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

starslayer 07-08-2017 01:30 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Beini82 (Post 2108824)
Fair enough but I don't see a real connection between RPM being a real-world or realistic magic system and a shapeshifting effect that can or cannot change your clothes as well. With RPM ANY effect should at least be theoratically possible and changing your clothes with your body is easily achievable (though costly).

They should look like this:

Shapeshift (including clothes)
greater transform body (8), greater transform matter (8), weight 300lbs (3) Duration 30Min. (2).
Multiplier (x5)
(21x5) = 105 energy (130 if conditional)

Shapeshift (without clothes)
greater transform body (8), weight 300lbs (3) Duration 30Min. (2).
Multiplier (x3)
(13x3) = 39 energy (54 if conditional)

Since the energy requirements have such a big gap between them...I was hoping for somebody telling me that that I've made a mistake and it's possible to do it cheaper :)

Once again, if the clothes are themselve covered by body effects (made of leather, hide, bone, fur) then they can be transformed by the same effect which transforms the target can get three clothes.

Beini82 07-10-2017 02:13 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by starslayer (Post 2109100)
Once again, if the clothes are themselve covered by body effects (made of leather, hide, bone, fur) then they can be transformed by the same effect which transforms the target can get three clothes.

Except that leather, hide, bone and fur are NOT covered by the path of body ;)
To qualify for that the subject needs to be alive in some way. There is an example with an apple which can only be influenced with path of body as long as it's hanging on a tree and is growing. After it fell to the ground the path of matter jumps in.

starslayer 07-10-2017 08:01 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Beini82 (Post 2109315)
Except that leather, hide, bone and fur are NOT covered by the path of body ;)
To qualify for that the subject needs to be alive in some way. There is an example with an apple which can only be influenced with path of body as long as it's hanging on a tree and is growing. After it fell to the ground the path of matter jumps in.

humm. I am not sure of your interpretation, but given that restriction....

As long as the creature is large enough you could store the clothes inside via a lesser effect to neatly fold them.

Potentially, you could TEMPORARILY destroy the clothes (they are gone while you are shapeshifted, they just come back when you are done)- via a lesser control matter to deconstruct them- just need to add enough damage to assure that clothes are destroyed.

You could also do reversed bewitched basketry to break the clothes down to there respective components (and then integrate them into your shapeshift)- this would be interestingly lore friendly because then to have clothes after you change into a raven your going to need clothes that use raven feathers and the like. You would also need enough crafting skill to make your clothes.

Zarmonic 07-11-2017 02:17 AM

Re: [RPM] Post your rituals here
 
Here's an idea...

It sounds like you just want a spell that turns you into a raven, as opposed to a spell that turns you into just any animal. That implies something particular to your own magical tradition, your style. Perhaps the GM would allow you to invent a perk for it. Taking the perk will allow you to treat including clothes as Lesser Transform Matter for that spell and that spell only.

I get this kind of thinking from Pyramid 3/66 and Magical Styles.

Beini82 07-11-2017 04:47 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Zarmonic (Post 2109525)
Here's an idea...

It sounds like you just want a spell that turns you into a raven, as opposed to a spell that turns you into just any animal. That implies something particular to your own magical tradition, your style. Perhaps the GM would allow you to invent a perk for it. Taking the perk will allow you to treat including clothes as Lesser Transform Matter for that spell and that spell only.

I get this kind of thinking from Pyramid 3/66 and Magical Styles.

This is the perfect idea and overall would give me the best feeling:) I'm using effect shaping RPM from Pyramid 3/66 anyway.

Thank you

Zarmonic 07-11-2017 10:01 AM

Re: [RPM] Post your rituals here
 
Awesome, NP! Have fun.

ssveter 08-29-2017 01:44 PM

Re: [RPM] Post your rituals here
 
Celerity
Spell Effects: Lesser Transform Body.
Inherent Modifiers: Altered Trait, Enhanced Dodge +3 + Altered Trait, Extra Basic Speed +1 + Subject Weight + Duration.
Greater Effects: 0 (×1).

This spell increases the casters basic speed, and enhances their dodge

This Casting: Lesser Transform Body (8) + Altered Trait, Enhanced Dodge +3 (45) + Altered Trait, Extra Basic Speed +1 (20) + Subject Weight, 10 lbs. (0) + Duration, 10 minutes (1). 74 energy (74×1).

My first spell, am I right?

4rc4num 08-29-2017 10:24 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ssveter (Post 2119908)
Celerity
Spell Effects: Lesser Transform Body.
Inherent Modifiers: Altered Trait, Enhanced Dodge +3 + Altered Trait, Extra Basic Speed +1 + Subject Weight + Duration.
Greater Effects: 0 (×1).

This spell increases the casters basic speed, and enhances their dodge

This Casting: Lesser Transform Body (8) + Altered Trait, Enhanced Dodge +3 (45) + Altered Trait, Extra Basic Speed +1 (20) + Subject Weight, 10 lbs. (0) + Duration, 10 minutes (1). 74 energy (74×1).

My first spell, am I right?


Hum, arent two effects in one ritual ? And this looks like Lesser Strengthen body to me (to the limit of 30% stats increase).


Lesser Strengthen Body (3) + Lesser Strengthen Body (3) + Altered Trait, Enhanced Dodge +3 (45) + Altered Trait, Extra Basic Speed +1 (20) + Subject Weight, 300 lbs. (3) + Duration, 10 minutes (1). 75 energy (75×1).

Christopher R. Rice 08-29-2017 11:09 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ssveter (Post 2119908)
Celerity
Spell Effects: Lesser Transform Body.
Inherent Modifiers: Altered Trait, Enhanced Dodge +3 + Altered Trait, Extra Basic Speed +1 + Subject Weight + Duration.
Greater Effects: 0 (×1).

This spell increases the casters basic speed, and enhances their dodge

This Casting: Lesser Transform Body (8) + Altered Trait, Enhanced Dodge +3 (45) + Altered Trait, Extra Basic Speed +1 (20) + Subject Weight, 10 lbs. (0) + Duration, 10 minutes (1). 74 energy (74×1).

My first spell, am I right?

No. But a good try! Some points:
  • The way you have Altered Traits will require two spell effects; however you can lump them together into a single trait since it makes sense that they are together.
  • You'd need Lesser Strengthen Body here, not Lesser Transform Body. You're making someone better - not radically altering their physiology.
  • Since this is a spell that physically alters the subject you must have Subject Weight - 300 lbs. is the standard
  • You can't add Enhanced Dodge 3 with a Lesser effect because in most campaigns Enhanced Dodge 1 is the limit to Enhanced Defenses UNLESS it's supernatural or you have Trained by a Master/Weapon Master. Thus you need a Greater effect to do this.

Taking all that into account and you get something like this:

Celerity
Spell Effects: Greater Strengthen Body.
Inherent Modifiers: Altered Trait, Enhanced Dodge 3 and Basic Speed +1.00.
Greater Effects: 1 (×3).

This spell increases the target's Basic Speed by +1.00 and adds +3 to his Dodge (a total increase to Dodge of +4).

Typical Casting: Greater Strengthen Body (3) + Altered Trait, Enhanced Dodge 3 and Basic Speed +1.00 (65) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 216 energy (72 x 3)

A powerful spell! You may wish to tone it down doing the following instead:

Lesser Celerity
Spell Effects: Lesser Strengthen Body.
Inherent Modifiers: Altered Trait, Enhanced Dodge 1 and Basic Speed +1.00.
Greater Effects: 0 (×1).

This spell increases the target's Basic Speed by +1.00 and adds +1 to his Dodge (a total increase to Dodge of +2).

Typical Casting: Lesser Strengthen Body (3) + Altered Trait, Enhanced Dodge 1 and Basic Speed +1.00 (35) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 42 energy (42 x 1)

Zarmonic 08-29-2017 11:44 PM

Re: [RPM] Post your rituals here
 
Seems like, if what you most want to do is make the subject harder to hit, it would be much cheaper to go with Path of Chance.

Spell Effects: Lesser Control Chance.
Inherent Modifiers: Bestows A Bonus, Active defense rolls.
Greater Effects: 0 (×1).

Give the subject a +3 bonus to all active defense rolls!

This Casting: Lesser Control Chance (5) + Bestows A Bonus, +3 to Active defense rolls (20) + Duration, 10 minutes (1) + Subject Weight, 300 lbs. (3). 29 energy (29×1).

