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the_matrix_walker 01-11-2015 05:44 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1857689)
Yeah, you could do that. Remember, you can only have one such spell active at a time.

Better to skip anything that's not required... I still have to talk our witch into casting it (and buy him a grimiore)!

(Refplace is playing that Adept, so it shouldn't be difficult.)

Icelander 01-11-2015 09:37 AM

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.

Christopher R. Rice 01-11-2015 10:04 AM

Re: Gambler's Bane
 
Quote:

Originally Posted by Icelander (Post 1857741)
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 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.

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 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.

Lesser Destroy mind should get you there with Altered Traits to remove Absolute Timing/Chronolocation. For everything you are describing this is definitely a broad category. If you feel the cost is still high check out this post by PK. I've already used it and it works great as a optional rule.



Quote:

Originally Posted by Icelander (Post 1857741)
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.

Use the rules for Conditional Termination (GURPS Thaumatology: Ritual Path Magic, p. 18); in this case it would cost around 6 to 8 energy I think.

Icelander 01-11-2015 10:14 AM

Re: Gambler's Bane
 
Quote:

Originally Posted by Ghostdancer (Post 1857746)
Lesser Destroy mind should get you there with Altered Traits to remove Absolute Timing/Chronolocation.

Yes, but for people without Absolute Timing, I want them to be afflicted with the equivalent of 'Anti-Absolute Timing', i.e. absentmindedness about the passage of time.

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:

Originally Posted by Ghostdancer (Post 1857746)
For everything you are describing this is definitely a broad category. If you feel the cost is still high check out this post by PK. I've already used it and it works great as a optional rule.

It's perhaps best not to use Bestow a Penalty, then, as afflicting an Irritating condition like Tipsy, Drunk or Euphoria seems to get me a similar effect, but with much less cost.

Quote:

Originally Posted by Ghostdancer (Post 1857746)
Use the rules for Conditional Termination (GURPS Thaumatology: Ritual Path Magic, p. 18); in this case it would cost around 6 to 8 energy I think.

So a spell effect that requires to caster to sit down and play cards with his enemies, taking care that no one disturbs them with violence and that no one tumbles to the fact that he is bespelling them, and remaining stuck with them, unable to do anything else, while the spell duration lasts, is somehow more expensive to cast than one which just lasts six hours without any further effort from the caster?

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.

Christopher R. Rice 01-11-2015 10:26 AM

Re: Gambler's Bane
 
Quote:

Originally Posted by Icelander (Post 1857748)
Yes, but for people without Absolute Timing, I want them to be afflicted with the equivalent of 'Anti-Absolute Timing', i.e. absentmindedness about the passage of time.

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?

A quirk is probably about right. Though if they have to play card I'd say a form of Compulsive Behavior might be more appropriate.


Quote:

Originally Posted by Icelander (Post 1857748)
So a spell effect that requires to caster to sit down and play cards with his enemies, taking care that no one disturbs them with violence and that no one tumbles to the fact that he is bespelling them, and remaining stuck with them, unable to do anything else, while the spell duration lasts, is somehow more expensive to cast than one which just lasts six hours without any further effort from the caster?

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.

Meh. You're the GM, decide what you like then. :-P

Refplace 01-11-2015 10:27 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by the_matrix_walker (Post 1857691)
Better to skip anything that's not required... I still have to talk our witch into casting it (and buy him a grimiore)!

(Refplace is playing that Adept, so it shouldn't be difficult.)

Already noted on the sheet.
Crossroads and Chance are his best Paths.
Think the Hermit archetype meets Phantom Stranger for my goal.

Refplace 01-11-2015 10:42 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1857689)
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.



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.

Guess I am being too restrictive then, thinking Greater Effects for both.
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:

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



Yeah, you could do that. Remember, you can only have one such spell active at a time.
Lesser Control Matter certainly can put the armor on, but instantly? Might need Lesser Crossroads to bend time for it. Normally I would go with Greater but as the GM and you are opting for Lesser for stuffing them in another dimension I think Lesser fits here too.

Icelander 01-11-2015 10:45 AM

Re: [RPM] Post your rituals here
 
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?

Refplace 01-11-2015 10:48 AM

Re: Gambler's Bane
 
Quote:

Originally Posted by Icelander (Post 1857748)
It's perhaps best not to use Bestow a Penalty, then, as afflicting an Irritating condition like Tipsy, Drunk or Euphoria seems to get me a similar effect, but with much less cost.


