[RPM] Thoughts and clarifications
I just got Ritual Path Magic (I still don't have Thaumatology proper), and I had a thought about allowing single-Path controlling skills. For instance, Esoteric Medicine is equivalent to Thaumatology for Path of Body only; Path of Body defaults to it at -6, you can have path of body skill no higher than the lesser of 12+magery or Esoteric Medicine, etc. Linked to this is the idea of allowing certain Talents to function as Magery(RPM) for a single Path (e.g. you can learn Path of Body up to the lower of 12+Healer talent and Esoteric Medicine, etc). Does this strike anyone as likely to be unbalancing? Should there be any additional charge for Talents that function this way? (I'm leaning towards not).
On a largely unrelated note, and just to make sure that I'm getting this right: Alternate rituals based on Create Pocket Dimension: Phantom Apartment: Spell Effects: Greater Create Crossroads + Lesser Create Matter.x7 +Lesser Create Energy + Lesser Control Spirit + Lesser Create Spirit Inherent Modifiers: Area of Effect. Greater Effects: 1 (x3). This spell creates a fairly nice apartment in a pocket dimension. The caster and any being he brings along can access it. It functions identically to “normal” reality in all respects and has its own self-renewing supply of air. The apartment is furnished with a bed, a sofa, an armchair, and a coffee table. The kitchen area has a two burner stove and a small refrigerator. The apartment has electricity and running water, and has an invisible servant who takes care of most needs. Typical Casting: Greater Create Crossroads (6) + Lesser Cre- ate Matterx7 (42) + Lesser Create Energy (6)+ Lesser Create Spirit (6)+Lesser Control Spirit(5)Area of Effect, 7 yards (6) + Duration, 1 month (11). 246 energy (82×3). Personal Oasis: Greater Create Crossroads + Lesser Create Matter.x3+Greater Create Body Inherent Modifiers: Area of Effect. Greater Effects : 2 (x5) This spell creates an alternate dimensional area that the caster can access and bring others to. The oasis is filled with sand. In the center is a freshwater spring and a date palm. The air is breathable, the spring inexhaustible, and the dates edible. Typical Casting: Greater Create Crossroads (6) + Lesser Cre- ate Matter x3(18) + Greater Create Body(6)+ Area of Effect, 10 yards (8) + Duration, 1 month As I understand it, like the basic pocket dimension, these can both be renewed for 11 energy, is that right? |
Re: [RPM] Thoughts and clarifications
Part One: Balanced in comparison to what? If that's how you decide magic works, then that is how it works. It will be more difficult to be a generalist if you use a different capping skill for each path, but you will get more specialists. It depends on what you want.
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Re: [RPM] Thoughts and clarifications
I'd be tempted to make it Thaumatology-6 or Esoteric Medicine-5 to give more reason to be a specialist.
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EDIT: This thread gives me an idea - much modern esoteric medicine focuses on taking various supplements in capsule form. A capsule charm might be interesting, particularly if it's one that takes a little while to be dissolved - you take the capsule, then once the outer layer has been dissolved (and thus the charm is broken) the ritual takes effect. You could get energy discounts for using supplements that are thought to have an effect similar to what you're shooting for (so an anti-cancer supplement might give a discount when used as a charm for a Restore Body effect that gets rid of the cancer). |
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Thinking of the Hedge Magic rules, it might be interesting to let any skill default to Path effects that are relevant to that skill with all the usual rules (meaning that, in practice, no one without Magery or some other special trait will probably be able to get anywhere, but they can try if they want to. Meanwhile, a wise woman or cunning man, with Magery 0, enough Occultism, Religious Ritual, or something similar to have an idea what kind of correspondences to use to help with the energy gathering/reduce cost, what sorts of tools and ritual spaces are good for a skill bonus etc, and maybe a couple of Ritual Adept perks, can enhance their simples and medicines to have greater effect, grow more and better herbs and vegetables in their garden than the space would ordinarily support and so on. This would lead to a subtly magical world with occasional deeply powerful adepts (people with Thaumatology, Path skills and so forth). If you want to keep it on the subtle, rule that people who aren't working from Thaumatology can only ever try to acheive Lesser effects, and only a real caster can get Greater effects. Quote:
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Note this should only apply to charms, not to normal conditionals, and the effect needs to be appropriate for the underlying skill. With Esoteric Medicine, a pill that cures cancer (Greater Restore Body) is fine - a pill that makes you grow wings (Greater Transform Body) not so much. EDIT: A quick look at RPM's Grimoire indicates curing cancer would indeed be a Greater effect (Lesser only works against diseases with finite duration, like a cold or the flu), so my initial ruling was correct. |