Varyon 08-30-2017 12:05 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by starslayer (Post 2109467)
I am not sure of your interpretation, but given that restriction....

Just felt I should address this bit - if you look at the descriptions of the Paths in the RPM book, Path of Body is explicitly only about affecting things that are currently alive, while physical things that are not alive are the purview of Path of Body (Path of Undead gets a special mention, as it applies to those things that are somewhere in between). Notably, the description of Path of Body notes it will affect living trees but not fallen branches, while Path of Matter notes that it will affect dead bodies, and in fact is the Path you need to use to create food.

Personally, I'm not fond of some of those effects, and lean more toward having Path of Body be used on living things and for making food, Path of Matter be used on never-living things, and Path of Undead be used on once-living things (there can occasionally be exceptions to let Path of Body work on recently-living things, and Path of Undead be used on still-living-but-I'd-rather-it-weren't-and-here's-a-spell-for-that things, however, and Path of Matter is probably alright for was-living-a-long-time-ago things).

ajardoor 12-05-2017 09:56 AM

Re: [RPM] Post your rituals here
 
Mage Online/Commune With Information Superhighway/Brain Browser/Net Medium
Spell Effects: Greater Sense Energy + Lesser Control Energy + Lesser Sense Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual will temporarily connect the caster to the Internet via telepathy, if a normal computer could access the Internet through a normal ISP at the caster's location. The caster can mentally view the Internet as if looking at a browser and can mentally command the browser's usual functions as if using a mundane keyboard, mouse, webcam, and so on. Thus, you could telepathically post on forums or upload pictures you "took" with your eyes using this ritual. You can not, however, download data from the Internet into your mind (where would you store it?) - but you can move such data around (although a Control or Transform Energy ritual may be needed first).

Typical Casting: Greater Sense Energy (2) + Lesser Control Energy (5) + Lesser Sense Mind (2) + Duration, 10 minutes (1). 30 energy (10x3).

ssveter 12-19-2017 02:19 PM

Re: [RPM] Post your rituals here
 
Steve McQueen
Spell Effects: Greater Strengthen Body + Lesser Strengthen Body.
Inherent Modifiers: Altered Trait, Skill Driving(Auto) + Bestows A Bonus + Duration.
Greater Effects: 1 (×3).

Bestows the skill Driving(auto) with a bonus to those rolls for 30 minutes

This Casting: Greater Strengthen Body (3) + Lesser Strengthen Body (3) + Altered Trait, Skill Driving(Auto) (4) + Bestows A Bonus, +5 (16) + Duration, 30 minutes (2). 84 energy (28×3).

Is this legit??

Shostak 12-19-2017 09:32 PM

Re: [RPM] Post your rituals here
 
I think the Greater Strengthen Body could be Lesser.

ssveter 12-21-2017 02:32 PM

Thousand-Legged Demise (Ritual Path Version)
 
Thousand-Legged Demise

Spell Effects: Greater Transform Body + Lesser Destroy Mind.
Inherent Modifiers: Subject Weight + Affliction, Attribute Penalty -10 IQ.
Greater Effects: 1 (×3).

Transforms subject into a seething swarm of small, mindless creatures. Rather than stay in a cohesive horde, the critters crawl, fly, or swim in all directions. The spell collapses 10 minutes later, leaving gobbets of the victim’s dead body scattered across a radius equal to his Move (or on interior walls, if contained), with a few surviving creepy-crawlers dining on the carrion.

This Casting: Greater Transform Body (8) + Lesser Destroy Mind (5) + Subject Weight, 300 lbs. (3) + Duration, 10 minutes (1) + Range, 20 yds (6) + Affliction, 200% to Attribute Penalty -10 IQ (40). 189 energy (63×3).

Shostak 12-21-2017 07:05 PM

Re: Thousand-Legged Demise (Ritual Path Version)
 
Quote:

Originally Posted by ssveter (Post 2144625)
Thousand-Legged Demise

Spell Effects: Greater Transform Body + Lesser Destroy Mind.
Inherent Modifiers: Subject Weight + Affliction, Attribute Penalty -10 IQ.
Greater Effects: 1 (×3).

Cool idea for a spell! Right off the bat, I think a -10 penalty is beyond a Lesser effect. But, I'm not sure you need Destroy Mind at all. With Lesser Transform Mind, you could make the victim think that he is a worm. Then maybe add Lesser Control Mind to give a single command to crawl. Getting rid of the -10 penalty would make this a much less expensive spell. I'll be interested to see what others with think.

Shostak 12-21-2017 10:12 PM

Re: [RPM] Post your rituals here
 
On further reflection, I think that, since this is a spell that will kill its subject, the main spell effect here is Destroy Body and that it requires a damage modifier that will deal enough damage to kill. The crawling critter part is really just cool color. If not enough damage is done, then not enough critters crawl far enough away for the victim's body to be dispersed. I would probably not even charge for the transformation effect, since to do so would just encourage players to leave the cool bits out in favor of the lowest cost spell possible.

starslayer 12-21-2017 11:31 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Shostak (Post 2144708)
On further reflection, I think that, since this is a spell that will kill its subject, the main spell effect here is Destroy Body and that it requires a damage modifier that will deal enough damage to kill. The crawling critter part is really just cool color. If not enough damage is done, then not enough critters crawl far enough away for the victim's body to be dispersed. I would probably not even charge for the transformation effect, since to do so would just encourage players to leave the cool bits out in favor of the lowest cost spell possible.

I think what you actually need here is affliction: Heart attack (+300%)- which is generally the accepted 'save or die' affliction level.

ssveter 12-22-2017 07:14 AM

Re: Thousand Legged Demise
 
I pulled this from GURPS Magic Death Spells page 10.

So I wanted to replicate the spell in Ritual Path Magic.

ssveter 12-22-2017 08:01 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by starslayer (Post 2144719)
I think what you actually need here is affliction: Heart attack (+300%)- which is generally the accepted 'save or die' affliction level.

I would have to reject that in favor of the fact that the subject is transformed into critters. Thus is not an affliction.

starslayer 12-23-2017 07:52 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ssveter (Post 2144765)
I would have to reject that in favor of the fact that the subject is transformed into critters. Thus is not an affliction.

But as you mentioned, that's just flavour. Mechanically it is save or die.

So you use a greater transform body (flavour of effect) afflicting instant death (+300%), duration still identifies how long the swarm remains active.

Of course going with damage has the potentially interesting and horrifying effect of allowing the person to suffer damage and not die, so chunks of their own flesh turn into vermin and run off leaving gaping wounds.

Apollonian 03-06-2018 04:10 PM

Re: [RPM] Post your rituals here
 
Two quickies for review:

Fly
Spell Effects: Greater Control Body
Inherent Modifiers: None
Greater Effects: 1 (x3).

The caster causes his target to fly at 10 yards/second for 1 hour. Usually cast on self.

Typical Casting: Greater Control Body (5) + Duration, 1 hour (3) + Weight, 300 lbs (3) + Speed, 10 yards/second (4). 45 energy (15 x 3)

Gift of Flight
Spell Effects: Greater Transform Body
Inherent Modifiers: Altered Trait, Flight
Greater Effects: 1 (x3).

The target of the spell gains the Flight advantage for one hour.

Typical Casting: Greater Transform Body (8) + Altered Trait, Flight (40) + Duration, 1 hour (3) + Weight, 300 lbs (3). 162 energy (54 x 3)

Shostak 03-06-2018 09:02 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Apollonian (Post 2163422)
Two quickies for review:

Fly
Spell Effects: Greater Control Body
Inherent Modifiers: None
Greater Effects: 1 (x3).

The caster causes his target to fly at 10 yards/second for 1 hour. Usually cast on self.

Typical Casting: Greater Control Body (5) + Duration, 1 hour (3) + Weight, 300 lbs (3) + Speed, 10 yards/second (4). 45 energy (15 x 3)

Gift of Flight
Spell Effects: Greater Control Body
Inherent Modifiers: Altered Trait, Flight
Greater Effects: 1 (x3).

The target of the spell gains the Flight advantage for one hour.

Typical Casting: Greater Transform Body (8) + Altered Trait, Flight (40) + Duration, 1 hour (3) + Weight, 300 lbs (3). 162 energy (54 x 3)

Nice. However, the former spell might be better titled "Levitation" to better reflect that it would require the caster's concentration each turn to fly, since it uses the ability to move a body as though by telekinesis. If you want more instinctual movement by flight, it would require the altered trait.

