Re: [RPM] Post your rituals here
Quote:
Quote:
Quote:
|
Re: [RPM] Post your rituals here
Well the reason I would have gone Altered Traits on the necklace is its something that's affecting the person under the persons control, as opposed to affecting the object which carries the person as a conveyance
For say a surfboard, magic carpet, broom I'd use control matter on the object since the object is doing the work An amulet of flight enchanted in the same manner as a flying carpet is a convenient replacement for a gallows |
Re: [RPM] Post your rituals here
Quote:
In fact this could be a good way to have non-charm/hanging spell magical weapons that won't take up your personal 'spell slots'. Portable Gallows Spell Effects: None. Inherent Modifiers: None. Greater Effects: 1 (×3). Cast this spell on a sturdy necklace or loop of rope. When someone with hostile intent towards the caster(lesser sense mind), or a target identified by the caster through thought (lesser sense mind), who is not already being targeted by another portable gallows item (lesser sense magic) is within 20m it moves through the air at 7yd/sec attempting to loop around the target's neck (or available limb if no neck presents itself) with casters skill, and lifts them into the air. Holding them airborne until the spell ends or is cancelled. This Casting: Lesser Sense Mind (2) + Lesser Sense Magic (2) + Greater Control Energy (5) + Subject Weight, 1,000 lbs. (4) + Speed, 7 yds/second (3) + Range, 20 yds (6) + Duration, 1 month (11). 99 energy (33×3). This spell has some flaws, like if the casters 'friends' occasionally harbor hostile intent towards him or her, or they have lots of enemies in town- but is otherwise a very dramatic and effective way to exert some battlefield control without consuming charm/hanging ritual slots. The month long duration means that the caster does not need to be recasting this constantly. A less skilled or kinder caster can have the object just loop around the targets body, the penalties of being lifted off the ground are going to upset most forms of attack and not get the -7 for targeting the neck. |
Re: [RPM] Post your rituals here
Well, since I am now posting in this thread rather than just watching it, here are a couple of my 'make a caster behave not like a caster' spells:
Cocking Grease: Cast on a crossbow it causes the weapon to cock itself and load a new bolt after every shot. The aforementioned crossbow must be fitted with a magazine in a similar manner to an auto-crossbow, but need not use the lower damage for an auto-crossbow. As well the effective ST of the cocking is caster skill (be sure that the crossbow is built for the higher ST) This Casting: Lesser Control Matter (5) + Lesser Control Matter (5) + Subject Weight, 10 lbs. (0) + Duration, 1 week (9). 19 energy (19×1). Spellsword (or bow, or gun, or whatever): Cast on a weapon this causes the forces of chance to line up with the casters intended target, instead of using whatever skill would be applicable, the caster uses there skill in the lower of path of chance or path of mind. This Casting: Lesser Control Chance (5) + Lesser Sense Mind (2) + Subject Weight, 100 lbs. (2) + Duration, 2 weeks (10). 19 energy (19×1). Doom Bolt (or bullet, or other projectile) Pretty simple, cast a hanging ritual into the impact head of projectile, triggered to go off just AFTER it strikes a target- huge bonus: that will be an INTERNAL explosion if the carrier strike penetrates the target. Downside: Simple nature of triggers means that it won't go off in diffuse targets. This Casting: Lesser Strengthen Matter (3) + Lesser Control Magic (5) + Damage, External Explosive Crushing 7d+2 (11). 19 energy (19×1). Warmage's Weapon: Turns an object weighing 10lbs or less into a force sword like weapon sheathed in energy. The meta-magic is a modifier on the damage itself (adding the +300% permanent modifier) For casters that don't have destiny points/archtype points/super luck to use on making there charms/hanging rituals lowering the damage and duration is a good idea, as the cost reduces rapidly. Variations can change the damage type, but crushing is a reliable form of damage that covers many different types of foes. Greater Create Energy[6](); Damage: 13d-1 cr (dodgeable) [13], Meta-Magic: 39 [39] (Extended duration: permanant), Duration: 1 week [9], Subject Weight: 10 lbs. [0] (Sturdy Walking Stick). Cost: 201 Second chance: This spell is cast on yourself or someone else as a hanging ritual with the trigger 'subject is dying', it will give them 25 destiny points (for the sole purpose of granting an extra life), which they will then hopefully choose to use to give themselves an extra life in the next ten seconds. This spell only works with the concept that death != immediate removal of 'soul' from the body, but should work just find in any setting where CPR and other life saving measure can bring someone back from 'death', where complete and total brain/body obliteration has taken place than effectiveness of this spell may rely on setting specific things such as 'is there a soul and does it hang around for at least a second before being pulled to whatever comes next'. Greater Strengthen Body[3](), Lesser Control Magic[5](); Altered Traits: 50 [50] (25 Destiny points, extra life only (-60%)), Subject Weight: 300 lbs. [3]. Cost: 183 |
Re: [RPM] Post your rituals here
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: [RPM] Post your rituals here
Quote:
Quote:
Quote:
Spell lasts one week, and then ends. Normally a damage spell is 'spent' on first use. I want the damaging effect to be available every time I swing the weapon for that 1 week duration, in order to achieve this I need the one time damage effect to be a permanent effect anchored to the weapon. So the intended goal is that for one full week the staff will be a force-sword like construct that delivers 13d-1 damage with every swing/stab/or other delivery method, rather than just deliver the damage to the first target it hits. This is basically intended to be the 'weapon made of lightning' // 'flaming sword from nowhere' type effect. Quote:
|
Re: [RPM] Post your rituals here
Quote:
Quote:
Quote:
Quote:
|
Re: [RPM] Post your rituals here
