Invented Spells

Diabolists, Techno-Wizards & Psionicists, Oh my! All things that are Magics and Psionics in all Palladium Games.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

taalismn wrote:The painting spells also lend credence to an idea I had for Rifts Italy/Europe where some of the pre-Rifts populace took refuge inside great works of art that were somehow perserved through the dark centuries...the refugees living in eternal period pieces/pocket universes within each canvas.... :D


That is possible also, if you want to treat each artist's works as a seperate subdimension within the Paintscape.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Stone Gargoyle wrote:
taalismn wrote:The painting spells also lend credence to an idea I had for Rifts Italy/Europe where some of the pre-Rifts populace took refuge inside great works of art that were somehow perserved through the dark centuries...the refugees living in eternal period pieces/pocket universes within each canvas.... :D


That is possible also, if you want to treat each artist's works as a seperate subdimension within the Paintscape.



Certainly, each artist perceives and defines reality in his or her own way...especially the Imprfessionists...so that makes perfect sense....Some realities, like Cubism, however, may prove too abstract for normal human senses...a person living full time in a Jackson Pollack painting, for instance, might go mad(or acquire a few random-roll insanities and might have trouble re-adjusting after being hauled out...) unless the magic made some sort of perceptional adjustment/adaptation to the individual...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

taalismn wrote:
Stone Gargoyle wrote:
taalismn wrote:The painting spells also lend credence to an idea I had for Rifts Italy/Europe where some of the pre-Rifts populace took refuge inside great works of art that were somehow perserved through the dark centuries...the refugees living in eternal period pieces/pocket universes within each canvas.... :D


That is possible also, if you want to treat each artist's works as a seperate subdimension within the Paintscape.



Certainly, each artist perceives and defines reality in his or her own way...especially the Imprfessionists...so that makes perfect sense....Some realities, like Cubism, however, may prove too abstract for normal human senses...a person living full time in a Jackson Pollack painting, for instance, might go mad(or acquire a few random-roll insanities and might have trouble re-adjusting after being hauled out...) unless the magic made some sort of perceptional adjustment/adaptation to the individual...


Agreed (See the level fifteen spell Picasso's Castle). Certain paintings drive men insane, so spells could be made varying in intensity to banish people to certain areas of the Painscape. Also, a painter mage wandering into an unknown area of the Paintscape might find himself driven mad by the images therein.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Sorry I am so long in getting more in here. I have been quite busy, as I am awaiting surgery for my varicose veins and having to run here and there to get everything squared away. Hopefully I will get more posted in the next couple of days.
Last edited by Stone Gargoyle on Tue Jun 23, 2015 3:45 pm, edited 1 time in total.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
drewkitty ~..~
Monk
Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Unread post by drewkitty ~..~ »

I would like to see your tailoring spell finished up....you only made it up to Level 12 with them.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
drewkitty ~..~
Monk
Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Unread post by drewkitty ~..~ »

Here are a few of the spells I've made....you may use, but I reserve the rights to submit them to PB for publication.



Other new Spells
Starlight
Level 1
Range: 15 feet per level away
Duration: 30 minute per level
Saving Throws: none
P.P.E.: 2
When used at night, this spell creates an area lit with starlight, that gives a 20 feet radius of limited visibility to humans, but to chars with nightvision it gives quite good visibility for 100 feet out side of effect radius.



Dry Clothes
Level
Range: touch
Duration: instant
Saving Throws: none
P.P.E.: 2
This spell only dries out target clothing. Leaving the water in a puddle underneath the target.



Snow Ball
Level: 1
Range: in the caster's hand & near by
Duration: instant, permanent
Saving Throw: dodge
P.P.E.: 1 (5 for multiple snow balls)
Creates a snowball in the hand of the caster, taking the water out of the air and freezing it. The snowball is about the size of a Baseball and is made of a soft dry snow that stays together till it is thrown. The mage can set the snowball down for a short time but the snowball will begin to react to the environment once it leaves the caster's hand. (melt, turn to slush, re-freeze, etc.). at level 2 this spell can be cast with five PPE to create 1D4 snowballs in a row, +1 per Level after level 2.


