid fire, can you clarify?
I certainly think that however the spell ends up being statted it should be possible. Storm Shuriken do the 'split into multiples' trick, and Multi Shot imbuement is handy for split into multiples Here is my new rewrite of the spell MIRVelous Arrow Spell Effects: Lesser Control Magic + Lesser Create Matter. Inherent Modifiers: Damage, Internal Crushing (ROF), (Damage is 0, ignore that part, Arrow handles it) Rapid Fire 7 (+70%) + Subject Weight. Greater Effects: 0 (×1). MIRVelous Arrow is cast as a Conditional on an Arrow with condition 'when I am fired'. It creates 6 more additional arrows which go along for the ride with the first arrow, increasing ROF to 7 for that specific attack. Due to their racial magery and love of bows this spell is sometimes referred to as MIRVElvish Arrow This Casting: Lesser Control Magic (5) + Lesser Create Matter (6) + Damage, Internal Crushing 1d (ROF, +70%) (14) + Subject Weight, 10 lbs. (0). 25 energy (25×1). |
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Heres another (hopefully less controversial) arrow spell
Lesser Death Arrow Spell Effects: Lesser Control Magic + Lesser Destroy Body. Inherent Modifiers: Damage, External Toxic + Subject Weight. Greater Effects: 0 (×1). Lesser Death Arrow - Cast as a Charm usually, this arrow takes along with it a wallop of magic that strikes the body by increasing the shock of the impacting arrow on the system. Popular with elves and suspected of being why foes of elves are often found dead with arrow wounds that themselves did not look excessively fatal. The damage is actually only 4d as that is the cap for lesser. This Casting: Lesser Control Magic (5) + Lesser Destroy Body (5) + Damage, External Toxic 4d+2 (2) + Subject Weight, 3,000 lbs. (5). 17 energy (17×1). |
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Bombard
Greater Create Energy 6 Area 100 yards 10 Damage 3d+6 missile external 2 Bestows a Bonus: To hit with me +5 16 Rate of Fire(Multiple Projectile) 1*300 60 Bombardment Effective Skill 14 -1 Range 1000 yards 16 One Greater Effect x3 Total 327 This spell creates a unstable roiling ball of energy above the target area that constantly sheds parts of itself, in the form of smaller balls of energy that rocket towards anything that moves! |
Re: [RPM] Post your rituals here
As a note, you can also use this nifty tool for throwing spells together
http://gurps-monsterhunters.appspot.com/ How did you arrive at 3d+6 damage? The 'Bestows a Bonus' and 'Bombard' seems somewhat questionable together |
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EDIT: After thinking about it for a minute, I'm not too keen on that myself. Having an effective Bombard Skill of 19 defeats the purpose of the limitation. will rework. |
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Bombard
Greater Create Energy 6 Area 100 yards 10 Damage 3d+6 missile external 2 Rate of Fire(Multiple Projectile) 1*300 60 Bombardment Effective Skill 14 -1 Range 1000 yards 16 One Greater Effect x3 Total 279 There all better. |
Re: [RPM] Post your rituals here
Spiteful Flesh/From Hell's Heart
Spell Effects: Lesser Destroy Body. Inherent Modifiers: Damage, Internal Impaling. Greater Effects: 0 (x1) This conditional ritual hangs on your person until you are attacked (successfully or not) by a living being (not an undead being, construct or spirit, but an animal or humanoid weighing 300 lbs. or less) within 20 yards of you, then it triggers and will inflict internal damage 2d-1 impaling upon the attacker (bypassing DR), unless it is resisted. Because this spell lacks a Lesser Sense Mind effect, the trigger may not go off if the attempt to harm you was with subtle magic or an indirect action (pressing a button to detonate explosives, offering you a poisoned drink, sabotaging safety equipment, etc.), at GM's discretion. The damage the spell inflicts will seem to be from a single stab in the torso. This spell does not protect against the attack, it simply reacts to it by trying to harm the attacker. Typical Casting: Lesser Destroy Body (5) + Damage, Internal 2d-1 Impaling (6) + Subject Weight, 300 lbs. (3) + Range, 20 yards (6) + Lesser Control Magic (5). 25 energy (25x1). |
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Anyone have any advice on an Astral Projection spell? Or projecting oneself onto the spirit plane without physically leaving the normal world (like with projection jumper (spirit))?