The 'pad things out' bit might have been my fault, I was DMing and I'm the sort of DM whose like 'Hey, your attacking at skill 18? No no! Use Deceptive Attack to lower to 16!' and encourage people towards ST breakpoints etc
I do agree '2 weeks' is a weird time frame, either things should be 1 week or 1 month, and 2 weeks is a weird time frame that seems to have less thaumic significance |
Re: [RPM] Post your rituals here
Quote:
EDIT: The thread is here. Its PK, not kromm (and considering that PK wrote the basics of RPM...) |
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
I'm not actually sure what major effect it has that a given spell has 2 weeks duration vs the more natural seeming duration of 1 week or 1 month
I do generally hold that characters that are supposed to be intelligent thinking individuals of the world they exist in should be aware of their abilities and how they work, so noone should be 'wasting' their ability like not using Deceptive Attack etc, and I also expect (and require) to explain their actions in concrete GURPS specific fashion (no 'I fire a burst at the monster', its 'I fire 4 rounds at the monster') so thus some of that may have (by accident possibly) rubbed off on starslayer who is more of the 'player gives in general terms, DM interprets what player means' sort of DM (I also believe in giving players/characters all information needed to make an informed decision, 'the monster is SM+1, is 20 yds away, closing at a rate of 6 yds, and its -2 visibility penalty', so the player can know before they even roll the dice what their target number is and how many potential hits theyll land on any given roll) If I didn't actually hate chargen with such a fiery unbridled passion and such, I'd actually be really interested in running a 'all cards on the table, here is everythings stats' Fire Emblem style GURPS game where the players could see all the monsters sheets etc and operate with near perfect information I think this is just 'different strokes for different folks' though rather than any cause for alarm, I expect players to play there characters as if there characters understand GURPS rules . . . . and I try to put as much stuff as I can out in the open to facilitate that, I recall you try to make the rules flow more seamlessly into the background (I recall your discussion of for instance concealing HP scores so people could have more descriptive rather than game mechanic senses of how damaged they are) |
Re: [RPM] Post your rituals here
Oh, and since I haven't actually posted any rituals, here is a ritual I made based on sheer '100 dice is cool!' rather than any breakpoints or particular analysis of any kind, showing that I often don't actually follow my own advice! Bad Kal! (and the one time my character has actually cast the spell was actually a very poor tactical decision I didn't think through very well, my mind getting sidetracked by 'I wanna use my 100 dice spell!')
Sun's Touch Spell Effects: Greater Create Energy. Inherent Modifiers: Damage, External Burning + Bestows A Bonus, To Hit with Me + Range. Greater Effects: 1 (×3). Sun's Touch - Calls Forth the Warmth of the Sun! This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Damage, External Burning 100d+2 (130) + Bestows A Bonus, +3 to To Hit with Me (4) + Range, 10 yds (4). 447 energy (149×3). Straight up, here it be, defend or eat raw damage attack spell. Usually cast as a charm |
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Well, I think you might be reading to much into my comment . . . it wasn't meant to influence major thoughts or anything.
Its not any different really than a ST 10 character at 12lbs of encumbrance thinking 'Gosh! I could carry 8 more lbs of encumbrance without being slowed down, maybe that bulletproof vest that weighs 2lbs isn't such a bad idea' Or the 19.9999999 lbs of encumbrance ST 10 character not wanting to pick up the Straw that Slowed the Camel Down |
Re: [RPM] Post your rituals here
Quote:
With that said- I don't necessarily think it is a bad thing, it can even be thematically appropriate, doubly so with something that is supposed to be as whimsical as magic- the fact that effect shapers always want to round out there energy costs to an x9 could be some sort of 'rule of 3x3'. "Why don't you make the spell last one week or one month Magister?" "Because of the rule of 3x3 boy- your power is wasted on a week and the spirits don't look kindly on someone who does not want to round to the nearest 3x3!' |
Re: [RPM] Post your rituals here
Okay, the rule of 3x3 is hilarious, consider that officially adopted into my world lore starslayer
starslayer I think brings up an excellent point about Quick and Dirty RPM, (which is 2 rolls, not one), the very first thing I do when trying to come up with pre prepared spells for Quick and Dirty is to make a note on my character sheet what my various threshholds are and the rolls needed for a spell cast at that level I didn't mention it before because well, honestly, it never would have occured to me not to think of it. 'What do I have to work with?' is almost always the first question that comes to mind, so for a spell its 'how much energy can I work with?', just like one of the very first steps in GURPS chargen is 'how many points?', or for say some types of DnD 'so what did I roll?' Designing a spell to budget, much like designing a character to budget, seems something that isn't foreign to my notion of how GURPS works |
Re: [RPM] Post your rituals here
The Q&D table is a thing of simplistic beauty that PK and Thomas Weigal made IIRC. The thresholds can lead to some gaming of the system at higher levels, but this seems different for Effect-Shaping. Something that needs to be poked at.
|
Re: [RPM] Post your rituals here
The Prismatic Blaster spell was a bit of an experiment inspired by a line of D&D spells that inflicts one of seven random effects. If I wanted to be more faithful to the original spells, I'd make it a kind of Transform Magic effect which converts the spell's gathered energy into another effect at random. The random effect would be handled via an "backlash effect" that reduces the final energy cost by half the percentage value of a Limitation like Uncontrollable or Unreliable. The gathered energy for the random effect would have to be enough to fuel an equivalent ritual cast normally.