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So, fixed: Phantom Apartment: Spell Effects: Greater Create Crossroads + Lesser Create Matter. +Lesser Create Energy + Lesser Control Spirit + Lesser Create Spirit Inherent Modifiers: Area of Effect. Greater Effects: 1 (x3). This spell creates a fairly nice apartment in a pocket dimension. The caster and any being he brings along can access it. It functions identically to “normal” reality in all respects and has its own self-renewing supply of air. The apartment is furnished with a bed, a sofa, an armchair, and a coffee table. The kitchen area has a two burner stove and a small refrigerator. The apartment has electricity and running water, and has an invisible servant who takes care of most needs. Typical Casting: Greater Create Crossroads (6) + Lesser Cre- ate Matter (6) + Lesser Create Energy (6)+ Lesser Create Spirit (6)+Lesser Control Spirit(5)Area of Effect, 7 yards (6) + Duration, 1 month (11) +Subject Weight (3,000 lbs) (5). 120 energy (40×3). Personal Oasis: Greater Create Crossroads + Lesser Create Matter.x3+Greater Create Body Inherent Modifiers: Area of Effect. Greater Effects : 2 (x5) This spell creates an alternate dimensional area that the caster can access and bring others to. The oasis is filled with sand. In the center is a freshwater spring and a date palm. The air is breathable, the spring inexhaustible, and the dates edible. Typical Casting: Greater Create Crossroads (6) + Lesser Cre- ate Matter (6) + Greater Create Body(6)+ Area of Effect, 10 yards (8) + Duration, 1 month (11) + Subject weight 450 tons (estimated weight of sand and water filling half that volume) (10). 235 (47x5) You said in a different thread (I can probably find it if necessary) that the Greater Create Crossroads effect in Create Pocket Dimension (and thus by extension in these two spells) is only good for the initial access, and you'd need a separate Create Greater Crossroads effect to get back once you left. Would it be doable within the RAW to attach the initial Crossroads effect to something, creating a gate that exists for the duration of the spell? For instance a tent which, when you set it up and walk through the door you go to the oasis rather than the inside of the tent, or a cardboard box in an alley that leads to the phantom apartment? EDIT: Quote:
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Ye old bag of holding. I too, have done this in a game. The hobo part, not so much - but that's cool. I didn't ride the rails, but when I was 15 I wandered the east coast via Greyhounds. I did piecework, dishwashing, etc. for three months as I just wandered around. So I can dig where you're going with that. :-) |
Re: [RPM] Thoughts and clarifications
Can you put a workspace in your magical apartment? (you cant use magic to boost magic, so you cant create a workspace I figure, but, if you already have one can you move it in there and set it up?)
How much space does a workspace consume? Can you lug it around with you and set it up in your room at the inn? Or in your dorm room? What about in a wagon? Im definitely interested in seeing the Bag of Holding spell Greater Control Matter to turn a boat into an airship has been one idea Ive pondered on lugging stuff around, the Voyageur Canoe seems wonderful for this purpose, being a high tech low tech bark canoe that practically screams to be labeled elven |
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Sleeves of Holding: Spell Effects: Greater Create Crossroads Inherent modifiers: Greater Effects:1(x3) Allows the user to store up to 50 lbs of supplies in their sleeves without encumbrance. The items must be small enough to fit up a sleeve in the first place. Greater Create Crossroads (6)+ subject weight (50 lbs) (2)+ duration 1 day (7): 45(15x3) |
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Pocket Space Spell Effects: Lesser Create Crossroads. Inherent Modifiers: Altered Traits, Payload (Cosmic, Doesn't Count Against Encumbrance). Greater Effects: 0 (x1). This spell creates a larger space inside a pocket, sleeve, backpack, or other material object that can normally hold things. Once cast it allows objects that can fit through the opening to be stored there and retrieved by anyone (this may inspire Fright Checks or utter confusion by those who are unaware of magic!). The maximum amount of weight it can hold at once is equal to the Basic Lift of the caster, though he uses his Path of Crossroads as his effective ST for the purposes of this spell. Typical Casting: Lesser Create Crossroads (6) + Altered Traits, Payload 10 (Cosmic, Doesn't Count Against Encumbrance, +50%) + Duration, 1 day (7). (15). 28 energy (28×1). |
Re: [RPM] Thoughts and clarifications
What happens if your pocket dimension linked item gets hit by a dispel magic effect or you hit a NMZ? Is it a wardrobe malfunction as items explode from it, items cease to exist never to be seen again, or the items are still happilly in their pocket dimension and you must use a new lesser create effect to bind to it?
