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Old 09-24-2014, 06:24 AM   #141
ajardoor
 
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Default Re: [RPM] Post your rituals here

Counsel of the High Sorcerer
Spell Effects: Lesser Sense Undead.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This variation of the Call Ghost spell will contact and summon the ghost of an ancient and powerful mage, who is interested in tutoring "the next generation" in the ways of Ritual Path Magic. The spell does not compel the ghost to do anything, so the ghost may insist on an "evaluation" or "favour" before it begins helping the caster with studying magic. The mental contact with the ghost remains for a day - a student would recast the spell with a longer duration once a "deal" has been worked out. The ghost has to be within the range of this spell - the GM decides where exactly in the world/twilight the ghost "hangs out" (typically his tomb, a place of power or a shrine to some pagan God.

Typical Casting: Lesser Sense Undead (2) + Duration, 1 day (7) + Range, 1 dimension and 10 miles (34). 43 energy (43x1).
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Old 09-24-2014, 12:54 PM   #142
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Default Re: [RPM] Post your rituals here

Quote:
Originally Posted by Ghostdancer View Post
Ditch Lesser Control Matter and make Control Crossroads a Greater effect (which you need to grab the pocket dimension). Add a Greater Sense Crossroads effect if you're trying to steal a specific pocket dimension from someone. You'll need to add extra energy for a extradimensional range as well (+10 energy). As a GM I would require you to succeed a Path of Crossroads skill roll vs. the caster whose pocket dimension you're trying to steal - success means its your now. Otherwise - looks good.
I was going for scooping out the belongings inside a pocket dimension rather than stealing the dimension itself.
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Old 09-24-2014, 02:48 PM   #143
Christopher R. Rice
 
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Default Re: [RPM] Post your rituals here

Quote:
Originally Posted by ajardoor View Post
Counsel of the High Sorcerer
Spell Effects: Lesser Sense Undead.
Inherent Modifiers: None.
Greater Effects: 0 (x1).

This variation of the Call Ghost spell will contact and summon the ghost of an ancient and powerful mage, who is interested in tutoring "the next generation" in the ways of Ritual Path Magic. The spell does not compel the ghost to do anything, so the ghost may insist on an "evaluation" or "favour" before it begins helping the caster with studying magic. The mental contact with the ghost remains for a day - a student would recast the spell with a longer duration once a "deal" has been worked out. The ghost has to be within the range of this spell - the GM decides where exactly in the world/twilight the ghost "hangs out" (typically his tomb, a place of power or a shrine to some pagan God.

Typical Casting: Lesser Sense Undead (2) + Duration, 1 day (7) + Range, 1 dimension and 10 miles (34). 43 energy (43x1).
So all it does is let you contact a ghost who is willing to help you learn magic, but you might have to do something for it?

Quote:
Originally Posted by Vilobion View Post
I was going for scooping out the belongings inside a pocket dimension rather than stealing the dimension itself.
I'd call that a Control Matter or Control Crossroads effect then. Probably Greater.
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Old 09-25-2014, 12:21 PM   #144
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Default Re: [RPM] Post your rituals here

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Originally Posted by Ghostdancer View Post
So all it does is let you contact a ghost who is willing to help you learn magic, but you might have to do something for it?
Yep, just one specific ghost. Just talking to it, no obligations.
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Old 09-25-2014, 12:40 PM   #145
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Default Re: [RPM] Post your rituals here

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Originally Posted by ajardoor View Post
Yep, just one specific ghost. Just talking to it, no obligations.
Then that works for me. You might need to add a Lesser Strengthen Crossroads effect to it if it physically crossovers to our plane.
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Old 10-16-2014, 01:54 PM   #146
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Default Re: [RPM] Post your rituals here

Enchant Army of Hell
Spell Effects: Lesser Strengthen Body + Greater Strengthen Body + Greater Strengthen Body + Greater Transform Body.
Inherent Modifiers: Altered Trait, increased ST + Altered Trait, increased DX + Altered Trait, DR + Altered Trait, Terror (Always On).
Greater Effects: 3 (x7).

This horrid spell (said to be discovered or invented in medieval Japan) allows a bunch of fighting men to temporary become demonic parodies of themselves and gain gruesome combat prowess. It requires a katana that has been bathed in human blood for 24 hours to be wielded by the caster, who will suffer backlash in the form of -2 IQ penalty for a minute and may roll Will once per minute after that to recover. Both the caster and the subjects will suffer a Fright Check when this spell is casted (and if the rules for Stress and Derangement from GURPS Horror are being used, this is a Sanity-Blasting Fright Check).
The subjects within the area of effect (10 yards here) will, for the duration of the spell (10 minutes here), be transformed into twisted and powerful semi-demonic warriors, granting them +5 ST, +2 DX, DR 8 and the Terror (B93) advantage (on sight) with the Always On limitation.