That is, rather than all effects at once, just one effect chosen randomly. |
Re: [RPM] Post your rituals here
Sleep Hex
Spell Effects: Lesser Control Body. Inherent Modifiers: Affliction, Sleep. Greater Effects: 0 (x1). The subject within range must resist, or be rendered asleep until awakened or gets a full night's sleep. Typical Casting: Subject Weight, 300 lbs. (3) + Range, 10 yards (4) + Affliction, Sleep (+150%) (30) + Lesser Control Body (5). 42 energy (42x1). |
Re: [RPM] Post your rituals here
Here are a few:
FIRE RITUALS Firestorm Spell Effects: Greater Create Energy. Inherent Modifiers: area of effect, damage burning Greater Effects:1 (x3). This spell creates a storm of fire around you, it deals 2d points of burning damage per second for 3 seconds and has a reach of 3 yards. Typical Casting: Greater Create Energy (6), Damage, External Burning 6d (4), Area of Effect, 3 yards (2), excluded self (1). 39 energy (13×3) Sun Light Spell Effects: Greater Create Energy Inherent Modifiers: none. Greater Effects: 1 (x3) This spell recreates the light from the sun, along with its warmth, that last for 10 minutes. Typical Casting: Greater Create Energy (6) + Duration, 10 minutes (1). 21 energy (7×3) Lingering Flame Spell Effects: Greater Create Energy, lesser sense body, lesser control magic. Inherent Modifiers: Damage, External Burning explosion, range. Greater Effects: 1 (x3) Creates a sphere of flame that floats in the targeted place till someone comes close to it, then it explodes. Typical casting: Greater Create Energy (6) + lesser sense body (2) + lesser control magic (5) + Area of Effect, 3 yards (2) + Damage, External Burning 3d (2) + Range, 5 yards (2). 57 energy (19×3) Flame weapon Spell Effects: Greater create Energy Inherent Modifiers: bestow a bonus Greater Effects: 1 (x3) This spell enchants a weapon that causes extra burning damage. Typical casting: Greater create energy (6), Bestow a bonus, damage +3 (4), duration 10 minutes (1). 33 energy (11x3) DIMENSION RITUALS Destroy door Spell Effects: Greater Destroy Crossroads Inherent Modifier: none. Greater Effects: 1 (x3) This spell destroys a gate so it can no longer be used. Typical casting: Greater destroy Crossroads (5). 15 energy (5x3) UNDEAD RITUALS Undead Bane Spell Effects: Greater Destroy Undead Inherent Modifiers: bestow a bonus Greater Effects: 1 (x3) This spell enchants a weapon that causes extra damage against any undead. Typical casting: Greater Destroy Undead (5), Bestow a bonus, damage +4 (8), duration 10 minutes (1). 42 energy (14x3) Undead shield Spell effects: Lesser Control undead Inherent modifier:bestow a bonus Greater Effects: 0 (x1) This spell protects a person from any undead. Typical casting: lesser control undead (6), duration 3 hours (4) + bestow a bonus +3 To strengthen ward (4). 14 energy (14x1) --------------------------------------------------------------------------------------- OTHER RITUALS Air Jet Spell Effects:Greater Control Matter. Inherent Modifiers:Damage, External Crushing (Double Knockback; Jet; No Wounding). Greater Effects:1 (x3). This spell conjures a jet (p. B106) of air extending from the caster’s hand or an object that he is holding. The target takes 3d crushing damage; this does no actual damage, but it does inflict blunt trauma and is doubled for knockback purposes. Typical Casting:Greater Create Matter (5) + Damage, External Crushing 3d (Double Knockback, +20%; Jet, +0%; No Wounding, -50%) (1). 18 energy (6×3) Enhanced durability Spell Effects:Greater Control Energy. Inherent Modifiers:Altered Trait, Damage Resistance Greater Effects:1 (x3). This spell is usually cast as a conditional spell, often on a coat. Once invoked, the spell protects the wearer for the next 2 weeks as if it had +6 DR – but only if the attack comes from a physical source. Energy, spiritual attacks, etc., ignore this protection. Typical Casting:Greater Control Energy (5) + Lesser Control Magic (5) + Altered Trait, Damage Resistance 6 (Limited, Physical attacks, -20%) (24) + Duration, 2 weeks (10) + Subject Weight, 30 lbs. (1). 135 energy (45×3) Bestow luck Spell Effects: Lesser control chance. Inherent Modifiers: alter traits (add luck) Greater Effects:0 (x1). Usually cast as a charm, when the weilder fails a defense roll for the first time the charm breaks and allows you to re-roll. You know when it worked cause the charm breaks. Typical Casting: Lesser control chance (5), lesser control magic (5), alter trait luck (15), 25 energy (25x1) |
Re: [RPM] Post your rituals here
I'm not sure if this is the right place, but how would one go about sticking an armor divisor on a sword? I can think of a two ways it could be done, but both of them seem to be an attempt to shoe horn something in:
Code:
Sharpen SwordCode:
|
Re: [RPM] Post your rituals here
I would go with the latter approach
|
Re: [RPM] Post your rituals here
The latter, that's what I've done in the past.
|
Re: [RPM] Post your rituals here
Treasure Hunt
Spell Effects: Lesser Sense Matter. Inherent Modifiers: None. Greater Effects: 0 (x1). This ritual informs the caster of the locations of all items within 200 yards that he would consider useful or valuable. Typical Casting: Lesser Sense Matter (2) + Range, 200 yards (0). 2 energy (2x1). |
Re: [RPM] Post your rituals here
Remote Firestorm [anyone got a better name for this?]