Snow Balls
Level: 2
Range: In the casters hands or near by with in 3 feet
Duration: instant, permanent
Saving Throw: dodge
P.P.E.: 4
Creates 2d4 snow balls per level in the hand of the caster or near by, taking the water out of the air and freezing it. The snow balls is aboutthe size of a Baseball and is made of a soft dry snow that stays together till it is thrown. The snowball down for a short time before the snowball will begin to react to the environment. Will remain unchanged for 1d4 min after they are made.

Look pretty good.. for the first one though I think maybe it would be neater
if you could throw snowballs for every attack per melle you have, for as
many melees as your level. Would need more PPE cost.. or another spell
completley.


Mother's Milk
Level 2
Range: touch
Duration: instant
Saving Throws: standard
P.P.E.: 7
Makes the targets female's breasts full of milk, if done to the same female for more the one week of consecutive feedings then they will start to produce milk on their own. Men and expecting women are immune to this spell.




Alter Aura
Level 2
Range: self
Duration: 1 hour per level
Saving Throws: none
P.P.E.: 5
This spell contains the psychic emanations from the mage so that they look like a normal human (or whatever the race of the mage is). What this dose is conceal, are the emanations of PSI and magic abilities, the level and P.P.E. of the mage. What is doesn't conceal is the level of the mage, the health of the mage, the presence of possessing entity, nor any unusual aberration. If this is apart of an enchantment, it conceals the magical nature of the object.



Blinding Flash
Level 2
Range: 10 foot radius, up to 60 feet away
Duration: instant
Saving Throws: none
P.P.E.: 5
Blinds everyone with in a 10 foot radius with a sudden burst of intense real light. Victims are blinded fro 1d4 melees, -5 attack, -10 P/D, 50% chance of falling down every 10 feet of movement. All out side the 10 foot radius, and looking at the area, must save verses non-lethal poison or suffer the same penalties as those caught with-in the spell area of effect. The spell caster of this spell can blind himself if he is in the area of effect or is looking at the area or effect when it goes off.



Create Fog of Butterflies
Level: 2
Range: near casters feet, ranging as far as 500 feet
Duration: 4 minutes per level
Saving Throw: none
P.P.E.: 10
This creates a fog of shadowy butterflies images that emerge from the ground near the casters feet (no more then 10' away). This creates 27,000 cubic feet of butterflies. This fog obstructs the vision of people trying to look through it. The visibility is at best 4 feet. While attacking within the fog, victims will be -5 to strike and -9 to parry and dodge. Note: 27000 cubic feet is the same amount of coverage that cloud of smoke gives.




Heat Haze
Level: 2
Range: 5 foot radius per level, up to 10 feet away per level
Duration: 5 minutes per level
Saving Throws: none
P.P.E.: 7
This spell heats the air in a 5'/level area (globe) to a point that light passing through that area is distorted due to the difraction effect hot moving air has. Those trying to shoot through the area are at a -2 to strike. Those that enter the area suffer from -5 to all combat rolls, and must make a PE check, unless they are protected from the heat, will suffer from the heat. -10% on skills, -2 on combat rolls. This spell has not effect when cast in a vacume and will cause an updraft from the hot air rising.




Zap Bolt
Level: 3
Range: touch
Duration: 5 minutes per level or activated
Saving Throws: standard for 1/2 damage
P.P.E.: 10+5 per addition die
Zap Bolt can only be added to an ancient style missile weapon and adds one die of damage. In addition to the damage zap bolt gets a +1 to strike per level. The mage has the potion of adding another die of damage at the cost of 5 P.P.E. The extra damage is only good for one successful attack. (When added to arrows and bolts they always hit). The missle that this spell is added to is consumed with the use of this spell.




High Jump
Level: 4
Range: self / other by touch
Duration: special
Saving Throw: none
P.P.E.: 1 per 1 foot
This spell increases the distance (length or height) a person can jump for one jump. This spell can lay dormant for 1 melee per level till it needs to be used. This adds +10% to the since of since of balance skill (or +2 to maintain balance) when landing from the use of this spell.


Pudding
Level: 4
Range: touch / 3 feet
Duration: instant, permanent
Saving Throw: none
P.P.E.: 10
This spell creates a pudding substance that tastes good to the caster in an area of choice. Usually with-in a container. Makes 1 serving per level of caster.