So a spell effect that requires to caster to sit down and play cards with his enemies, taking care that no one disturbs them with violence and that no one tumbles to the fact that he is bespelling them, and remaining stuck with them, unable to do anything else, while the spell duration lasts, is somehow more expensive to cast than one which just lasts six hours without any further effort from the caster?

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.

Seems to me Euphoria is a great fit, gives a penalty and "Time Flies when your having fun", at the least I would penalize Will to quit.
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.

Christopher R. Rice 01-11-2015 10:56 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1857756)
Takes 9 points in Ritual Mastery to counter that Instant use penalty too.

Fast-Casting from Pyramid #3/66 might be worth it.


Quote:

Originally Posted by Refplace (Post 1857756)
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.

That's a special effect.


Quote:

Originally Posted by Refplace (Post 1857756)
Lesser Control Matter certainly can put the armor on, but instantly? Might need Lesser Crossroads to bend time for it. Normally I would go with Greater but as the GM and you are opting for Lesser for stuffing them in another dimension I think Lesser fits here too.

Most Control effects can let you emulate tasks that can be done easily - but take time. That's why I said a Lesser Control Matter effect. Again, nothing animate or alive - that's definitely a Greater effect and do keep in mind that this is what I'd do if I were the GM. By the rules it's probably a Greater effect to teleport/create a pocket dimension regardless of its inhabitants. Maybe consider checking out my blog post on gatemakers.


Quote:

Originally Posted by Icelander (Post 1857758)
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?

By RAW...you can't really do that. How do you resist the spell badly if you have not been affected by the spell to resist it? I posited long ago that you can use Bestows a Penalty to give a penalty to just that spell's resistance and I've used it since the playtesting of MH1.

Refplace 01-11-2015 10:59 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Icelander (Post 1857758)
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?

Bestows a Penalty with no duration seems to fit to me.
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.

Refplace 01-11-2015 11:07 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1857763)
Fast-Casting from Pyramid #3/66 might be worth it.

Speed Casting technique, good idea if I can get the cost low enough.

Icelander 01-11-2015 01:09 PM

Re: Gambler's Bane
 
Quote:

Originally Posted by Refplace (Post 1857759)
Seems to me Euphoria is a great fit, gives a penalty and "Time Flies when your having fun", at the least I would penalize Will to quit.

Removing Absolute Timing/Chronolocation, adding Absent-Minded and Compulsive Gambling (SC 12) and Quirk-level Non-Iconographic (Only for reading the time) and a weaker version of Attensive (without a +1 bonus to the primary task, only extra -2 to notice distractions) actually comes to only 6 energy. Add Afflict Euphoria and we've got 12 energy for an effect that includes all of the things I wanted.

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:

Originally Posted by Refplace (Post 1857759)
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.

Yeah, I decided to go with an hour's duration. The caster can always extend it every hour if he desires.

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.

Icelander 01-11-2015 01:21 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1857763)
By RAW...you can't really do that. How do you resist the spell badly if you have not been affected by the spell to resist it? I posited long ago that you can use Bestows a Penalty to give a penalty to just that spell's resistance and I've used it since the playtesting of MH1.

Quote:

Originally Posted by Refplace (Post 1857765)
Bestows a Penalty with no duration seems to fit to me.
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.

Ok, that could work. Is resistance to one spell Narrow?

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.

Icelander 01-11-2015 04:36 PM

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).

Kalzazz 01-11-2015 04:40 PM

Re: [RPM] Post your rituals here
 
What are DP and where are they from?

Icelander 01-11-2015 04:46 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1857839)
What are DP and where are they from?

Decan Points, GURPS Thaumatology: Ritual Path Magic p. 36.

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.

ajardoor 01-11-2015 06:48 PM

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.

Antumbra 01-11-2015 06:55 PM

Re: Gambler's Bane
 
Quote:

Originally Posted by Icelander (Post 1857837)
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).

The subjects who fail to resist become so engrossed in their gambling that they forget everything else and are unlikely to desire to do anything but continue gambling for the duration. Targets suffer Compulsive Gambling (SC 12) or increase any Compulsive Gambling they may already have by two levels. They are also afflicted with Euphoria, 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.

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).

Holy wall of text Batman. It's an incredibly niche spell, so it doesn't really deserve such exhaustive explanation - and earning DP towards a spell is already detailed, as is "appropriate trappings".