There is a typo in the latter spell; spell effects should be Greater Transform so as to agree with the typical casting details.

Zarmonic 04-01-2018 01:06 PM

Re: [RPM] Post your rituals here
 
Is this one legit?

Visions of the Past
Spell Effects: Greater Sense Crossroads.
Inherent Modifiers: None.
Greater Effects: 1 (×3).

Allows the caster to see into the past and witness what happened at in the place she is standing at a specific moment in time. This version allows her to go back 8,210 years!

This Casting: Greater Sense Crossroads (2) + Duration, 10 minutes (1) + Range, Cross-time: 3,000,000 days (15). 54 energy (18×3).

Taneli 04-01-2018 03:30 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 2140738)
Mage Online/Commune With Information Superhighway/Brain Browser/Net Medium
Spell Effects: Greater Sense Energy + Lesser Control Energy + Lesser Sense Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual will temporarily connect the caster to the Internet via telepathy, if a normal computer could access the Internet through a normal ISP at the caster's location. The caster can mentally view the Internet as if looking at a browser and can mentally command the browser's usual functions as if using a mundane keyboard, mouse, webcam, and so on. Thus, you could telepathically post on forums or upload pictures you "took" with your eyes using this ritual. You can not, however, download data from the Internet into your mind (where would you store it?) - but you can move such data around (although a Control or Transform Energy ritual may be needed first).

Typical Casting: Greater Sense Energy (2) + Lesser Control Energy (5) + Lesser Sense Mind (2) + Duration, 10 minutes (1). 30 energy (10x3).

With an extra Lesser Control Energy and a memory stick or similar available, they could download the data on the stick, no?

Taneli 04-01-2018 03:32 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Apollonian (Post 2163422)
Two quickies for review:

Fly
Spell Effects: Greater Control Body
Inherent Modifiers: None
Greater Effects: 1 (x3).

The caster causes his target to fly at 10 yards/second for 1 hour. Usually cast on self.

Typical Casting: Greater Control Body (5) + Duration, 1 hour (3) + Weight, 300 lbs (3) + Speed, 10 yards/second (4). 45 energy (15 x 3)

Gift of Flight
Spell Effects: Greater Transform Body
Inherent Modifiers: Altered Trait, Flight
Greater Effects: 1 (x3).

The target of the spell gains the Flight advantage for one hour.

Typical Casting: Greater Transform Body (8) + Altered Trait, Flight (40) + Duration, 1 hour (3) + Weight, 300 lbs (3). 162 energy (54 x 3)

Is flight Control Body or Control Energy? (Suppose it could be either...)

GarenLiLorian 08-28-2018 08:33 AM

Re: [RPM] Post your rituals here
 
A few Rituals for review:

Witch's Familiar
Turns a mundane animal into a sapient witch’s familiar.
Control Mind: 3
Sense Mind: 2
Strengthen Mind x2: 6
Strengthen Body: 3
Control Magic: 5
Duration, 1 month: 11
Subject Weight, 300lbs: 3
Grants Advantages:
Speak with Animal (& sapience): 15
Special Rapport: Caster and animal: 10
Caster gains abilities from animal template: 25
25% ally (grants special abilities, FoA: 12): 3
85 Energy

Champion
Who says wizards can’t fight?
Strengthen body x5: 15
Control Magic: 5
Grants Advantages
Weapon Master, 1 weapon: 20
High Pain Threshold: 10
Bestows a bonus
+3 to a single melee skill: 4
+3 to Acrobatics: 4
+2 to all active defenses: 10
Duration, 10 minutes: 1
Subject Weight, 300lbs: 3
72 Energy

Armament
This spell creates weapons for the subjects, based on their desire. It will create melee weapons based on Armory: melee weapons and guns based on Armory: small arms, but will not create ammunition. Melee weapons are Fine quality (at TL7+), success by 5 on casting adds balanced. Critical success creates Very Fine weapons. The weapons are magical constructs of some appropriate substance: moonlight, flowing water, living fire, but act as mundane weapons in every way.
Create Matter: 6
Sense Mind: 2
Greater Effect: x3
Subject Weight, 30lbs: 1
Duration, 6 hours: 5
Area Effect, 3 yards: 3
51 Energy

Speed of the Pack
Turns a group of people into a highly coordinated squad.
Strengthen body x2: 6
Strengthen mind x2: 6
Control Magic: 5
Duration, 12 hours: 6
Area Effect, 3 yards: 3
Subject Weight, 1000 lbs: 4
Grants Advantages:
+1 Speed: 20
Teamwork (other subjects): 1
Special Rapport, caster: 5
Danger Sense: 15
86 Energy

Toughness
Makes subject virtually impervious to small arms, resistant to rifle fire. An attempt at a reasonably cheap armor spell.
Strengthen body: 3
Subject weight, 300lbs: 3
Duration, 6 hours: 5
Grants Advantage
Tough skin, Semi-Ablative DR 20: 40
Greater Effect: x3
153 Energy

ssveter 02-17-2019 09:40 AM

Re: [RPM] Post your rituals here
 
Reverse Gender
Spell Effects: Greater Transform Body.
Inherent Modifiers: Subject Weight.
Greater Effects: 1 (×3).

Reverses the subjects gender.

This Casting: Greater Transform Body (8) + Subject Weight, 300 lbs. (3). 33 energy (11×3).

Question I have is, is this permanent and if not how do I make it permanent?

Zarmonic 02-17-2019 11:00 AM

Re: [RPM] Post your rituals here
 
Afraid not. Technically there is no such thing as permanent effects in RPM besides damage and healing. If you want it to at least seem permanent, Id suggest considering the Conditional Termination option.

ssveter 02-17-2019 11:51 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Zarmonic (Post 2243733)
Afraid not. Technically there is no such thing as permanent effects in RPM besides damage and healing. If you want it to at least seem permanent, Id suggest considering the Conditional Termination option.

What is the "Conditional Termination option"?

Zarmonic 02-17-2019 12:15 PM

Re: [RPM] Post your rituals here
 
It's on p18 of the RPM book. Which in turn refers to an option in Thaumatology. It's basically defining an event that would end the spell, like "until she is kissed by a prince". Or you can just make the duration really long, like a year or more, so that in game terms it's pretty much as good as permanent.

ajardoor 02-28-2020 02:21 PM

Re: [RPM] Post your rituals here
 
Help me out here, RPM-euthasists.
Tell me how to model this ritual?

Pause Doom
(Probably Destroy Crossroads and Strengthen Body?)
This ritual suspends deleterious effects of advancing time - afflictions, starvation, exhaustion, mortal wounds, bleeding, disease, poison, toxin, etc. - upon the subject. It does not cancel or undo an affliction, but it does grant them a reprieve. Supernatural effects, such as curses with a countdown, are resisted by this ritual. The subject cannot suffer new effects, or age naturally, or need to eat and sleep while protected by this spell. It has no effect on new or old crippling or permanent injuries - the subject may still die, too. The main drawback is the subject protected by the spell cannot regain FP, heal naturally, refill their mana reserve or even spend Character Points for the duration. (If the subject has used any game-time-restricted ability, this spell also suspends the "cooldown" between uses.)

AlexanderHowl 02-28-2020 06:03 PM

Re: [RPM] Post your rituals here
 
Pause Doom would probably be best represented by an Affliction or Toxic Attack created with Delay (+50%).

Christopher R. Rice 02-28-2020 07:59 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 2311884)
Help me out here, RPM-euthasists.
Tell me how to model this ritual?

Pause Doom
(Probably Destroy Crossroads and Strengthen Body?)
This ritual suspends deleterious effects of advancing time - afflictions, starvation, exhaustion, mortal wounds, bleeding, disease, poison, toxin, etc. - upon the subject. It does not cancel or undo an affliction, but it does grant them a reprieve. Supernatural effects, such as curses with a countdown, are resisted by this ritual. The subject cannot suffer new effects, or age naturally, or need to eat and sleep while protected by this spell. It has no effect on new or old crippling or permanent injuries - the subject may still die, too. The main drawback is the subject protected by the spell cannot regain FP, heal naturally, refill their mana reserve or even spend Character Points for the duration. (If the subject has used any game-time-restricted ability, this spell also suspends the "cooldown" between uses.)