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This ritual is based on some of my favorite spells from Dragon Age: Origins. It's a cruel spell against groups of enemies, especially groups with high HP and regeneration (such as a pack of werewolves!) It could theoretically just be done with a greater destroy body effect but I was aiming for something that could be put in a grimoire collection with a bunch of other necromantic spells (hence the lifebane and swapping the greater effect over to the path of undead effect.)
Curse of the Mortal Walking Bomb Spell Effects: Lesser Destroy Body, Greater Create Undead Inherent Modifiers: Altered Traits (Lifebane, Unhealing [total], Fragile [Explosive]), Subject Weight, Duration. Greater Effects: 1 (x3) This spell infects the target with horrific unstable necromantic energies which prevent the subject from healing by any means and cause their bodies to explode horrifically if they fail a HT vs. death by 3+ or critically fail a HT check for a major wound! The explosion automatically reduces them to -10xHP and functions as a 6dx(HP/10) crushing explosive bomb. Typical Casting: Lesser Destroy Body [5], Greater Create Undead [5], Altered Traits (lifebane, total unhealing, fragile explosive) [11], Subject Weight, 300 lbs [3], Duration, 10 minutes [1] = 25x3 = 75 energy I'm still working on how to make a spell contagious... |
Re: [RPM] Post your rituals here
Here is an attempt to use the Path of Non-existance (Daath) from Ritual Path Magic.
Eradicate My Father Spell Effects: Lesser Sense Body + Greater Create Non-Existence Inherent Modifiers: Time-spanning, Damage, Subject Weight Greater Effects: 1 (x3) This spell determines the subjects biological father and deletes them retroactively from having ever existed. Don't think about it too much, it inherently creates a paradox. For mechanics terms it deals "damage" to the subject. If the subject currently exists this must be corrosive damage. If they no longer exist (i.e. have died), it is "no wounding". If the damage would be sufficient to force a HT vs. Death and the subject fails that check they cease to have ever existed. Typical Casting: Sense Body (2) + Greater Create Non-Existance (5) + Timespanning, 300 years (12) + 6d damage, no wounding (20*.5=10) + Subject Weight, 300lbs (3) = 32x3 = 66 increasing damage and bestowing a bonus or penalty on HT vs. death is the most typical way to improve this check. I would probably... well... I don't know if damage is the right modifier for this. Heart Attacks instead maybe? |
Re: [RPM] Post your rituals here
Patient Wrath/Poison Food and Drink
Spell Effects: Greater Transform Matter. Inherent Modifiers: Damage, Internal Toxic. Greater Effects: 1 (x3). This ritual carefully transforms ordinary food and beverages - although no changes to the materials are apparent, even with chemical analysis. Rather, the material becomes lethally toxic to any living thing eating or drinking it that fails to resist. The "poison" is simply a magical effect, so no "antidote" except magic will cure it. This ritual requires either touching the materials, or being within arms' reach of them. The GM may require a Poisons skill roll at a penalty (-2 to -4), with failure resulting in the targeted materials looking noticeably 'tainted' (which someone familiar with mundane poisons would recognise as a sign of danger) or the poison being less effective (perhaps even curable with mundane antidotes, if not bonuses to resist or less damage). This Poisons roll gets a bonus equal to the ritual's margin of success. The damage is 3d internal (direct) Toxic, bypassing DR. The magical poison afflicts the material for 10 minutes before dispersing, leaving practically no evidence. Typical Casting: Greater Transform Matter (8) + Damage, Internal Toxic 3d (8) + Subject Weight, 10 lbs. (0) + Range, 1 yard (0) + Duration, 10 minutes (1). 51 energy (17x3). |