Spell Effects: Greater Create Energy + Lesser Control Magic + Greater Sense Matter. Inherent Modifiers: Damage, External Explosive Burning. Greater Effects: 2 (x5). This ritual is cast as a charm and creates two tokens - one designated as the trigger and the other designated as ground zero. When the trigger token is crushed in the regular manner of a charm, the other token explodes in a blaze like a bomb. The explosion's damage is 4d burning. Breaking the ground zero token also sets off the explosion. See B104 and B414 for rules on explosions. Typical Casting: Greater Create Energy (6) + Damage, External Explosive Burning 4d (4) + Lesser Control Magic (5) + Greater Sense Matter (2). 85 energy (17x5). |
Re: [RPM] Post your rituals here
True Resurrection
Spell Effects: Greater Restore Body + Greater Control Spirit. Inherent Modifiers: Altered Traits, Regrowth, Unkillable 1 and Regeneration (Regular). Greater Effects: 2 (x5). This ritual can bring someone back to life, with any permanent damage (lost limbs, for instance) healed, assuming their corpse has not been reduced to -10xHP and is touching the caster. The restoration of the corpse takes 1 hour per point of injury to be healed until the body is at full HP, so adjust the duration accordingly (a full day heals 24 HP). Assume a corpse left to rot in an unsealed environment will lose 2 HP per day, making the ritual that much more harder. Typical Casting: Altered Traits, Regrowth, Unkillable 1 and Regeneration (Regular) (115) + Duration, 3 days (8) + Subject Weight, 300 lbs. (3) + Greater Restore Body (4) + Greater Control Spirit (5). 675 energy (135x5). Note: A mostly intact corpse with little damage can be brought back to life with a cheaper ritual that cuts out the Regrowth and Resurrection Altered Traits (and a much shorter Duration), and simply replaces it with lots of Healing (although the rolled healing and any other healing would have to be enough to get the corpse above -1xHP before the Duration runs out or the spell fails). This hypothetical ritual would be different from the one outlined here - let us name it Fight Back From the Grave. |
Re: [RPM] Post your rituals here
Live and Let Die
Spell Effects: Greater Destroy Body. Inherent Modifiers: Affliction, Death. Greater Effects: 1 (x3). Plenty of magicians believe that the key to a good death curse is hate. They think that feeling immense hatred towards a person allows one to channel the proper magical energies into the shape of a killing force and direct it accurately. That is stupid. Partly because it's actually pretty hard to get hateful enough to sincerely wish death upon someone in the first place. Not to mention the fact that casting this supposed death curse multiple times in a row in timely succession is flatly impossible - can you imagine hating someone enough that you'd not only want to stab them to death, BUT THEN you'd want to slit their throat too, AND THEN you'd still want to smash their skull in, AND THEN...! You get the picture. Frankly, you don't have it in you to hate someone to death over and over again - you would get bored. And besides, hatred implies respect, which interferes with the killer instinct. You care about someone enough to want them dead. That's not good enough. To cast a truly effective Killing Curse, you require the real opposite of love and life - which isn't hate. You require APATHY. Indifference! You have to completely and utterly not care about the life of your opponent. You're not killing them. You're just not bothering to allow them to live any more. This death curse ritual is very particular; to successfully cast it, you have to have no particular personal feelings, negative or favourable, toward the subject. So that means no applicable Intolerances. No recently failed self-control rolls for mental disadvantages like Sadism, Bad Temper, Lecherousness, Selfish or Loner. No failed Fright Checks. If the subject is something considered loathsome by the caster - a disgusting Appearance, a hated Social Stigma, an Odious Personal Habit, a Bad Reputation or obnoxious Delusion - it may be enough to spoil the spell, if the caster is aware. Even casting the ritual out of a need to defend yourself can be suspect - a general fear of dying can easily lead to anger and dread directed towards an assassin. Also note that the subject should not be provoking positive emotions in the caster, either - so you can't use this ritual to mercy-kill someone or commit suicide. Typically, a pragmatic motive for murder, like money, works best. The Killjoy disadvantages just by itself or the subject wearing full body covering can help - anything that would limit the emotional investment. The GM may require NPCs to make a reaction roll to the subject, and only allow a successful ritual on a strictly Neutral reaction. PCs casting the ritual may need to roll against Will or their worst self-control number amongst their mental disadvantages - penalties to this roll should be expected if the character role played any strong emotions regarding the subject. A caster with any kind of Pacifism should automatically fail. The ritual, powered by indifference, is thus slow to kill. The subject will die after failing a resistance roll, but only after 1 week since the failed resistance roll (in which the ritual can be dispelled). Typical Casting: Range, 10 yards (4) + Affliction, Death (60) + Subject Weight, 300 lbs. (3) + Greater Destroy Body (5). 216 energy (72x3). Note: The requirement for casting the spell is apathy towards the subject despite the spell's deadliness - effectively a kind of Accessibility limitation - which is just tough enough to arrange that it is worth an -25% energy cost reduction. The delayed effect is a Onset limitation worth an -20% energy reduction. The total energy reduction is -45%, to 119 energy. [Designer's note: perhaps it would be better if the Onset limitation just reduced the energy cost of the Death Affliction (the full -40% for 1 week Onset converts to -8(?) energy off the Affliction's 60 to 52) instead of being part of a general energy reduction?] |
Re: [RPM] Post your rituals here
I just figured out how to build a shield as a power, and so of course now I have to make a spell that gives you a shield as a power. Because I can.
Spectral Shield Spell Effects: Lesser Control Energy (6) Inherent Modifiers: Altered Traits : Damage Resistance (Active Defense, -40%, Must be wielded as a shield, -20%, Defense Bonus, +5% per level, max +8) This spell creates a glowing spectral shield on one of the arms of the subject. This shield provides a defense bonus just like any other shield. Users are advised to remember that an opponent can ignore your defense bonus if they simply resort to stabbing you through the shield. Typical Casting: Lesser Control Energy (6) + Subject Weight, 300 lbs. (3) + Duration, 10 Minutes (+1) + Altered Traits: Damage Resistance 20 (Active Defense, -40%, Must be wielded as a shield, -20%, Defense Bonus +6, +30%) (70) 80 x 1 = 80 |
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
This one's a little strange:
Counterbolt Spell Effects: Lesser Destroy Magic Inherent Modifiers: Meta Magic Greater Effects: 0 (x1) This counterspell is cast as a missile spell. The caster must succeed on a ranged attack against the spell they are trying to counter before it takes effect. If it's a missile spell in flight, they must hit the missile, otherwise they must hit the caster before the spell is finished. In exchange for this limitation, the caster is exempt from requiring a range on the spell and the meta magic cost for this spell is divided by three. This means that they need only pay 1/3 the energy cost of the spell they seek to counter. Typical Casting: Lesser Destroy Magic (5) + Meta-Magic 150 (50) 55 Energy (55x1) |
Re: [RPM] Post your rituals here
Thought Ink [anyone got a better name?]