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.

Icelander 01-11-2015 07:14 PM

Re: Gambler's Bane
 
Quote:

Originally Posted by Antumbra (Post 1857903)
Holy wall of text Batman. It's an incredibly niche spell, so it doesn't really deserve such exhaustive explanation - and earning DP towards a spell is already detailed, as is "appropriate trappings".

The casting of this spell was the high-point of the last gaming session. This spell is also the primary spell of one of the PCs, who learned his magic under circumstances where he was most unlikely to be able to affect anyone with any kind of magic unless he opened with a ritual designed to allow him to interact with them in a way that allowed him to call upon the appropriate decans, represent them in symbolic ways and fiddle with objects of sympathetic significance without arousing suspicions.

Quote:

Originally Posted by Antumbra (Post 1857903)
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.

Certainly that matters. If it only required the caster to converse with his target, it could be used to convince the Duke, his court wizard, two Barons and three of the Duke's richest household knights to gamble with you, even if they would never do such a thing without mind control.

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.

the_matrix_walker 01-12-2015 12:36 AM

Re: [RPM] Post your rituals here
 
The evolution continues... The Ritual that Wouldn't Die!

Hidden Arsenal
Quote:

This spell (Assuming a Path of Crossroads 16) would grant a 100lb. (102.4 lb.) Payload, that could hold the subjects armor, weapons and personal gear (that are present at the time of the casting), any of which can be instantly ready to hand, and armor or clothing items worn. 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], (Perk: No nuisance Rolls, Fast Draw from Payload) [1]), +14
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
Lesser Control Matter to don worn items and fast draw handheld items from the payload instantly. +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 (+4 to Fast-Draw; this Payload only) +8
Duration 1 month +11

6+14+5+5+5+2+8+11 = 56
Are we still looking good here? Are Fast Draw effects still needed once Control Matter comes on the scene?

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.

Christopher R. Rice 01-12-2015 01:24 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by the_matrix_walker (Post 1857979)
The evolution continues... The Ritual that Wouldn't Die!

Hidden Arsenal

Are we still looking good here? Are Fast Draw effects still needed once Control Matter comes on the scene?

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.

You do realize that this is already using the lowest Path of Crossroads, Magic, or Matter-1, right? Adding another effect for Path of Energy uses the lower of the four Paths at -2. You're better off just having another spell cast on you, it won't count against stacking spells since it's a different Path.

the_matrix_walker 01-12-2015 01:53 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1857990)
You do realize that this is already using the lowest Path of Crossroads, Magic, or Matter-1, right? Adding another effect for Path of Energy uses the lower of the four Paths at -2. You're better off just having another spell cast on you, it won't count against stacking spells since it's a different Path.

I get that. Part of my query was...
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.

Refplace 01-12-2015 03:14 AM

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)

Christopher R. Rice 01-12-2015 09:42 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by the_matrix_walker (Post 1857998)
I get that. Part of my query was...
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.

I don't see why not. You can effectively double the DR of a given object, so halving its weight should be a issue.

ericthered 01-12-2015 12:24 PM

Re: [RPM] Post your rituals here
 
Where does cosmic dodge come from (book and page number?)

the_matrix_walker 01-12-2015 12:52 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1858100)
I don't see why not. You can effectively double the DR of a given object, so halving its weight should be a issue.

ok, so like this?

Hidden Arsenal
Quote:

This spell (Assuming a Path of Crossroads 16) would grant a 100lb. (102.4 lb.) Payload, that could hold the subjects armor, weapons and personal gear (that are present at the time of the casting), any of which can be instantly ready to hand, and armor or clothing items worn. While stored, the items impose no encumbrance, and cannot be detected without Crossroads magic. While in use, the items extra-dimensional anchor make them only count as half weight for encumbrance purposes.

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], (Perk: No nuisance Rolls, Fast Draw from Payload) [1]), +14
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
Lesser Control Matter to reduce weight for encumbrance purposes and make ready both worn and handheld items from the payload instantly. +5
Added Weight (Up to 100lbs) +2
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 (+4 to Fast-Draw; this Payload only) +8
Duration 1 month +11

6+14+5+5+5+2+2+8+11 = 58
I added subject weight for the lightening effect. Is that good, or should I add more Payload instead/as well?

and now that there is a Matter effect moving things around, are the fast draw related items needed?

Quote:

Originally Posted by ericthered (Post 1858157)
Where does cosmic dodge come from (book and page number?)