This seems like a variation of the Temporal Stasis enhancement from GURPS Powers. I'd probably use that with the caveat that it stops what you've listed, but not the subject of the spell. Perhaps add Selective Effect on top of it. Anyway, it should be expensive to do something like this.

X the Unknown 02-29-2020 03:43 PM

Re: [RPM] Post your rituals here
 
I'm trying to create a ritual that will cover an area 5 yards in radius, 4 yards high with webs. These webs will attempt to trap anyone or anything within the area when cast, and if trapped will force them to roll a contest of ST to break free. Also, anyone or anything entering the area will also have to go through this process.

Ok, I have two attempts at a ritual. Will they both work? The first scales very well (read: cheap) towards targets with normal STrength using the Golden Rule (T:RPM p. 24), but gets quite expensive using Bestows a Bonus for high STrength targets, going all exponential and... stuff. Version 2 uses Binding (Basic p. 40) and can be more expensive at normal levels, but expands linearly forever so is much friendlier at higher STrength targets. Version 1 costs more than version 2 from STrength 20 and higher.

I'm going to assume an Effective Skill of 15 for comparison sake. I know with a higher Effective Skill I would get a higher "Spell STrength" for the escape contest on the first version, but I need a constant for the comparison.

Trapping Webs - Version 0.1
Spell Effects: Greater Create Matter
Inherent Modifiers: Area of Effect
Greater Effects: 1 (x3)

This ritual creates an area 5 yards in radius that binds anyone or anything within it or entering it for the duration or until they can succeed in a contest of ST vs the Effective Skill of the ritual. Excludes caster and one other at time of casting.

Typical Casting: Greater Create Matter (6) + Area of Effect (Excludes caster and one other): 5 yards (5) + Duration: 10 minutes (1)
Cost: 34 energy


Trapping Webs - Version 2
Spell Effects: Greater Create Matter
Inherent Modifiers: Area of Effect, Binding
Greater Effects: 1 (x3)

This ritual creates an area 5 yards in radius that binds anyone or anything within it or entering it for the duration or until they can succeed in a contest of ST vs the Effective Skill of the ritual. Excludes caster and one other at time of casting.

Typical Casting: Greater Create Matter (6) + Binding: ST 15 (30) + Area of Effect (Excludes caster and one other: +1): 5 yards (5) + Duration: 10 minutes (1)
Cost: 121 energy

I know that Binding is essentially a Missile Spell and offers benefits above the first, but I'm just more interested in the binding aspect for now.

Ok, questions beyond whether the rituals will work as is.
  1. Do I need to use Persistent in order to get the binding effect to continue to grab items that enter the area?
  2. If I use Bestows a Penalty in the ritual to lower any target's STrength that fails to resist the ritual will it effect subsequent rolls against STrength to break free? I think it will.
  3. In the event that both rituals can work, what are people's feelings about allowing both: The first for STrengths lower than 20, the second for 20 and higher?
  4. Without changing these from webs to something that already exists in the environment like vines, could some version of this ritual be a Lesser Create Matter effect?

Thanks in advance!

Christopher R. Rice 02-29-2020 05:21 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by X the Unknown (Post 2312066)
Do I need to use Persistent in order to get the binding effect to continue to grab items that enter the area?

Yes.

Quote:

Originally Posted by Pyramid #3/43: Thaumatology III, p. 15
As an optional rule, the GMmight allow rituals with the area of effect modifier but not the damage modifier to receive the benefits listed under the Persistent enhancements (p. B107) for +8 extra energy or Persistent and Drifting (p. B105) for +12 extra energy.

Quote:

Originally Posted by X the Unknown (Post 2312066)
If I use Bestows a Penalty in the ritual to lower any target's STrength that fails to resist the ritual will it effect subsequent rolls against STrength to break free? I think it will.

Yes.

Quote:

Originally Posted by X the Unknown (Post 2312066)
In the event that both rituals can work, what are people's feelings about allowing both: The first for STrengths lower than 20, the second for 20 and higher?

You don't add Binding as a separate trait like you did for v2. The Binding's skill is your Path skill and then you can pump it up using Bestows a Bonus.

Quote:

Originally Posted by X the Unknown (Post 2312066)
Without changing these from webs to something that already exists in the environment like vines, could some version of this ritual be a Lesser Create Matter effect?

Living vines, roots, etc. require Path of Body, dead ones use Path of Matter. See below:

Capturing Roots
Spell Effects: Lesser Control Body.
Inherent Modifiers: Bestows a Bonus, +5 to Binding Rolls.
Greater Effects: 0 (x1)

Animates a cluster of roots to stretch out and grab anyone nearby. Treat this as an area of effect binding attack with the roots having an effective ST of Path of Matter + 5. If the roots are reaching out laterally (from a wall or fence), targets may use active defenses. If the attack comes up from the ground, limit active defenses to parries with feet or a dodge at -3. This spell has no effect on sapient plants.

Typical Casting: Lesser Control Body (5) + Bestows a Bonus, +5 to Binding Rolls (12) + Area of Effect, 5 yards, excludes 12 allies (10) + Range, 10 yards (4) + Duration, 10 minutes (1) + Subject Weight, 1,000 lbs. (4). 25 energy (36x1).

X the Unknown 02-29-2020 10:10 PM

Re: [RPM] Post your rituals here
 
This is great. Thanks.

Quote:

Originally Posted by Pyramid #3/43: Thaumatology III, p. 15
*

You're killing me with this. I've managed to avoid buying any of these Pyramids and now I'm agonizing over buying this for the last 15 minutes. I know I'm going to end up buying this and then it'll be downhill after that. I hope you're happy. :-)

Quote:

Originally Posted by Pyramid #3/43: Thaumatology III, p. 15
As an optional rule, the GM might allow rituals with the area of effect modifier but not the damage modifier to receive the benefits listed under the Persistent enhancements (p. B107) for +8 extra energy or Persistent and Drifting (p. B105) for +12 extra energy.

Ok, so I haven't bought it yet, but this is a little odd to me. In T:RPM it says:

Quote:

Originally Posted by Thaumatology: Ritual Path Magic, p. 17
Duration is an exception; any sort of enduring damage should be represented with enhancements such as Cyclic or Persistent.

And in Basic:

Quote:

Originally Posted by Basic, p. 107
You may only add this enhancement to an Area Effect (p.102) attack. This causes the area effect to stay in place for 10 seconds, continuing to damage... anyone entering or passing through it.

Thaumatology III and RPM/Basic seem to contradict each other.

It also says under Persistent:

Quote:

Originally Posted by Basic, p. 107
Use Extended Duration to extend the duration.

So, does the duration purchased in the base ritual not included the Persistent duration and I need to purchase it with Extended Duration, enough to cover the ritual duration?

All that being said, and if I'm right, to expand upon your Capturing Roots ritual to get it to continue grabbing people that come within its area of effect, we would get this:

Capturing Roots
Spell Effects: Lesser Control Body.
Inherent Modifiers: Bestows a Bonus, +5 to Binding Rolls, Persistent.
Greater Effects: 0 (x1)

Animates a cluster of roots to stretch out and grab anyone nearby and continues to reach for people for the duration. Treat this as an area of effect binding attack with the roots having an effective ST of Path of Matter + 5. If the roots are reaching out laterally (from a wall or fence), targets may use active defenses. If the attack comes up from the ground, limit active defenses to parries with feet or a dodge at -3. This spell has no effect on sapient plants.

Typical Casting: Lesser Control Body (5) + Bestows a Bonus, +5 to Binding Rolls (16) + Area of Effect, 5 yards, excludes 12 allies (10) + Persistent (Extended Duration) (24) + Range, 10 yards (4) + Duration, 10 minutes (1) + Subject Weight, 1,000 lbs. (4)
Cost: 64 energy (64x1)

Right?

Christopher R. Rice 03-01-2020 03:07 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by X the Unknown (Post 2312131)
You're killing me with this. I've managed to avoid buying any of these Pyramids and now I'm agonizing over buying this for the last 15 minutes. I know I'm going to end up buying this and then it'll be downhill after that. I hope you're happy. :-)

If you're hacking RPM at all that PDF is kind of necessary. A lot of the work for most RPM-based systems has been done to some degree. PK and I put a lot of work into it.


Quote:

Originally Posted by X the Unknown (Post 2312131)
In T:RPM it says:

Right, so that's damage. But even then you have two other options for damage. 1) If adding Duration to damage for any reason, say for creating a conjured weapon or similiar, you use the internal damage column not the external one; and 2) you can split the damage over a specific interval and then divide that damage to figure cost over time. See Rain of Fire for an example of this.