Re: [RPM] Post your rituals here
Old Light
Spell Effects: Grater Destroy Nonexistence, Lesser Control Energy Inherent Modifiers: Area of Effect, Bestows a Broad Penalty, Duration Greater Effects: 1 (x3) This spell lowers the speed of light so that people in the area of effect see things 1 or more seconds later than they happen. |
Re: [RPM] Post your rituals here
Eyes of Isis/Mana Sight
Spell Effects: Lesser Sense Magic x 3 + Greater Sense Magic. Inherent Modifiers: None. Greater Effects: 1 (x3). This ritual allows the caster to detect any magical items (including charms, places of power and grimoires), detect spell casting, sense the presence of a spell effecting her and identify any active magical effects in the area for its duration. Typical Casting: Lesser Sense Magic (2) + Lesser Sense Magic (2) + Lesser Sense Magic (2) + Greater Sense Magic (2) + Duration, 3 hours (4). 36 energy (12x3). Curse of the Shared Promises Spell Effects: Lesser Create Chance x 2. Inherent Modifiers: Altered Traits, Bad Destiny. Greater Effects: 0 (x1). This ritual binds two people to a "Bad Destiny" that they have both agreed upon, mutually surrendering their fates in order to ensure they honor a bargain. The two subjects of the spell must commit themselves to doing the other a favour or business deal of mutual importance. Once pledged, the spell manipulates Chance so that the deal is completed by both parties. A relatively small commitment ("Make sure this business deal goes through.") is only a -5 point Destiny, a deal that involves a lot of people or valuable treasure ("Burn this forest down.") is worth -10 and a matter of life or death ("Kill yourself in twenty days.") is worth -15. For the sake of a typical casting, we will assume that most uses of this spell are Minor and thus worth only -5 points. Typical Casting: Lesser Create Chance (6) + Lesser Create Chance (6) + Altered Traits, Minor Bad Destiny (1). 13 energy (13x1). |
Re: [RPM] Post your rituals here
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Re: [RPM] Post your rituals here
Sorcerous Convenant is different, I feel - one technically allows for more free will, because it doesn't "stack the deck" for one outcome.
SC technically just curses you if you don't follow the contract, CotSP WILL force causality to make both you and your partner do something. The Bad Destiny is not quite the same as the Disadvantage on B131. ---- Eyes of Isis/Mana Sight Spell Effects: Greater Sense Magic. Inherent Modifiers: None. Greater Effects: 1 (x3). This ritual allows the caster to detect any magical items (including charms, places of power and grimoires), detect spell casting, sense the presence of a spell effecting her and identify any active magical effects in the area for its duration. Typical Casting: Greater Sense Magic (2) + Duration, 3 hours (4). 18 energy (6x3). |
Re: [RPM] Post your rituals here
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Re: [RPM] Post your rituals here
Perhaps a better Ritual would be different;
---- Death Tether Spell Effects: Lesser Transform Chance. Inherent Modifiers: None. Greater Effects: 0 (x1). This ritual partially binds another person (who can resist) to the caster's fate, specifically the end of the caster's life. In plain terms, while the spell is in effect, killing the caster causes the subject to die as well (and vice-versa). This ritual is often used as a kind of "insurance policy" or a threat to ensure loyalty - tying the caster's fate to a VIP or business partner encourages others to keep him alive. Typical Casting: Lesser Transform Chance (8) + Duration, 3 days (8) + Range, 10 yards (4). 20 energy (20x1). |
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Re: [RPM] Post your rituals here
Done.