Spell Effects: Lesser Transform Matter + Lesser Sense Mind + Lesser Sense Matter. Inherent Modifiers: None. Greater Effects: 0 (x1). This ritual is cast upon an ordinary notebook of blank paper. For the duration of the spell, the paper can be "written on" with a mental command - the ritual transforms the paper into paper that has been written on, according to a mental picture of what the caster wishes to be on the paper (like diagrams, differently coloured inks, page breaks, etc.). The mental commands can also "edit" the paper seamlessly, as if it were the original "writing". The caster will also know the state of the paper, and what has been written on it, just as if he were reading it in his hands. The caster must be within range of the notebook to mentally command the transformations or mentally read the paper. A roll against Artist or Writing might affect the quality of what gets printed on the paper. Typical Casting: Duration, 1 week (9) + Range, 100 yards (10) + Subject Weight, 10 lbs. (0) + Lesser Sense Mind (2) + Lesser Transform Matter (8) + Lesser Sense Matter (2). 31 energy (31x1). [Is the Lesser Sense Matter effect needed to read the paper, or does the Lesser Sense Mind effect also cover that?] |
Re: [RPM] Post your rituals here
Telepathic Transcription? Telestenography?
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Ether Storehouse
Spell Effects: Greater Create Crossroads + Lesser Control Matter. Inherent Modifiers: None. Greater Effects: 1 (x3). This ritual allows the caster to conceal items inside a miniature pocket dimension for the duration - only the caster can put in things or take them out, thus preventing others from finding them in a body search. Each stored item must weigh 30 lbs. or less, and the caster must succeed in a Holdout roll with the usual modifiers (so the caster should wear a big coat during the spell) to conceal it inside the stash. Taking out an item from the stash requires only a Ready manoeuvre to put it in the caster's hands. Items in the stash can only be detected with magic. When the ritual's duration expires, the items fall out of the pocket dimension directly into the same location of the caster. Typical Casting: Subject Weight, 30 lbs. (1) + Duration, 1 hour (3) + Greater Create Crossroads (6) + Lesser Control Matter (5). 45 energy (15x3). |
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Time Stop
Spell Effects: Greater Transform Crossroads. Inherent Modifiers: Altered Trait, Altered Time Rate 3.5 (1/5 cost for One Use). Greater Effects: 1 (×3). The spell modifies the temporal properties of the caster, very briefly accelerating them in time to allow them to act many times quicker than they usually would. This has the affect of allowing the subject 1d4+1 (the ebbs and flows of spacetime make it difficult to predict) extra maneuvers when the spell is activated. If, as a conditional or charm (or some godlike entity manages to cast this as blocking), the spell activates as an active defense, those turns may be immediately taken before the action completes. Despite the great speed awarded to the subject, this does not render them any special benefits beyond what they already have - they are not moving nearly fast enough that people don't still get their active defenses! The ability to walk up to someone, attempt to stab them in the face, fail and change your mind, walk back out of range, draw a gun, aim carefully and shoot them in the face are definitely still great value for energy even without that! This is usually cast as a charm or conditional spell; even potent adepts struggle to cast this without appropriate bonuses from places of power, charm kits and grimoires. This Casting: Greater Transform Crossroads (8) + Lesser Control Magic (5) + Altered Trait, Altered Time Rate 3.5 (1/5 cost for One Use) (70) + Duration, 10 minutes (1) + Subject Weight, 1,000 lbs. (4). 264 energy (88×3). A spell very clearly, ahem, inspired by That Other Game. I have no idea if this build is viable, but it seems to cost a lot for an appropriate amount of brokenness? The mention of it being used in response is very tentative - on the one hand, it seems cool, on the other, it seems game-breaking. It is at least appropriate in an initiative/quick-draw scenario, where both people are starting to respond at the same time, but it would be sort of broken in the middle of combat, and of course ATR doesn't normally allow anything of the sort, so there certainly is zero precedent. |
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
I don't see why One Use isn't viable, so long as the GM approves. It is a significant limitation, and it does make a huge diference as to the effect of the spell.
|
Re: [RPM] Post your rituals here
Quote:
Of course, if the GM rules that's how it works in his game then it does - but I'd never allow that in my campaigns and it's not RAW. It's just too easy to abuse. Now, if the receipt loses those points after the spell ends from his unspent points, advantages, attributes, etc. then sure. That's balanced. That's essentially how you bring back the dead by adding Altered Traits, Extra Life. You can also multiply the cost of one character point by five to get a spendable "destiny" or "impulse" point, but that's almost the opposite of what this is doing. |
Re: [RPM] Post your rituals here
Hmm, perhaps it's be better stated as Limited Use, 1 sec/day, -80% (GM Assigned Value). and sure, if you let players do as they want it can be abused - but thats true for the majority of GURPS. You just need a GM who's not afraid to say no.