Would this work to put a ship in a bottle and get it out again? (supposing one wanted to have a ship to use to cast flight spells on, but its hard to fit the ship in the inn with you) |
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Now, without further ado, Hobo Bill:
Hobo Bill 250 points TL: 6 Attributes: [90] ST:10 [0] HP: 10 DX: 11 [20] Will: 13 IQ: 13 [60] Per: 13 HT: 11 [10] FP: 11 Social Traits:[-5] English Native/Native [0] Social Status -1 [-5] Advantages: [110] Absolute Direction [5], Higher Purpose (Gate) 1 [5], Magery (Ritual Path) 1 [15], Magery 2 (Ritual Path; Path of Crossroads only, -40%) [12], Natural Caster 1 [15], Ritual Adept (Path of Crossroads only, -40%) [24], Unaging (Magic, -10%) [14].Warp (Magical -10%, no more than 2 miles -70%) [20], Disadvantages: [-45] Alcoholism [-15], Compulsive Behavior (Traveling) [-15], Laziness [-10], Loner [-5] Perks: [5] Ritual Mastery (Distant Attack)[1] Ritual Mastery (Conjure Gate)[1] Ritual Mastery (Phantom Apartment)[1] Ritual Mastery (Pocket Space)[1] Ritual Mastery (Boozehound)[1] Quirks: [-5] Loves Mulligan Stew [-1] Takes hospitality seriously [-1] Never wears shoes [-1] Loves good booze, but can't be bothered looking for it [-1] Offended at the suggestion of taking a job for pay [-1] Skills: [70] Area Knowledge (North America) (IQ/E) +2 [4] 15 Area Knowledge (Other dimension relevant to campaign) (IQ/E) +2 [4] 15 Brawling (DX/E) +1 [2] 12 Body Sense (DX/H) +1 [8] 15* Filch (DX/A) + 1 [4] 12 Hidden Lore (Otherworldly creatures)(IQ/A)+2 [8] 16** Knife (DX/E) + 2 [4]13 Navigation (Land) (IQ/A) +1 [4] 17* Scrounging (Per/E) +1 [2] 14 Streetwise (IQ/A) +2 [8] 15 Symbol Drawing (IQ/H) +1 [8] 15** Thaumatology (IQ/VH) +1 [12] 15 ** Urban Survival (Per/A)+1 [2] 14 * includes +3 from Absolute Direction **Includes +1 from Natural Caster Techniques: Path Skills (IQ/VH)**: [30] Path of Body 11 Path of Chance -1 [4] 13 Path of Crossroads +1 [12] 15 Path of Energy -1 [4]13 Path of Magic -1 [4] 13 Path of Matter -1 [4] 13 Path of Mind -2 [2] 12 Path of Spirit 11 Path of Undead 11 Rituals: Boozehound: Spell Effects: Lesser Sense Matter, Greater Create Crossroads. Inherent Modifiers: Greater Effects: 1 (x3). This spell locates the nearest spirituous liquors (the caster can exclude known sources), and allows the caster to reach out an arm and bring the container to his location (so long as it's no larger than a large jug). Typical Casting: Greater Create Crossroads (6) + Lesser Sense Matter (2) + Subject weight (20 lbs) (1) + range (3 miles) (21). 90 energy (30x3) |
Re: [RPM] Thoughts and clarifications
Well, the Voyageur Canoe is 35ft long, and weighs up to 5.5 tons fully loaded
So something like this? Ship in a Bottle - meant to be cast on a bottle, but any container will work. It will allow big things to be placed in the bottle (such as a small ship, like the 35ft long, 5.5 ton Voyageur Canoe). It does not actually need to be able to fit through the opening, things passing in and out warp handily, so a ship can be placed in the bottle despite size differences. This Casting: Greater Create Crossroads (6) + Greater Transform Crossroads (8) + Duration, 1 month (11) + Subject Weight, 5 tons (6) + Area Of Effect, 15 yards (10). 205 energy (41×5). Not sure about how to handle 'it can handle size changes so the ship need not actually fit inside the bottle opening', figured Greater Transform Crossroads handles it for a proper wormhole effect |
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Currently rather beyond Jaina's skills, but something to strive for sometime. And to look out for a grimoire for
The Greater Transform Crossroads seem the way to handle the bottle/ship size discrepancy? Modified is Ship in a Bottle - meant to be cast on a bottle, but any container will work. It will allow big things to be placed in the bottle (such as a small ship, like the 35ft long, 5.5 ton Voyageur Canoe). It does not actually need to be able to fit through the opening, things passing in and out warp handily, so a ship can be placed in the bottle despite size differences. This Casting: Greater Create Crossroads (6) + Greater Transform Crossroads (8) + Lesser Create Crossroads (6) + Duration, 1 month (11) + Subject Weight, 5 tons (6) + Area Of Effect, 15 yards (10). 235 energy (47×5). |
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I hope this is not necromantic of the Evil Sort, but I wonder, is this spell correct?
Jaina the Mageling was asked by a friend to make said friends room bigger, as said friend looted a dragon sized cloud mattress which was awesome, but also bigger than their entire room at the Adventurer's Guild Supersize My Room Spell Effects: Greater Strengthen Crossroads. Inherent Modifiers: Subject Weight + Area Of Effect + Duration. Greater Effects: 1 (×3). Supersize My Room - This spell makes a room bigger, cast usually on the door of the room, it conveniently expands the interior dimensions. Often thought to be a variant of the Hideaway spell. This is a popular spell and grimoires are often readily available, as very many magic students wish to use said grimoires to make their rooms at school bigger. This Casting: Greater Strengthen Crossroads (3) + Subject Weight, 5 tons (6) + Area Of Effect, 10 yards (8) + Duration, 1 years (22). 117 energy (39×3). |
Re: [RPM] Thoughts and clarifications
Pretty sure that you need a create crossroads effect instead of a strengthen.
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I had thought that since I wasn't trying to create an apartment from nothing, rather just make an existing apartment bigger that Strengthen would be appropriate, but could go with Create if that would work better
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I would rule that the apartment is 'real' space, so to create new pseudo spave you need a create crossroads effect. If you already had an extradimensional space hanging around for some reason, that would be another story.
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