Typical Casting: Area of Effect, 10 yards (8) + Duration, 10 minutes (1) + Greater Strengthen Body (3) + Altered Trait, +5 ST (50) + Subject Weight, 300 lbs. (3) + Lesser Strengthen Body (3) + Altered Trait, +2 DX (40) + Greater Strengthen Body (3) + Altered Trait, DR 8 (40) + Greater Transform Body (8) + Altered Trait, Terror (Always On, -20%) (24). 1281 energy (183x7).
Note: Non-resistable -2 IQ damage backlash to the caster (-10%), required materials of a katana bathed in human blood for 24 hours (-5%) and a non-resistable Fright Check (-30%) backlash for both the caster and the subjects makes for a total energy reduction of -45%, to 705 energy.
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Old 10-16-2014, 02:29 PM   #147
Christopher R. Rice
 
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Default Re: [RPM] Post your rituals here

Quote:
Originally Posted by ajardoor View Post
Enchant Army of Hell
Spell Effects: Lesser Strengthen Body + Greater Strengthen Body + Greater Strengthen Body + Greater Transform Body.
Inherent Modifiers: Altered Trait, increased ST + Altered Trait, increased DX + Altered Trait, DR + Altered Trait, Terror (Always On).
Greater Effects: 3 (x7).

This horrid spell (said to be discovered or invented in medieval Japan) allows a bunch of fighting men to temporary become demonic parodies of themselves and gain gruesome combat prowess. It requires a katana that has been bathed in human blood for 24 hours to be wielded by the caster, who will suffer backlash in the form of -2 IQ penalty for a minute and may roll Will once per minute after that to recover. Both the caster and the subjects will suffer a Fright Check when this spell is casted (and if the rules for Stress and Derangement from GURPS Horror are being used, this is a Sanity-Blasting Fright Check).
The subjects within the area of effect (10 yards here) will, for the duration of the spell (10 minutes here), be transformed into twisted and powerful semi-demonic warriors, granting them +5 ST, +2 DX, DR 8 and the Terror (B93) advantage (on sight) with the Always On limitation.

Typical Casting: Area of Effect, 10 yards (8) + Duration, 10 minutes (1) + Greater Strengthen Body (3) + Altered Trait, +5 ST (50) + Subject Weight, 300 lbs. (3) + Lesser Strengthen Body (3) + Altered Trait, +2 DX (40) + Greater Strengthen Body (3) + Altered Trait, DR 8 (40) + Greater Transform Body (8) + Altered Trait, Terror (Always On, -20%) (24). 1281 energy (183x7).
Note: Non-resistable -2 IQ damage backlash to the caster (-10%), required materials of a katana bathed in human blood for 24 hours (-5%) and a non-resistable Fright Check (-30%) backlash for both the caster and the subjects makes for a total energy reduction of -45%, to 705 energy.
Toss all the Altered Traits under a single effect for Strengthen Body to save some more points.
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Old 10-17-2014, 04:23 AM   #148
ajardoor
 
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Default Re: [RPM] Post your rituals here

Are you sure?

One of them is a Lesser effect rather than a Greater effect, one is a Transform effect, and I thought that each single thing a ritual does is a seperate Effect.

That said, I think I'm wrong and you're right.

I figured that you'd take issue with the reductions, first of all. Are they alright?
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Old 10-17-2014, 10:23 AM   #149
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Default Re: [RPM] Post your rituals here

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Originally Posted by ajardoor View Post
Are you sure?

One of them is a Lesser effect rather than a Greater effect, one is a Transform effect, and I thought that each single thing a ritual does is a seperate Effect.

That said, I think I'm wrong and you're right.

I figured that you'd take issue with the reductions, first of all. Are they alright?
Yeah, you should be able to do all the Path of Body effects under a single Greater effect, just combine them into a single Altered Trait.
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Old 10-17-2014, 10:31 AM   #150
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Default Re: [RPM] Post your rituals here

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Originally Posted by Ghostdancer View Post
Yeah, you should be able to do all the Path of Body effects under a single Greater effect, just combine them into a single Altered Trait.
I think granting them Terror is more appropriate as either Transform Body (transforming them into a twisted, terrifying version of themselves) or Strengthen Spirit (as with Mantle of Glory), although I might be willing to give Strengthen Body a pass. Honestly, I'd be tempted to just call the whole affair a Greater Transform Body effect - after all, I don't think a ritual to turn a person into an elephant requires a Strengthen Body effect for the bonus ST.
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