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Quote:
With RPM, you build it as close as you can using the inherent modifiers of RPM, then go the Enhancement/Limitation route only once you've exhausted those. |
Re: [RPM] Post your rituals here
Sure, but that has the spell costing a ridiculous amount. If you want the spell to be useful but not unbalanced, you need to cut the cost somehow.
|
Re: [RPM] Post your rituals here
Quote:
Quote:
|
Re: [RPM] Post your rituals here
Sure, but having two or more for one turn should not be an 800 point spell. Having those for a whole minute, say, would be pretty crazy and let you dominate a combat, but one second is mostly good for an emergency or a blitz.
|
Re: [RPM] Post your rituals here
Quote:
Edit: Or say that Altered Time Rate is a Lesser Effect - not a greater. |
Re: [RPM] Post your rituals here
I would absolutely allow 1d6 rounds of Altered Time Rate as a lesser, since its in DF uhm, something as a Martial Artist power up, so it seems a very valid 'things PCs probably should be able to buy'
|
Re: [RPM] Post your rituals here
I think Altered Time rate probably should be a greater effect - I'd even go so far as to make it a secret effect, that you need to go to significant trouble to learn. As for arbitrary reductions, that was the point of the -80% limitation, though perhaps it should be more clearly stated.
On another note, how would you handle DnD style metamagic with RPM? As in, you take an advantage, and you can add (or remove, if it's already present) a specific effect to any ritual you cast (or a subset) without changing the ritual definitions for the purpose of qualifying for Ritual Masteries and Grimoires. For example, with Metamagic Mastery (Explosive), you could cast any spell you knew that would make sense wth the explosive modifer, while still qualifying to use Ritual Mastery and Grimoires for the base version. I think it sounds like the Adjustable Spells perk, though perhaps it should cost more. Perhaps [3] or [5] as a baseline? |
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
I'd personally make those limitations scale more steeply, as they don't seem to give enough of a break to be worthwhile, in my opinion. I'd say something more like:
longer than 30 seconds but less than a minute : -0%, no duration cost required. 30 seconds: -5%. 25 seconds: -10% 20 seconds: -20% 15 seconds: -30%, 10 seconds: -45%, 5 seconds: -60%, 1 second: -80%. Subject to GM approval, of course. |
Re: [RPM] Post your rituals here
Quote:
ATR up to say 1 or 2 would be lesser, anything more and you're into Greater effects territory. |
Re: [RPM] Post your rituals here
Also here, have a ritual: http://gurpswiki.wikidot.com/rpm:force-skates
Spell Effects: Greater Control Energy, Lesser Create Energy Inherent Modifiers: Altered Traits: Enhanced Move (Handling Bonus or Penalty: Variable, +/-5%/level) Greater Effects: 1 (x3) This spell creates planes of force beneath the users feet, allowing them to skate across the ground at incredible speeds. Beware though, it can be hard to control. Users can use the DX/E skill Force Skating for handling rolls, if it's be better than their default, otherwise they use DX. all handling rolls are modified by 3 +/- handling bonus or penalty Typical Casting: Greater Control Energy (5) + Lesser Create Energy (6) + Altered Traits: Enhanced Move 3 (Handling Penalty: -5, -25%) (45) + Duration: 10 Minutes (1) + Subject Weight: 300 Lbs (3) 180 energy (60x3). Edit: Have another ritual. Implosion Spell Effects: Greater Destroy Matter Inherent Modifiers: Damage, Crushing Explosive External, Enhancements: No Wounding, Persistent, Double Knockback, Explosion, Attractive, Damage: Crushing External, Enhancements: Persistent Greater Effects: 1 (x3) This spell creates a missile that continuously destroys matter at the it's place of impact, creating an implosive force. This force pulls things towards the point of impact, instead of away from it. It lasts for 10 seconds. Anything that gets dragged into the center takes 6d crushing damage a second until the spell wears off. Typical Casting: Greater Destroy Matter (5) + + External AOE Crushing Damage 6d (8) + Enhancements: Double Knockback, +20%, Explosion 1 (Covered by damage type), Persistent +40%, Attractive +50%, No Wounding -50% (12) + External Crushing Damage 6d (4) + Enhancements: Persistent (8) 111 Energy (37x3) Is this second one legal? I made the attractive modifier up. It's expensive, but I think it's worth that much or more. I dunno if explosion + persistent is legal by raw, though. |
Re: [RPM] Post your rituals here
The way I look at Knockback, its direction is a +0% modifier if it's fixed at creation. If you can modify the direction or limit the strength on the fly, that's +10%; if you can modify both on the fly, that's +20%. So, your Attractive modifier should be +0%.