--- Death Tether Spell Effects: Lesser Transform Chance. Inherent Modifiers: Affliction, Instant Death. Greater Effects: 0 (x1). This ritual partially binds another person (who can resist) to the caster's fate, specifically the end of the caster's life. In plain terms, while the spell is in effect, killing the caster causes the subject to die as well (and vice-versa). This ritual is often used as a kind of "insurance policy" or a threat to ensure loyalty - tying the caster's fate to a VIP or business partner encourages others to keep him alive. Typical Casting: Lesser Transform Chance (8) + Duration, 3 days (8) + Range, 10 yards (4) + Affliction, Instant Death (60) + Subject Weight, 300 lbs. (3). 83 energy (83x1). |
Re: [RPM] Post your rituals here
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Re: [RPM] Post your rituals here
Me and My Shadow/Unchain Like-Faced Servant
Spell Effects: Greater Create Spirit + Greater Control Spirit. Inherent Modifiers: None. Greater Effects: 2 (x5). This ritual fashions and binds a spirit born from your repressed emotions and the covert aspects of your personality, which then follows your orders for the duration of the spell before unravelling back into nothingness. The spirit (known as a Shadow Archetype) is just as powerful as you in terms of point totals, but also is prone to rebellion whenever it gets the chance to act out your hidden desires and denied feelings - 15 or less on 3d chance of such an outburst. This can have social consequences, at least - hope you don't secretly loathe your boss enough to want to kill him. It can also take your exact appearance and receives all of your memories at the time of casting the ritual. It won't try to harm you, however (unless you are suicidal) - it is a part of you, after all. Whatever other supernatural powers it possesses, aside from all the standard abilities of a spiritual entity, should be decided mostly by the GM. Typical Casting: Greater Create Spirit (6) + Greater Control Spirit (5) + Duration, 3 days (8). 95 energy (19x5). Note: The "backlash effect" of this ritual is that the Shadow Archetype is also an Enemy (100% of point total, Evil Twin with abilities you don't have, Watcher, 15 or less) as well as a servant, reducing the final cost by -5% to 90 energy. [Design note: originally, the Backlash was going to be the same as the Uncontrollable limitation, which would mean a -15% reduction and different mechanics for the Shadow rebelling. Comments?] |
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Re: [RPM] Post your rituals here
Revised here;
---- Me and My Shadow/Unchain Like-Faced Servant Spell Effects: Greater Create Spirit + Greater Control Spirit. Inherent Modifiers: None. Greater Effects: 2 (x5). This ritual fashions and binds a spirit born from your repressed emotions and the covert aspects of your personality, which then follows your orders for the duration of the spell before unravelling back into nothingness. The spirit (known as a Shadow Archetype) is just as powerful as you in terms of point totals, but also is prone to rebellion whenever it gets the chance to act out your hidden desires and denied feelings - 15 or less on 3d chance of such an outburst. This can have social consequences, at least - hope you don't secretly loathe your boss enough to want to kill him. It can also take your exact appearance and receives all of your memories at the time of casting the ritual. It won't try to harm you, however (unless you are suicidal) - it is a part of you, after all. Whatever other supernatural powers it possesses, aside from all the standard abilities of a spiritual entity, should be decided mostly by the GM. Typical Casting: Greater Create Spirit (6) + Greater Control Spirit (5) + Duration, 3 days (8). 95 energy (19x5). Note: The "backlash effect" of this ritual is that the Shadow Archetype is also an Enemy (100% of point total, Evil Twin with abilities you don't have, Rival, 15 or less) as well as a servant, reducing the final cost by -11% to 85 energy. |
Re: [RPM] Post your rituals here
Circle the Wagons