Quote:

Originally Posted by X the Unknown (Post 2312131)
And in Basic:

Quote:

Originally Posted by X the Unknown (Post 2312131)
Thaumatology III and RPM/Basic seem to contradict each other.

Yeah, I forgot we hashed this out in T:RPM. Basically, Duration = Extended Duration + Persistent for most Area Effects. Originally, the rule I quoted was for spells that damaged people in an area effect. The best method now is to use the above two methods when dealing with damaging folks in an area over time.


Quote:

Originally Posted by X the Unknown (Post 2312131)
It also says under Persistent:

You never use Extended Duration for modifying spells. So just ignore that entirely. Ditto on Persistent except on really rare cases.

Quote:

Originally Posted by X the Unknown (Post 2312131)
So, does the duration purchased in the base ritual not included the Persistent duration and I need to purchase it with Extended Duration, enough to cover the ritual duration?

No, it includes it. I was simply misremembering.

Quote:

Originally Posted by X the Unknown (Post 2312131)
All that being said, and if I'm right, to expand upon your Capturing Roots ritual to get it to continue grabbing people that come within its area of effect, we would get this:

Capturing Roots
Spell Effects: Lesser Control Body.
Inherent Modifiers: Bestows a Bonus, +5 to Binding Rolls, Persistent.
Greater Effects: 0 (x1)

Animates a cluster of roots to stretch out and grab anyone nearby and continues to reach for people for the duration. Treat this as an area of effect binding attack with the roots having an effective ST of Path of Matter + 5. If the roots are reaching out laterally (from a wall or fence), targets may use active defenses. If the attack comes up from the ground, limit active defenses to parries with feet or a dodge at -3. This spell has no effect on sapient plants.

Typical Casting: Lesser Control Body (5) + Bestows a Bonus, +5 to Binding Rolls (16) + Area of Effect, 5 yards, excludes 12 allies (10) + Persistent (Extended Duration) (24) + Range, 10 yards (4) + Duration, 10 minutes (1) + Subject Weight, 1,000 lbs. (4)
Cost: 64 energy (64x1)

Right?

Ditch Persistent. Again, that was a hack for making Damage + Area Effect + Duration play nice. We have better tools now.

X the Unknown 03-01-2020 12:15 PM

Re: [RPM] Post your rituals here
 
Brilliant! Thanks for this. All of it.

Quote:

Originally Posted by Christopher R. Rice (Post 2312148)
If you're hacking RPM at all that PDF is kind of necessary. A lot of the work for most RPM-based systems has been done to some degree. PK and I put a lot of work into it.

Yeah, I'm going to buy it. A while back, either you or PK had a post listing a great many resources for RPM, mostly from Pyramid. I can't seem to find it. Any chance you have a handy link or subject to that post? You've obviously suckered me in; let's find out how much.

Christopher R. Rice 03-01-2020 07:33 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by X the Unknown (Post 2312211)
Brilliant! Thanks for this. All of it.

No worries. I try to help where I can. You might be interested in my Patreon as well (see my sig) as I put all kinds of RPM stuff up there. Right now I have a Fire Elementalist RPM magic style and tips on playing in high point total games. On the 5th I'll be adding more force spells for RPM and tips for playing in urban fantasy campaigns. $2 bucks right now gets you the first two and $2 for March gets you the other two on the 5th. :-)



Quote:

Originally Posted by X the Unknown (Post 2312211)
Yeah, I'm going to buy it. A while back, either you or PK had a post listing a great many resources for RPM, mostly from Pyramid. I can't seem to find it. Any chance you have a handy link or subject to that post? You've obviously suckered me in; let's find out how much.

Yup. It's right here.

ajardoor 03-28-2020 09:07 AM

Re: [RPM] Post your rituals here
 
Critique this ritual, I don't think I got it right;

Ritual: Selfhood Passenger/Mind Copy/Tele-Prisoner

Spell Effects: Greater Create Mind + Lesser Sense Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual creates a "mental map copy" of the subject and binds it as a separate magical construct to your mind for telepathic communication. The construct will see and hear everything you see and hear. The construct has all the memories, (mental) advantages, skills, (mental) disadvantages and (mental) attributes of the subject (it may not cast spells, however). Nobody who is not reading your mind will realise you are communicating with the mental construct, and if you cast this ritual on multiple subjects, the resulting constructs may communicate with each other.

This ritual may be used to receive advice and information from an ally, or as an unorthodox and covert way to interrogate an enemy. Once the duration expires, the mental construct is undone. Transferring the construct from your mind to another requires another (different) ritual.

Typical Casting: Greater Create Mind (6) + Lesser Sense Mind (2) + Duration, 3 days (8). 48 energy (16x3).

CeeDub 03-28-2020 12:12 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 2316357)
Critique this ritual, I don't think I got it right;

Ritual: Selfhood Passenger/Mind Copy/Tele-Prisoner

Spell Effects: Greater Create Mind + Lesser Sense Mind.

I would rule that reading all the content of a person's mind to create a copy involves a Greater Sense Mind, not a lesser.

ajardoor 03-28-2020 12:25 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by CeeDub (Post 2316374)
I would rule that reading all the content of a person's mind to create a copy involves a Greater Sense Mind, not a lesser.

Lesser Sense is for the telepathy.

AlexanderHowl 03-28-2020 12:36 PM

Re: [RPM] Post your rituals here
 
Snuggle Bunnies: The caster transforms the target into an equal mass of rabbits (Greater Transform Body and Greater Transform Mind)

CeeDub 03-28-2020 01:15 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by ajardoor (Post 2316375)
Lesser Sense is for the telepathy.

You mean the ongoing telepathy with the mind construct? Good point. In that case, add a Greater Sense Mind to create the copy.

Humabout 03-28-2020 08:53 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by AlexanderHowl (Post 2316379)
Snuggle Bunnies: The caster transforms the target into an equal mass of rabbits (Greater Transform Body and Greater Transform Mind)

You'd also need to bestow Diffuse with Swarm.

AlexanderHowl 03-28-2020 09:25 PM

Re: [RPM] Post your rituals here
 
No, not really. If the bunnies are not under the control of a central intelligence, there is no reason for Diffuse with Swarm. Greater Transform Body just makes the primary bunny while Greater Transform Mind changes a human mind into a bunny mind. The rest of the bunnies are simply a special effect, they fade away at the end of the duration of the ritual.

Now, if the transformed individual had control over all of the bunnies, I agree that it would be appropriate, but that is not the case here. The idea is to transform the target into a defenseless woodland creature without violating the conservation of mass. Of course, having an enemy wake up a week later, with the memory of their bunny experience to traumatize them, is quite satisfying.

Humabout 03-29-2020 12:00 PM

Re: [RPM] Post your rituals here
 
Then you still need Altered Traits for a bunny template. You also need an additional Create Body and Create Mind for the other bunnies, since you just made something from nothing. RPM maybe a freeform magic system, but "freeform" foesn't mean "free of costs".

MagnusTheRed 06-12-2020 11:12 AM

Re: [RPM] Post your rituals here
 
Behold. after much autistic number crunching involving the weight of a square yard of granite or top soil, my friends and I have produced this!

Quote:

Create Floating Island
Greater Control Matter (+5) + Area of Effect (1000 Yards)+32 + Subject Weight (19371024450 Tons)+26 + Conditional Termination (Until the Core is destroyed) +16, Speed 3 (7 Yards Per Second) +3 * 3 For Greater Effect
= 246 Energy
This spell takes all land in a half a mile wide sphere, and causes it to float and move in the air. The magic is bound to a (typically) sturdy Core, which also serves as the controls for the island. Anyone touching the Core can direct the island's flight.
Of course, you would really want more energy added to the spell, unless you want your average well prepared mage to be able to dispel your island, and make it plummet to the ground. If the GM judges that such a dispel would need to be done on the core itself, that's less of a problem.

tshiggins 09-25-2020 12:02 AM

Re: [RPM] Post your rituals here
 
Okay, I have a question.

The standard G: Magic system includes spells to summon and control elementals.
The spell cost to summon is based on the point value of the elemental summoned, at one fatigue for every 10 character points.

The spell to Control elementals is also based on the point value of the elemental one wants to command.

Both spells are found on pp27-28 of G:Magic 4e.