Explosive + Persistent probably isn't legal, but it's not gamebreaking either, as Area of Effect is legal to combine with Persistent, and AoE is essentially a better version of Explosive. Persistent without any sort of AoE is not legal, however - you'll need to at least give it a 1 hex area, which is probably +25% or so. As that's more expensive than just making it explosive, however, I'd probably go with that. In fact, don't bother with two different damage sources - just make it 6d Crushing External Explosive (Double Knockback +20%, Reverse Knockback +0%, Persistent +40%). That drops base energy to 25, thus total energy to 75, which is doable with high effective skill (it's within 3x safe threshold for skill 17, within 2x safe threshold for skill 18-20, and is the safe threshold for skill 75). The concept is a rather clever trick, although at only 6d it probably isn't going to be quite as effective as you're hoping. It does an average of 3.5 damage at 2 hexes out, which isn't enough to knockback anyone with HP above 9. 1 hex out, it does 7 damage, which will do a yard of knockback to anyone with HP 16 or lower, sending them into the center. Damage from persistent occurs on your turn, which means anyone within the main hex that manages to move more than 2 yards on their turn will escape. If you treat External Explosive as exp3 (as has been suggested in the past, simply because exp1 is so lackluster), however, the ability is far more effective - you are able to Knockback HP 10 foes from a distance of 5 yards, which is going to make it a lot harder to get away. Turning exp1 into exp3 would be prohibitively expensive - you'll be best off changing the attack to an Area of Effect. Getting rid of explosive but maintaining 6d saves you 4 energy, and that's enough for a 5-yard area... although you'll still typically need to pay for Range (unless you want to have the edge of the effect be right in front of you). There's also the question of what happens to the foe at the dead center. They're suffering 12d of knockback (average 42, enough to Knockback an HP 10 character 5 yards), but have nowhere to go. Normally having nowhere to go is the result of something getting in your way, so you suffer collision damage, but here you're not really colliding with anything. Maybe treat it as a collision with yourself? |
Re: [RPM] Post your rituals here
I'd much rather use explosion instead of area of effect. I also want to keep No wounding, so that you can have people deperately hanging off of walls, trying not to get sucked in. Thus, keeping no wounding and just having people who reach the center colliding with an immovable object, and take damage from this according to (HPxVelocity)/100 seems reasonable. This also brings the cost down, which makes it more reasonable. Thus, we get:
Implosion Spell Effects: Greater Destroy Matter Inherent Modifiers: Damage, Crushing Explosive External, Enhancements: No Wounding, Persistent, Double Knockback, Explosion, Attractive. Greater Effects: 1 (x3) This spell creates a missile that continuously destroys matter at the it's place of impact, creating an implosive force. This force pulls things towards the point of impact, instead of away from it. It lasts for 10 seconds. It has two effects in game terms, the first is No Wounding Double Knockback Crushing Damage That pull this toward the center of the blast, instead of away from it. Knockback is equal to Damage doubled for double knockback, divided by the strength of the subject -2. Anything that gets dragged into the center takes damage each second for colliding with an immovable object until the spell ends. This does dice of crushing damage equal to (HPxVelocity)/100. Typical Casting: Greater Destroy Matter (5) + External AOE Crushing Damage 6d+4 (10) + Enhancements: Double Knockback, +20%, Explosion 3 (+100%), Persistent +40%, Attractive +0%, No Wounding -50% (22) 111 energy (37x3). Edit: Hmm. Wasn't there advie in Powers or somewhere about taking Double Knockback as a leveled enhancement? |
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
An edited (improved?) version of a previous entry into this thread, PEACH;
------ Remote Firestorm Spell Effects: Greater Create Energy + Lesser Control Magic + Lesser Sense Matter. Inherent Modifiers: Damage, External Explosive Burning. Greater Effects: 1 (x3). This ritual is cast as a charm and creates two tokens - one designated as the trigger and the other designated as ground zero. When the trigger token is crushed in the regular manner of a charm within range, the other token explodes in a blaze like a bomb. The explosion's damage is 4d burning. Breaking the ground zero token also sets off the explosion. See B104 and B414 for rules on explosions. Typical Casting: Greater Create Energy (6) + Damage, External Explosive Burning 4d (4) + Lesser Control Magic (5) + Lesser Sense Matter (2) + Range, 1 mile (2). 57 energy (19x3). |
Re: [RPM] Post your rituals here
Mnemonic Enhancer
Spell Effects: Lesser Strengthen Mind. Inherent Modifiers: Altered Traits, Photographic Memory. Greater Effects: 0 (x1). This ritual gives the caster perfect memory for the duration. Typical Casting: Lesser Strengthen Mind (3) + Duration, 3 days (8) + Altered Traits, Photographic Memory (10). 21 energy (21x1). |
Re: [RPM] Post your rituals here
Quote:
Aside from that, I'd call it Remote Firebomb. A firestorm would probably have Area of Effect and Persistent (thanks to Angle for reminding me about that modifier). |
Re: [RPM] Post your rituals here
So, like this?
----- Remote Firebomb Spell Effects: Greater Create Energy + Lesser Control Magic. Inherent Modifiers: Damage, External Explosive Burning. Greater Effects: 1 (x3). This ritual is cast as a charm and creates two tokens - one designated as the trigger and the other designated as ground zero. When the trigger token is crushed in the regular manner of a charm within range, the other token explodes in a blaze like a bomb. The explosion's damage is 4d burning. Breaking the ground zero token also sets off the explosion. See B104 and B414 for rules on explosions. Typical Casting: Greater Create Energy (6) + Damage, External Explosive Burning 4d (4) + Lesser Control Magic (5) + Range, 1 mile (2). 51 energy (17x3). |
Re: [RPM] Post your rituals here
Here's one I just thought up:
Poison Thorn Spell Effects: Greater Create Matter, Lesser Create Matter Inherent Modifiers: External Piercing Damage, External Toxic Damage, Enhancement: Follow Up +0%, Cyclic, 10 Sec, 50% per cycle, Symptom: Hallucinating, -2/3 health. Greater Effects: 1 (x3) This spell shoots a thorn, which inflicts anybody it hits with a rather nasty poison that will have them hallucinating their socks off. Typical Casting: Greater Create Matter (6) + Lesser Create Matter (6) + External Piercing Damage: 3d (0) + External Toxic Damage 3d (0) + Enhancements: Follow Up +0%, Cyclic 10 Seconds/2 Cycles, +100%, Symptom: Hallucinating, -2/3 health, +50% (30) 126 energy (42x3) The toxic damage doesn't look right, though - Should I really be taking cyclical damage with the x3 external multiplier? For that matter, should I be starting from 1d for 0 energy for follow up damage? Perhaps That'd be better stated as "Internal Toxic damage 1d (4)", where I start the energy cost for the follow up damage where the energy cost for the initial damage left off. Edit: Here's another: Explosive Germination Spell Effects: Greater Transform Body Inherent Modifiers: Time, Duration, Subject Weight Greater Effects: 1 (x3) This spell is cast on a seed. It causes the seed to sprout, rapidly growing to the size it would reach in the given time. After the given duration, it will turn to dust. Typical Casting: Greater Transform Body (8) + Time: 9 years (30) + Subject Weight: 10 lbs (0) + Duration (10 Minutes) 117 energy (39x3). Does this make sense? Should I pay for the subject weight of the full grown plant, instead of the time it takes for the seed to mature into it? |
Re: [RPM] Post your rituals here
Sanctioned Hubris/Favour of Yog-Soggoth/Magister's Denial/Thaumaturgic Safety Net
Spell Effects: Lesser Sense Magic + Lesser Control Magic + Lesser Destroy Magic. Inherent Modifiers: Meta-Magic. Greater Effects: 0 (x1). This conditional ritual allows the caster to try dispelling any botch ritual, as a result of a critical failure the caster rolled on a Path skill, before it is "cast". The caster gets told what kind of botch ritual (including energy cost) threatens him, and can choose not to trigger this ritual to dispel it if the threat is bearable or too powerful (not enough energy in this ritual) to dispel. Once this ritual is used against a botch, it's expired regardless of success or failure - there is no Duration. This ritual instantly dispels the botch ritual as per Magic versus Magic (Thaumatology: Ritual Path Magic page 24), but the Path skill roll is unopposed because the target of the spell is a botch ritual. Typical Casting: Meta-Magic (40) + Lesser Sense Magic (2) + Lesser Control Magic (5) + Lesser Destroy Magic (5). 62 energy (62x1). |
Re: [RPM] Post your rituals here
How would people feel if I started putting their rituals on the GURPS Repository? I've been putting mine on it, but that doesn't cover much area.