I don't actually have that one, so I can't give you a page reference, but it's in PU4: Enhancements.

Refplace 01-12-2015 01:23 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ericthered (Post 1858157)
Where does cosmic dodge come from (book and page number?)

GURPS: Power Ups 4: Enhancements, box called Cosmic Active Defenses on p.7
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.

Christopher R. Rice 01-12-2015 04:00 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by the_matrix_walker (Post 1858165)
ok, so like this?

Hidden Arsenal

I added subject weight for the lightening effect. Is that good, or should I add more Payload instead/as well?

and now that there is a Matter effect moving things around, are the fast draw related items needed?

I'd honestly say you could drop it and just use the Path skill here - keep the bonus if you want.

Kalzazz 01-12-2015 10:48 PM

Re: [RPM] Post your rituals here
 
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?

Christopher R. Rice 01-12-2015 10:56 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1858335)
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?

I missed that - you don't need to had the TMW, if the effect ends I'd rule as a GM your stuff just spills out near you.

Refplace 01-13-2015 02:08 AM

Re: [RPM] Post your rituals here
 
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.

Refplace 01-13-2015 02:42 AM

Re: [RPM] Post your rituals here
 
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 ...

the_matrix_walker 01-13-2015 02:46 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1858384)
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.

There actually is no Path of Energy. Path of Energy was discussed regarding making a separate ritual. I added the path of Matter to auto-fast-draw everything, and piggy-backed the lightening effect onto that path, so the Path of Energy isn't required.

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...
Spoiler:  

Refplace 01-14-2015 02:29 AM

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.

Astromancer 01-14-2015 06:56 AM

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.

the_matrix_walker 01-14-2015 10:03 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Astromancer (Post 1858763)
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.

I ran a few google searches, I couldn't find a description.

Christopher R. Rice 01-14-2015 10:21 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Astromancer (Post 1858763)
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.

It's from the 2nd Edition of the Dreamlands book (p. 89)

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.

Astromancer 01-15-2015 06:43 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1859010)
It's from the 2nd Edition of the Dreamlands book (p. 89)

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.

Thank-you very kindly. This works for me.

ajardoor 01-15-2015 05:06 PM

Re: [RPM] Post your rituals here
 
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?

ericthered 01-15-2015 05:48 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1859281)
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?

if its unnoticeable, lesser, though if you do enough damage it will become greater. Total up the damage effects over the time and use that as the base damage. I would call this external damage.

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.

Kalzazz 01-18-2015 11:37 AM

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).

Christopher R. Rice 01-18-2015 11:53 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1860136)
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).

I don't know that I'd add increased RoF that way. That's just too damn cheap.

Kalzazz 01-18-2015 12:03 PM

Re: [RPM] Post your rituals here
 
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

Kalzazz 01-18-2015 12:05 PM

Re: [RPM] Post your rituals here
 
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

Christopher R. Rice 01-18-2015 12:06 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1860147)
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

I think that adding a enhancement to a specific attack (in this case the bow) might be the way to go. Simply charge +0 energy for the damage (you already got that via the bow!) and add +1 energy per +5% enhancement you add to the damage. So RoF 5 would be +70% or +14 energy. That works a bit better and allows you to add higher levels of traits than what Bestows a Bonus would otherwise allow.

Refplace 01-18-2015 12:11 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1860144)
I don't know that I'd add increased RoF that way. That's just too damn cheap.

I thought it was expressly forbidden too. Enhancements p17

Kalzazz 01-18-2015 12:17 PM

Re: [RPM] Post your rituals here
 
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).

Christopher R. Rice 01-18-2015 12:25 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Refplace (Post 1860151)
I thought it was expressly forbidden too. Enhancements p17

Yes, for spells that cause damage. This spell is affecting a weapon (which already does damage).

Quote:

Originally Posted by Kalzazz (Post 1860153)
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).

That's a little cheaper (because you're not creating arrows) - but I think it sets a better precedent.

Kalzazz 01-18-2015 12:46 PM

Re: [RPM] Post your rituals here
 
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).

Shieldbunny 01-18-2015 12:46 PM

Re: [RPM] Post your rituals here
 
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!

Kalzazz 01-18-2015 12:48 PM

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

Shieldbunny 01-18-2015 12:55 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Kalzazz (Post 1860163)
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

1d+2 base, and External Missile triples it.

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.