I'm using (with some additions) the basic magic set converted to RPM point costs. Has anybody converted these spells, or done something similar on their own?

(Basically, if the elemental can be controlled, it can be shoved into a matrix to bind it, which the group already has. I had thought the command elemental spell had been converted already, but I searched through the list and I see that it has not.

I see it as
Lesser Sense Mind (to detect the elemental): 2
Lesser Sense Mind (to communicate with the elemental): 2
Greater Control Mind (to get it to do what is desired): 5
Up to 3,000 lbs worth of creature (go large or go home): 5
10-yard range: 4
Duration: 10 minutes (more than enough): 1
Limitation: Only on one type of elemental -40% (need different spells for different elemental): -8 (rounded)
Subtotal: 11

It has a single Greater effect, so multiply that by 3: 33 points.

Now, the elemental would get a contested roll against Will to resist, but the Limitation, "Resistance" says it applies to HT-based attacks, only.

Does this look correct?

Thanks!

X the Unknown 01-12-2021 08:39 AM

Re: [RPM] Post your rituals here
 
Happy New Year All!

I have a player who wants a ritual to shrink himself or others down to ½" height. Below is the ritual we came up with, and while it seems right, it also seems expensive. I know RPM allows you to do things in multiple ways, and I'm not just trying to reduce the cost of the ritual, I just want to make sure I'm doing it right. Are there other ways people would do this, and why is it OK to do it your way?

I've already read through the following thread and got inspiration when designing the ritual:

[RPM] Shrinking a Planet?

Shrink
Spell Effects: Greater Transform Body
Inherent Modifiers: Altered Traits: Shrinking
Greater Effects: 1 (x3)

This ritual cause any living thing weighing 300 lbs. or less, within 2 yards, to shrink 13 Size Modifiers (SM). A normal human would shrink down to a ½”. It takes 13 seconds for this to occur, and when the ritual is over, it takes 13 seconds to return to its original size.

Typical Casting: Greater Transform Body [8] + Altered Traits: Shrinking [65] + Subject Weight: 300 lbs. [3] + Duration: 1 hour [3]
Cost: 237 energy (79x3)

johndallman 01-12-2021 09:45 AM

Re: [RPM] Post your rituals here
 
Looks plausible to me.

AlexanderHowl 01-12-2021 12:26 PM

Re: [RPM] Post your rituals here
 
One of my favorites is Diabolic Lover

Spell Effects: Greater Transform Body
Inherent Modifiers: Altered Traits (Leech)
Greater Effects: 1 (×3)

The target gains the ability to feed on the FP of others through kissing, intimacy, or other contact with mucous membranes or open wounds.

Typical Casting: Greater Transform Body [8] + Altered Trait: Leech (Accelerated Healing, +25%; Blood Agent, -40%; No Signature, +20%; Steals FP, -25%) [20] + Subject Weight (300 lbs) [3] + Duration (1 month) [11]. Cost: 126 energy (42×3)

Christopher R. Rice 01-12-2021 09:34 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by X the Unknown (Post 2362515)
Happy New Year All!

I have a player who wants a ritual to shrink himself or others down to ½" height. Below is the ritual we came up with, and while it seems right, it also seems expensive. I know RPM allows you to do things in multiple ways, and I'm not just trying to reduce the cost of the ritual, I just want to make sure I'm doing it right. Are there other ways people would do this, and why is it OK to do it your way?

I've already read through the following thread and got inspiration when designing the ritual:

[RPM] Shrinking a Planet?

Shrink
Spell Effects: Greater Transform Body
Inherent Modifiers: Altered Traits: Shrinking
Greater Effects: 1 (x3)

This ritual cause any living thing weighing 300 lbs. or less, within 2 yards, to shrink 13 Size Modifiers (SM). A normal human would shrink down to a ½”. It takes 13 seconds for this to occur, and when the ritual is over, it takes 13 seconds to return to its original size.

Typical Casting: Greater Transform Body [8] + Altered Traits: Shrinking [65] + Subject Weight: 300 lbs. [3] + Duration: 1 hour [3]
Cost: 237 energy (79x3)

I wouldn't do it this way, you could of course. But adding Altered Traits like this means the subject is in control of their ability to change sizes - that's probably not something you want. Instead, use Bestows a Penalty (Narrow) to reduce the subject's SM to whatever you want. It would require a Greater Transform effect as you note.

X the Unknown 01-13-2021 01:07 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by johndallman (Post 2362527)
Looks plausible to me.

Thanks for the confirmation.

Quote:

Originally Posted by AlexanderHowl (Post 2362549)
One of my favorites is Diabolic Lover

Uhm... wow! Temporary Vampire. That opens up avenues of play that I'm not sure I ever wanted to know about. Thanks for that. :-)

Quote:

Originally Posted by Christopher R. Rice (Post 2362600)
I wouldn't do it this way... Instead, use Bestows a Penalty (Narrow) to reduce the subject's SM to whatever you want.

Ok, if following the guidelines in Shrinking (Basic, p. 85), shrinking down 13 SM to ½" using Bestows a Penalty (Narrow) would cost 4,096 energy, making the whole ritual after Greater Effect Multiplier 12,330 energy. Seems a bit high. Are you not using the guidelines in Shrinking to determine the cost? Did I do something wrong... again?

If I let my player throw around 12,330 energy, I'm sure he'd come up with something a lot more interesting than shrinking someone.

AlexanderHowl 01-13-2021 02:07 PM

Re: [RPM] Post your rituals here
 
Another favorite is Total Suffering:

Spell Effects: Lesser Destroy Body
Inherent Modifiers: Altered Traits (Blindness, Chronic Pain (Agonizing, 8 hours, 15-), Quadraplegic).
Greater Effects: 0 (×1)

The target experienced total suffering, chronic agonizing pain while going blind and quadruplegic. They retain their other senses though, so they can taste their bile, smell their urine, feel their excrement, and hear their own screams. They cannot even find solace in suicide and must beg someone else to end their suffering. The last part is key to their suffering, as they must spend a year hearing the refusals of their loved ones to help them end their suffering.

Typical Casting: Lesser Destroy Body [5] + Altered Trait: Disadvantages (Blindness [10] + Chronic Pain (Agonizing, 8 hours, 15-) [18] + Qudraplegic [16]) [44] + Subject Weight (300 lbs) [3] + Duration (1 year) [22]. Cost: 64 energy (64×1)

Shostak 01-13-2021 04:27 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Christopher R. Rice (Post 2362600)
Instead, use Bestows a Penalty (Narrow) to reduce the subject's SM to whatever you want.

Why is Bestows a Penalty even necessary? What's the die roll modifier this spell imposes on its subject, and what rolls does it impose them on?

Christopher R. Rice 01-13-2021 08:56 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by X the Unknown (Post 2362654)
Ok, if following the guidelines in Shrinking (Basic, p. 85), shrinking down 13 SM to ½" using Bestows a Penalty (Narrow) would cost 4,096 energy, making the whole ritual after Greater Effect Multiplier 12,330 energy. Seems a bit high. Are you not using the guidelines in Shrinking to determine the cost? Did I do something wrong... again?

If I let my player throw around 12,330 energy, I'm sure he'd come up with something a lot more interesting than shrinking someone.

Quote:

Originally Posted by Shostak (Post 2362671)
Why is Bestows a Penalty even necessary? What's the die roll modifier this spell imposes on its subject, and what rolls does it impose them on?

That's a good question and one I've been asking myself today while mulling this over. The answer is: it probably isn't. Just like turning someone into a frog doesn't require afflicting an alternate form, shrinking someone down likely shouldn't require a spell modifier. Just decide on how small you're putting them and then use the rules for Shrinking to reduce stats. Boom. Done.

AlexanderHowl 01-13-2021 09:30 PM

Re: [RPM] Post your rituals here
 
Well, squish, done. A character shrank down to SM-13 would have 0.07 HP, meaning that 1 HP of damage would obliterate them.

Christopher R. Rice 01-14-2021 03:19 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by AlexanderHowl (Post 2362693)
Well, squish, done. A character shrank down to SM-13 would have 0.07 HP, meaning that 1 HP of damage would obliterate them.

Sure, they'd have 1 HP, but you'd have -13 to hit them (and they'd get to Dodge). So I mean...good luck with that. This isn't a "death spell" it's a "I'm annoyed and will deal with you later spell."