Chaos Blast
Level: 5
Range: 10 feet per Level
Duration: instant
Saving Throws: dodge 18 or better
P.P.E.: 20 & 4 per addition die of damage.
This fires off a crromeatice colored blast that twiset and turns along the way. If the balst hits it dose 1d6 damage. the mage may increass the damage bye 1D6 damage for each additional 4 P.P.E. over the base amount.



P.P.E. Drain
Level: 5
Range: 10 foot radius +3 feet per level
Duration: 1 melee round per Level
Saving Throw: Standard
P.P.E.: 10
This spell emulates a mage's ability to take P.P.E. from others. This spell creates an area affect, that when a person walks through it the spell.
The person makes a standard save vs. magic. If they save then they are not drained. The most this spell can take in a single drain is 1/2 the person's present amount of P.P.E. This spell makes one Drain per person per melee. In other words it will drain from everyone within the target area once per melee, no matter how many people are in or passing through the target area. All mages are immune to this spell. This spell must be centered to the mage that cast it or attached to a PPE battery such as a talisman, P.P.E. clips, or Energy sphere. When this spell is made in a part of an enchantment it will only be active to replenish the enchantment's P.P.E. reserve.



Stay Away from Me
Level: 5
Range: self, 10 feet radius +10 feet per level
Duration: 10 minutes per Level
Saving Throw: Special
P.P.E.: 20
Makes people want to stay away from the user, the equivalent of HF 10+1/two levels.



Scarlet Blossom
Level 5
Range: touch, thrown
Duration: 1 day per level
Saving Throws: none
P.P.E.: 25
Turns normal fire into a gem-like stasis field when grasped. The stasis lasts till the duration ends or the mage cancel the magic. The fire, when the duration ends or the spell is cancled dose 1D6 S.D. and/or can set things a fire.




Transmute to Flowery Girlie Thing
Level 5
Range: 1 foot per Level
Duration: instant, permanent
Saving Throws: standard for magical objects, none otherwise
P.P.E.: 30
Transforms the target object into the same thing but decorated with flowers and is pink. All other aspects of the object are the same.


Color Change
Level 6
Range: 1 foot per Level
Duration: instant, permanent
Saving Throws: standard for people & magical objects, none otherwise
P.P.E.: 35
Transforms the color of the target object into what the mage wants it to look like. If the mage has no emidiate idea of what he wants it to look like then the color and paterns are choosen at random All other aspects of the object are the same.




Bad Hair Day
Level: 6
Range: touch or 5 feet per level
Duration: 1 day per Level or permanent
Saving Throw: Standard
P.P.E.: 15 / 150
Gives the target a "bad hair day". If the caster touches the target and uses 50 P.P.E. the "bad hair day" will be permanent until a successful 'remove curse' is use on it.


Fog of Golden Light Butterflies
Level: 6
Range: near casters feet, ranging as far as 500 feet
Duration: 4 minutes per level
Saving Throw: none, awe factor 10+1 per 2 levels
P.P.E.: 25
This creates a fog of golden light butterflies that emerge from the ground near the casters feet (no more then 10' away). This creates 27,000 cubic feet of butterflies. This fog obstructs the vision of people trying to look through it. The visibility is at best 4 feet. While attacking with in the fog, victims will be -5 to strike and -9 to parry and dodge. If people who look at this Fog from less then 10' away and fail their awe factor (10+1/2 levels) roll they are entranced by the fog watching the butterflies till the spell end, are hit by an attack.



Chaos Toss
Level: 7
Range: touch, 10 feet per Level
Duration: instant
Saving Throws: standard
P.P.E.: 50
This spell dose two things, first it dose 1d4 S.D./L damage to the target and seconde it picks up and tosses the target in a random direction 10' per level, with the toss causing 1d6 damage per 10 feet thrown, this will even go through even through body armor because it is falling damage. A sucesfull save vs mage negates throw effect.