Shieldbunny 01-18-2015 02:10 PM

Re: [RPM] Post your rituals here
 
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.

ajardoor 01-25-2015 02:05 AM

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).

oneofmanynameless 01-26-2015 09:55 AM

Re: [RPM] Post your rituals here
 
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))?

Christopher R. Rice 01-26-2015 10:01 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by oneofmanynameless (Post 1863476)
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))?

I think that would be either a Greater Control Crossroads or Greater Control Spirit effect + Extradimensional Range + Speed (to determine how fast you move in the spirit world) + Range (to determine how far you can go).

oneofmanynameless 01-29-2015 03:50 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1863480)
I think that would be either a Greater Control Crossroads or Greater Control Spirit effect + Extradimensional Range + Speed (to determine how fast you move in the spirit world) + Range (to determine how far you can go).

Yeah, I was thinking Greater Create Crossroads (or lesser, if the GM thinks thinks that spirits can use lesser crossroads between plains to slip through as long as they don't have to bring a body with them) + Lesser Control Spirit (Or Greater) + Extradimensional Range... range and speed didn't occur to me... but what about altered traits? no need to apply Jumper (Spirit) or to worry about insubstantiality or invisibility (unless you are insubstantial or invisible in the place you are going or you're going to the "etheric" plane where you can see the normal world?)

Christopher R. Rice 01-29-2015 04:11 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by oneofmanynameless (Post 1865018)
Yeah, I was thinking Greater Create Crossroads (or lesser, if the GM thinks thinks that spirits can use lesser crossroads between plains to slip through as long as they don't have to bring a body with them) + Lesser Control Spirit (Or Greater) + Extradimensional Range... range and speed didn't occur to me... but what about altered traits? no need to apply Jumper (Spirit) or to worry about insubstantiality or invisibility (unless you are insubstantial or invisible in the place you are going or you're going to the "etheric" plane where you can see the normal world?)

No, you don't really need Altered Traits unless the spell is not under the caster's control in anyway. The spell itself does the work for you.

oneofmanynameless 01-30-2015 09:53 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Ghostdancer (Post 1865025)
No, you don't really need Altered Traits unless the spell is not under the caster's control in anyway. The spell itself does the work for you.

Sweet. Thanks!

oneofmanynameless 01-30-2015 02:37 PM

Re: [RPM] Post your rituals here
 
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...

oneofmanynameless 02-16-2015 02:36 PM

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?

ajardoor 03-05-2015 10:16 AM

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).

solidsingularity 03-06-2015 02:18 PM

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.

ajardoor 03-08-2015 08:14 AM

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).

Christopher R. Rice 03-08-2015 10:55 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1878215)
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).

You only need a Greater Sense Magic effect.


Quote:

Originally Posted by ajardoor (Post 1878215)
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).

This is in GURPS Thaumatology: Ritual Path Magic as "Sorcerous Covenant."

ajardoor 03-10-2015 02:47 AM

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).

Christopher R. Rice 03-10-2015 03:17 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1878842)
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.

Well, as the writer of that particular spell I can tell you that was one thing I had in mind. Still, do as you like, it's your game. :-)

Quote:

Originally Posted by ajardoor (Post 1878842)
----
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).

Better.

ajardoor 03-10-2015 07:41 AM

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).

Christopher R. Rice 03-10-2015 10:48 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1878885)
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).

You'd have to add "Affliction, Instant Death" (+300%), for 60 energy and Subject Weight. Delaying it to when the other subject dies is a feature.

ajardoor 03-11-2015 06:15 AM

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).

oneofmanynameless 03-11-2015 12:18 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1879218)
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).

This is a great non-path-of-undead necromancy spell. I love it.

ajardoor 03-12-2015 06:33 AM

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?]

oneofmanynameless 03-15-2015 11:26 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1879526)
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?]

I'd consider making it a Rival instead of a Watcher.

Christopher R. Rice 03-15-2015 02:05 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 1879526)
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?]

Quote:

Originally Posted by oneofmanynameless (Post 1880583)
I'd consider making it a Rival instead of a Watcher.

oneofmanynameless has it right - you need Rival not Watcher. Otherwise looks ok.

ajardoor 03-16-2015 06:30 AM

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.

ajardoor 03-20-2015 07:15 AM

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).

Terwin 03-24-2015 11:36 AM

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...)

Kalzazz 03-24-2015 12:19 PM

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

ericthered 03-24-2015 02:51 PM

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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