AlexanderHowl 01-14-2021 08:28 AM

Re: [RPM] Post your rituals here
 
I do not believe that their HP rounds up, nor does anything else. For example, an individual with HP 12 and Basic Move 6 would have HP 0.083 and Basic Move 0.041. Anyway, a SM-4 cat can trample you without difficulty (good luck dodging when their paws are larger than your move for the turn).

Christopher R. Rice 01-15-2021 12:42 AM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by AlexanderHowl (Post 2362732)
I do not believe that their HP rounds up, nor does anything else. For example, an individual with HP 12 and Basic Move 6 would have HP 0.083 and Basic Move 0.041. Anyway, a SM-4 cat can trample you without difficulty (good luck dodging when their paws are larger than your move for the turn).

I'm not exactly sure what you're arguing for exactly... Also, in GURPS you almost always round to the nearest whole number. This should probably be rounded up since everything should have at least one HP. Is there even a RAW example of reducing Basic Move or HP to a fraction? I don't recall one. I'm not sure I'd advocate for one either. It's a game - stuff should have at least 1 HP to prevent exactly the case you presented - fractional attributes are weird. We literally only have one (Basic Speed) and that's likely one too many.

AlexanderHowl 01-15-2021 01:42 AM

Re: [RPM] Post your rituals here
 
No, characters always round up for point costs but usually round down otherwise unless an explicit exemption says otherwise (Basic, p. 9). Since Shrinking does not explicitly state an exemption, someone shrank by SM-13 would technically do 0 Damage and have 0 HP, 0 Reach, 0 Move, etc.

Personally, I prefer scaling in those cases. Therefore, a SM+0 human would have their Damage, HP, Reach, Move, etc. multiplied by 144x against a SM-13 victim. An average person with no combat training would stomp for 86d+1 crushing damage. Since their feet would cover a greater area than the Move of their target, I would count the attack as an automatic success because the target is effectively stationary. Of course, the SM+0 human would likely not even notice them.

Insects become a big problem for a SM-13 human. A 2" roach is the equivalent of an elephant to a SM-13 human, and it is carnivorous. It would bite for 4d crushing damage and move lightning fast compared to the SM-13 human. Even a tiny SM-13 ant would be an issue, as the 1 HP toxic attack would deal 36d of toxic damage to a SM-13 human.

Christopher R. Rice 01-15-2021 02:05 AM

Re: [RPM] Post your rituals here
 
This is the last post I'm going to make on this in this thread because while it's peripherally germane, the RAW doesn't make it explicit what is what. I think that within the rules as presented something with 0 HP ought to either not be possible or be called out specifically for what happens. I suppose something with 0 HP would mean even one point of damage destroys it - something like a bug. But the rules don't really seem to support it. Also, it's a *game* - HP is a gameable abstract, having something with 0 HP would make things weird. Finally, in this case the rounding issue should be up since HP has a point cost and you're modifying it. This isn't something going on in combat and/or is not a feat/contest - you're effectively modifying the template of the target.

And that's all I have to say on the matter.

X the Unknown 01-19-2021 01:58 PM

Re: [RPM] Post your rituals here
 
Thanks all for your responses. Once again we see the varied ways that RPM can be interpreted/used, which is why I keep asking questions. Thankfully I've gotten a lot of great advice here.

I just remembered that I had copied CRR's and PK's expanded response from this thread:

Quote:

Originally Posted by momothefiddler (Post 1757110)
Altered Traits

Into my RPM Cheat Sheet (that's now 24 pages long) and had forgotten it. I think I'm going with CRR's version of the ritual as this is a fairly magic rich fantasy setting, but not quite DF, and the other ritual was just too costly. I am allowing the special enhancements for a price.

Shrink
Spell Effects: Greater Transform Body
Inherent Modifiers: None
Greater Effects: 1 (x3)

This ritual cause any living thing weighing 300 lbs. or less, within 2 yards, to shrink 13 Size Modifiers (SM). A normal human would shrink down to a ½”. It takes 13 seconds for this to occur, and when the ritual is over, it takes 13 seconds to return to its original size. See Shrinking (B p. 85) for additional effects. The cost modifiers for any of the Special Enhancements to Shrinking must be applied to the full ritual cost.

Typical Casting: Greater Transform Body [8]+ Subject Weight: 300 lbs. [3] + Duration: 1 hour [3]
Cost: 42 energy (14x3)

AlexanderHowl 01-19-2021 04:45 PM

Re: [RPM] Post your rituals here
 
It would be 42 energy (since it has one greater effect) and would allow a resistance roll.

X the Unknown 01-19-2021 06:49 PM

Re: [RPM] Post your rituals here
 
Yeah, it would. I was rushed at the end. Sorry.

the_matrix_walker 03-23-2021 07:30 PM

Re: [RPM] Post your rituals here
 
So a witch walks out of a movie theater and gets to thinking...

Queue John Williams...

Greater Strengthen Energy (3) Turns a beam of light into a deadly stream of energy
Greater Control Energy (5) Shapes that energy into a blade
Lesser Control Energy (5)
Lesser Sense Energy (2)
Altered Traits: Lightsaber Defaults to any sword skill (1)
Bestows a Bonus: Lightsaber Skill, Duration
Greater Effects: 2 (x5)

This spell is cast on a flashlight. When the spell senses the flashlight is turned on, it enhances the beam with high-energy photons that cause severe burning damage in a bright-colored blade. The color is chosen at the time of casting.

Typical Casting: Greater Strengthen Energy (3) + Greater Cotrol Energy (5) + Lesser Control Energy (5) + Lesser Sense Energy (2) + Altered Traits: Lighsaber Defaults to any sword skill (1) + Bestows a Narrow Bonus, Skill used for lightsaber +3 (8) + Damage, External Burning, 9d (8) + Destructive Parry, +10%; Switchable, +10%; Melee Attack, [1,2], -20% (0) + Duration, 30 minutes (2). 170 Energy (34*5).

the_matrix_walker 03-28-2021 02:11 PM

Re: [RPM] Post your rituals here
 
Some rituals I've been working on for my latest MH game... I wrote a few RPM users in the past but never got to use one in-game before. I'm quite excited to finally get some RPM play!

Quote:

Magic Weapon
Spell Effects: Lesser Strengthen Matter + Lesser Control Matter
Modifiers: Altered Traits, Bestows a Bonus, Bestows a Penalty, Duration, Subject Weight


This spell can be cast on any melee weapon, and the bearer appears to be a remarkable combatant

Typical Casting: Lesser Strengthen Matter (3) + Lesser Control Matter (5) + Altered Traits, Uses effective casting Path Skill as Weapon Skill (0) + Bestows a Broad Bonus, +4 to Hit, damage and parry rolls (40) + Bestows a Broad Bonus, +4 Critical Success range (40) + Bestows a Broad Penalty, -4 to Active Defenses (40) + Enchancements, Armor Piercing 1/10 (40) + Duration, 1 month (11) + Subject Weight, 10lbs (0) 179 energy (179x1).

And for stuff out of melee range...
Quote:

Bow of the Ancestors
Spell Effects: Lesser Create Matter + Lesser Control Matter
Inherent Modifiers: Altered Trait, Bestows a Bonus, Bestows a Penalty, Damage Enhancements.
Greater Effects: 0 (x1).

This Ritual is cast upon a bow. For the duration, when the bowstring is drawn back, an arrow materializes knocked and ready to be fired such that two can be fired in the same action. The magic of the spell can enhance the arrows for special effects and help guide the arrow to its target.

Typical Casting: Lesser Create Matter (6) + Lesser Control Matter (5) + Altered Traits: Uses effective casting Path Skill as Bow Skill (0) + Bestows a Moderate Bonus, to hit and Damage +5 (32) + Bestows a Broad Penalty, -4 to Active Defense (40) + Bestows a Broad Bonus, +4 Critical Success range (40) + Long Range, +50%; Rapid Fire, RoF 2, +40%; Armor Piercing 1/10, +200% (58) + Duration, 1 month (11) + Subject Weight, 10 lbs (0). 192 energy (192x1).

I tossed force field on this magic resistance to protect what he's carrying, but I'm wondering if it has any effect in retrospect, as MR doesn't affect the caster's effective skill and inanimate objects don't get any kind of resistance IIRC. I have to discuss this one with my GM to see if it will have an effect... or perhaps I can use another ritual (lesser create Mind or Spirit) to grant my gear just enough consciousness to get a resistance roll... Opinions welcome!
Quote:

Protection from Magic
Spell Effects: Lesser Control Magic + Lesser Destroy Magic + Lesser Sense Magic.
Inherent Modifiers: Added Traits. Bestows a Bonus, Duration.
Greater Effects: 0 (x1).