Spell Effects: Lesser Control Chance. Inherent Modifiers: Bestows a Bonus, all active defences + Area of Effect. Greater Effects: 0 (x1). This ritual blesses a group of people with its area of effect with a +2 bonus to all active defences for the duration of the spell. Typical Casting: Lesser Control Chance (5) + Bestows a Bonus, +2 to all active defences (10) + Area of Effect, 3 yards (2) + Duration, 10 minutes (1). 18 energy (18x1). Prismatic Blaster Spell Effects: Greater Create Energy + Greater Create Energy + Greater Destroy Mind + Lesser Create Matter + Lesser Destroy Body + Greater Create Energy + Greater Control Mind. Inherent Modifiers: Damage, External Burning + Damage, External Corrosion + Altered Traits, mental disadvantages + Damage, External Burning (Surge) + Damage, External Fatigue + Affliction, Hallucinating. Greater Effects: 5 (x11). This ritual conjures powerful energies all into one single glowing rainbow-striped projectile, that then uses the Innate Attack (Projectile) skill to blast the target. If the projectile hits, it does several kinds of damage and Afflictions (the target may resists the Afflictions, each Affliction is resisted separately) to the target, all at the same time. All of its damage is External, and it has all the drawbacks of magical missiles (see Thaumatology: Ritual Path Magic page 17). The seven different powers of the missile are; The blast sets the target on fire for 3d Burning damage. The blast sprays a strong acid onto the target for 3d Corrosion damage. The target must resist or suffer another -10 points worth of random (GM's choice) mental disadvantages added (perhaps worsening the target's current mental disadvantages, if possible) for the duration (10 minutes). The blast electrocutes the target for 3d Burning damage with the Surge enhancement. The blast drains the target's body of internal stamina for 3d Fatigue damage. A flash of bright light flares up for a moment, which may dazzle the target - see Tactical Shooting page 18. The target must resist or suffer from Hallucinations (B428). Typical Casting: Greater Create Energy (6) + Greater Create Energy (6) + Greater Destroy Mind (5) + Lesser Create Matter (6) + Lesser Destroy Body (5) + Greater Create Energy (6) + Greater Control Mind (5) + Damage, External Burning 3d (0) + Damage, External Corrosion 3d (0) + Duration, 10 minutes (1) + Altered Traits, -10 points of mental disadvantages (2) + Damage, External Burning 3d (Surge, +20%) (4) + Damage, External Fatigue 3d (0) + Affliction, Hallucinating (10). 616 energy (56x11). |
Re: [RPM] Post your rituals here
Ritual: Enchant Flight necklace
Greater strengthen body +3 Altered Traits (affliction, see below) +6 Duration: 10 minutes +1 Weight: 300 lbs +3 (Target is usually caster) Affliction (28/5=6) melee(-30%), Duration Permanent*(+150%, permanent until necklace is destroyed), Prep required(1 min, -20%), One Use(1/5) Advantage: Flight(Magical-10%, Gadget with DR 6-15(-10%), SM -7 to -8(-5%), Can be stolen with quick contest(-30%), Unique(-25%)) (-80% for 8 points => +80%) Usual casting cost: 13x3=39 (35x3=105 if 'one use ever' is not allowed) Did I do something wrong, or is this a very cheap way to create permanent magical items using RPM? (presumably the affliction would be used on an ally who would not resist, then the item could be traded or sold as desired) (I have been contemplating this for a while, but search did not return anything similar, so forgive me if this is a repeat post. This actually turned out much cheaper than I expected...) |
Re: [RPM] Post your rituals here
As a DM I would not go for this as it seems very messy and confusing
I would go with Greater Control Body, Lesser Control Magic, weight, speed, duration Or actually altered traits flight |
Re: [RPM] Post your rituals here
Enchant Flight necklace:
It has been said that 'altered traits' is the last resort: if you can use a different effect, you should. In particular, using the increased duration effect is not kosher. I also believe that granting an innate attack or an affliction is off limits. On a side note, granting flight isn't a strengthen body effect unless you have vestigial wings. Its a transform Body (to give wings) or a control body (to move your body against gravity). Primatic Blaster: This is... horribly inefficient. In a setting where such a spell made sense, I as a GM would find a way to reduce the number of greater effects through one house rule or another. I'd likely just fold similar greater effects into a single greater effect, and total the damage the spell does and charge the total cost. As for whether that spell is RAW in its current form -- I suspect something has been messed up. My suspicions center on lesser create matter (for the acid, should be greater) and counting each damage source as separate (and therefore free). |
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