|
Re: [RPM] Post your rituals here
Well, try to make sure you only copy the final edit of a ritual where applicable, because not all of the submitted entries were checked over by Mr. Rice to see if they were rules legal.
|
Re: [RPM] Post your rituals here
Hey, I'm working on a RPM magical style that revolves around the concept of "blood magic, done by ninjas" - ninjas being a general term of "shadowy spies and assassins", not specifically the historical Japanese figures or anything.
Point is, what kind of Rituals should be covered by this style? So far, I got Weaken Blood, Blood Cipher...a spell to boil someone's blood (Internal Burning damage), a spell to analyse blood, a spell to transform blood into other liquids or other blood (to fool DNA tests, among other things), a spell that changes the caster's body into blood (basically, a variant of Body of Water)...I suppose the style's scope includes spells for cleaning up blood and heimo-kenesis. Am I missing a good "Blood Magic" spell here? Path of Body and/or Path of Matter effects preferred. |
Re: [RPM] Post your rituals here
Transform to make a weapon out of the iron in blood would be fun
|
Re: [RPM] Post your rituals here
Quote:
The average sewing needle weighs about 1 gram, the human body has about 4 grams of iron, the largest concentration being in hemoglobin. |
Re: [RPM] Post your rituals here
Well, it sounded like a neat idea. I guess not so much
|
Re: [RPM] Post your rituals here
A strengthen body effect could make it viable...
although create matter would just be straight up more canon. |
Re: [RPM] Post your rituals here
Quote:
Now a ritual to rip the bones from a living enemy and assault another enemy? That I could see working... |
Re: [RPM] Post your rituals here
Note, This is magic, so you can just use a transorm matter effect and it should work fine.
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Blade of Blood and Bone:
Spell Effects: Greater Transform Body (8) + Lesser Transform Matter (8)+ Lesser Strengthen Matter(3). Inherent Modifiers: Damage, External Impaling Greater Effects: 1 (x3). The user of this spell can reach into a foe's chest and withdraw a sword or knife made of the victim's bones, reinforced with the iron in his blood. The attack is delivered via any unarmed combat skill, and a successful Armory roll is needed to get a usable blade. If no damage penetrates the target's DR, no weapon is created. Typical Casting: Greater Transform Body (8) + Lesser Transform Matter (8)+ Lesser Strengthen Matter(3) + Damage, External Impaling 3d+3 (2)+ +Duration, 10 Minutes (1)+ Subject Weight, 3 lbs. (0). 66 energy (22x3). |
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Quote:
|
Re: [RPM] Post your rituals here
Quote:
Bone Barrage Spell Effects: Lesser Destroy Body (for crushing a bone) + Greater Control Body (for firing the bone shards at another person) Inherent Modifiers: - Internal Crushing (No Knockback -10%, Uses Joint rules for crippling limbs and spine rules for torso shots +100%) - Internal Huge Piercing (.5 armor divisor [accessibility, only for penetrating out of the target!, -60%] -12%) - External Impaling (.5 Armor Divisor -30%, RoF 1*X [with accessibility: limited to the crushing damage dealt or huge piercing damage that penetrates the first targets armor, whichever is lower -30%] where X must be equal to maximum possible crushing damage, Overhead +30%.) Greater Effects: 1 (x3) This spell crushes bones within the targets body and then fires them at another nearby target. If the first target fails to resist, roll crushing damage, ignoring DR. The spell cripples limbs as though it targeted a joint, and damage to the torso uses the special rules for targeting the spine! Then, if the first attack succeeds and deals damage, roll a huge piercing attack with the same number of dice. This second attack originates from within the target, but check to see if it over-penetrates! Once that's been done, roll an impaling attack against the second target with a RoF equal to the lower of the crushing damage dealt or the over-penetrating piercing damage. This attack has a .5 armor divisor. Typical Casting: Lesser Destroy Body [5] + Greater Control Body [5] + 2d Internal, no knockback, Crushing Damage that uses joint and spine rules [22] + 2d Internal Huge Piercing, with .5 armor divisor [8] + 6d External RoF 12 (limited to crushing damage dealt or hp penetrating damage) AD .5 Overhead Impaling Attack [22] = 62x3 = 186 energy. |
| All times are GMT -6. The time now is 06:11 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.