While protected by this ritual, the target has a standard spell ward with a +5 bonus to the effective casting skill. In addition, the subject and all they carry are protected with Improved Magic Resistance in the event the ward is ineffective. The subject is also able to sense some details about spells cast on them, or an ongoing spell or spelled item the subject touches or area they enter.

Typical Casting: Lesser Control Magic (5) + Lesser Destroy Magic (5) + Leser Sense Magic (2) + Added Traits: Improved Magic Resistance 20, Force Field, +20%, Switchable, +10% (130) + Bestows a Narrow Bonus, this ward +5 (16) + Duration, 1 week (9). 167 energy (167*1).

Stuff hurts, and death blows.
Quote:

Death Ward
Spell Effects: Greater Strengthen Body.
Inherent Modifiers: Altered Traits.
Greater Effects: 1(x3).

This spell makes the subject creature able to survive devastating injury and grants them immunity to pain.

Typical Casting: Greater Strengthen Body (3) + Altered Traits, Unkillable 1 [50], Immunity to Pain [30] (80) + Duration 1 month (11) + Subject Weight 3,000 lbs. (5). 297 energy (99x3).

A double-duty protection spell against were-creatures and Psionic opponents
Quote:

Bane to the Terrors that Walk Like Men
Spell Effects: Lesser Control Mind + Lesser Control Body + Lesser Strengthen Mind.
Inherent Modifiers: Added Traits, Bestows a Bonus.
Greater Effects: 0 (x1).

When the NeoCerebrum took control of a clan of were-Eagles, a common defense was required. While protected by this ritual, the target has a ward against Lycanthropes with a +5 bonus to the effective casting skill. In addition, they are protected from mental intrusions.

Typical Casting: Lesser Control Mind (5) + Lesser Control Body (5) + Lesser Strengthen Mind (3) + Added Traits: Mind Shield 20 (80) + Bestows a Narrow Bonus, this ward +5 (16) + Duration, 1 week (9). 118 energy (118*1).

I was considering ways of keeping zombies from getting to the bystanders while we cleaned them up... I considered a Control Undead to make them think they wanted saltwater fish to sate their unending hunger rather than flesh (since we were on a boat), but I decided to come up with something a little more generic.
Quote:

Safeguard the Living
Spell Effects: Greater Destroy Undead.
Inherent Modifiers: Added Traits, Area of Effect.
Greater Effects: 1 (x3).

This spell causes undead within the area to be filled with an aversion to the living and are unable to approach within 6 yards of them.

Typical Casting: Greater Control Undead (5) + Added Trait: Dread, 6 yards, Living creatures (Common x3) [-45] (9) + Area of Effect (2) + Duration, 30 min (2) + Range, 2 yards (0) + Subject Weight, 300 lbs (3). 63 energy (21x3).

I recalled somewhere that a one use trait could be made re-usable at 5x cost, so I tried taking advantage of that in this ritual
Quote:

Resurrection
Spell Effects: Greater Restore Spirit + Greater Restore Body.
Inherent Modifiers: Altered Traits.
Greater Effects: 2 (x5).

This spell will cause the dead subject to return to life.

Typical Casting: Greater Restore Spirit (4) + Greater Restore Body (4) + Altered Traits, Extra Life, persistant, x5 (125) + Subject Weight, 300 lbs (3). 680 energy (136x5).


Steen 06-03-2021 02:24 PM

Re: [RPM] Post your rituals here
 
Working on a cyber-sorcerer kind of character, and I'm a little in doubt of how to model a ritual that halts the energy flow in the circuit of any mechanical device. This is it so far:

Short Circuit
Spell effects: Lesser Destroy Energy
Inherent Modifiers: None
Greater Effects: 0 (x1)

This ritual forces the target mechanical device within 10 yards to shut down, if it depends on an energy circuit to operate.

Typical Casting: Lesser Destroy Energy (5) + Range, 10 yards (4) + Subject Weight, 300 lbs (3) + Duration, 10 minutes (1). 13 Energy (13x1)

This seems to me like a simple and straightforward ritual, but I can't figure out whether it would apply to robots as well. Would it need to be a separate ritual with the Affliction, Unconsciousness (40) modifier? It seems weird to have to separate the ritual into two, despite essentially doing the same thing. But from a balance perspective, I could see why, since knocking a robot unconscious for 10 minutes with a simple 13 energy ritual seems rather broken.

Maybe it would be a Lesser ritual against non-sentient devices (radios, surveillance cameras, etc) but a Greater ritual against IQ 6+ targets? But that would still separate the ritual into two distinct rituals.

Donny Brook 06-03-2021 04:53 PM

Re: [RPM] Post your rituals here
 
Finely chop lettuce, tomatoes and green onions.
Place torilla breads in foil in oven on low.
In a large skillet, cook 1lb of ground beef while adding seasonings.
...
What? Oh, I thought it said post your VICTUALS here.

Christopher R. Rice 06-03-2021 06:16 PM

Re: [RPM] Post your rituals here
 
Quote:

Originally Posted by Steen (Post 2382582)
Working on a cyber-sorcerer kind of character, and I'm a little in doubt of how to model a ritual that halts the energy flow in the circuit of any mechanical device. This is it so far:

Short Circuit
Spell effects: Lesser Destroy Energy
Inherent Modifiers: None
Greater Effects: 0 (x1)

This ritual forces the target mechanical device within 10 yards to shut down, if it depends on an energy circuit to operate.

Typical Casting: Lesser Destroy Energy (5) + Range, 10 yards (4) + Subject Weight, 300 lbs (3) + Duration, 10 minutes (1). 13 Energy (13x1)

This seems to me like a simple and straightforward ritual, but I can't figure out whether it would apply to robots as well. Would it need to be a separate ritual with the Affliction, Unconsciousness (40) modifier? It seems weird to have to separate the ritual into two, despite essentially doing the same thing. But from a balance perspective, I could see why, since knocking a robot unconscious for 10 minutes with a simple 13 energy ritual seems rather broken.

Maybe it would be a Lesser ritual against non-sentient devices (radios, surveillance cameras, etc) but a Greater ritual against IQ 6+ targets? But that would still separate the ritual into two distinct rituals.

You would need to add the Unconsciousness modifier via affliction and would apply to anything with electrical circuits.

Cursed_Lich 10-11-2022 08:59 AM

Re: [RPM] Post your rituals here
 
Hello there! I'm new to the RPM system so I have a few doubts.

• Does the ritual Duplicate Object (Thaumatology: RPM p.42) suffers the penalty described on p.16 in the Crafting Penalties Table? Isn't the Lesser Sense Matter included to "scan" the object?

• I understood reading here that I can enhance a gun damage by using bestow a bonus and apply a +1/die for each 2 bonus, but how do I enhance the bullet's damage? Make the ammunition a charm, sure. But the damage doesn't start from zero. If I understood correctly, if I add damage it will be linked damage that need to penetrate the DR on their own. How do I add damage directly to the bullet damage? For example, a 12d bullet out of a revolver.

• Btw, how do I actually summon stuff? If I want to summon/create a Shīsā or an Elemental. What's the point per energy ratio of those summons? Instant summon/creation of a creature, not compelling one to come at their pace.

And I'll leave my own ritual for review here:

Fox-Fire
Spell Effects: Greater Create Energy.
Inherent Modifiers: Damage, External Burning (Homing; Accurate (Acc +2); Rapid Fire (RoF 15); Increased 1/2D Range).
Greater Effects: 1 (×3).
This spell creates numerous wisps of fire that once locked to the target, they all advance simultaneously automatically. This attack has Acc 5, Range 50/100, RoF 15, and Rcl 0.5. Roll against 18 (10[Base] +5[Acc] +3[RoF]) to hit.
This Casting: Greater Create Energy (6) + Damage, External Burning 4d+2 (Homing, +50%; Accurate (Acc +2), +15%; Very Rapid Fire (RoF 15), +110%; Increased 1/2D Range, +10%) (37). 129 energy (43×3).

That part underlined is my doubt about it. In this case, with the Homing enhancement, does it shoot itself by normal homing rules or would be better to use the Golden Rule (p.24) and use the path skill to hit with it since it's not you who is throwing it?


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