Healing Waters
Level: 6
Range: touch
Duration: 8 hours for drinking, instant for pouring over an injury
Saving Throw: none
P.P.E.: 35
Enchants a small ammount of water (minimum 6 oz, a small cup of water) which gives the drinker regeneration. he heals 1d6 SDC or HP every 10 minutes for 8 hours (no level increase in duration). he also gets a +20% save vs coma and a +1 vs posion and disease. Pouring this water over an open wound will instantly heal 3d6 SDC and cleanse the wound of posions and infection. The water can remain in a stoppered contaner for a year per level with out loosing potentcy. Has no effect on the dead or undead, except to get them wet.



Pass with out Hindrance
Level: 9
Range: Self, other by touch
Duration: 1 minute per Level (in crowds) 10 minutes per Level (in countryside)
Saving Throws: -4 vs. manipulation only
P.P.E.: 80
This spell manipulates the people and thing in the area head of the path of the mage so that people, animals, trees and shrubs open up just enough to let the mage pass. (Sort of like when your walking down the street and as you walk down people just get out of the way for reasons other then seeing you). It also moves inanimate objects less then 15 pounds out of the way.




Create Gem
Level: 9
Range: can be cast up to 10 feet away
Duration: 1 minute per level
Saving Throws: none
P.P.E.: 50 (20 as a specialty spell)
This spell combines any gems & semiprecious stones that come into the spell circle that defines the boundaries of the spell, into a larger gem. This spell will only combine like types of gems & semiprecious stones in to a lager stone. The spell dose not affect organic matter, but can affect a mineral being (gets a +4 to save). If multiple types of gems or semiprecious stones are put into the circle at once then only one of them is affected. If the merged gems or semiprecious stones is removed before the duration has elapsed then another type of gem or semiprecious stone is affected.



Mapping
Level: 9 (level 5 as a specialty spell)
Range: touch, Line of Sight
Duration: 3 hours per level
Saving Throws: none
P.P.E.: 50 (20 as a specialty spell)
This spell, when cast on a blank book, large parchment, or on a portable comp, inscribes a map of what the mage sees onto the recording medium. The accuracy of the map is 75%+5% per level. The accuracy of the map will be affected by what the mage can see. Things like invisibility see the invisible, perception altering drugs/magic/psi/powers, and environmental conditions (like 'heat haze' or darkness) all affect the accuracy of the mapping spell. At 6th level the mage can create a permanent 'mapping' enchantment for 150 PPE. Note: even after the mapping spell ends the map it makes does not fade from the mapping medium.

looks good, maybe 150 ppe to make it permanent

Absorption
Level 9, enchanter specialty spell (level 14 as common spell)
Range: touch
Duration: permanent or till dispelled
Saving Throws: standard
P.P.E.: 100
This spell, when attached to charm or magical object, causes it to fuse to the wearer, becoming a part of the wearers skin over time. When the amulet or charm is first worn against the skin the wearer needs to save, failing, the amulet sticks to the skin. During the next week the amulet becomes more attached to the skin and at the end of the week the amulet is actually a part of the skin. Seaming like a vivid tattoo. A simple 'negation of magic' will remove the amulet or charm from the merged state. If the wearer dose not want it to be removed then boththe wearer and the spell get a save vs the negate magice spell.



Inscribe Magic Circle
Level 10
Range: 50 feet (near the caster)
Duration: instant/permanent (dependent)
Saving Throws: none
P.P.E.: 70 and that of the supported spell
This spell creates a magic circle that lets a mage use an otherwise instant spell as a ritual, such as create steal. Or it can be used to help make a temporary magic circle to cast a ritual as a spell, such as Sanctuary. If used in combination with simple circle magic such as 'protection circle simple' the duration is doubled or the effectiveness is increased.




Spell Shield
Level 11
Range: self or up to 5 feet away, 10 foot radius area of effect
Duration: 1 hour per level
Saving Throws: standard
P.P.E.: 400
This spell can be placed on a person, an object, or an area. All spells cast in and into the effect area, get a -1 to the spell strength for every two levels of caster, rounding down, if the spell cast is a physical manisphestation, it gets -1 to strike for every 2 levels of caster, rounding down. Objects have no save, unwilling subjects get the standard save if targeted by the spell.
Note: if there are multiple people or objects with this spell on them and overlapping, the overlapping dose not cause any additional coverage. Only a person with multiple spells on then will have any additional protection/harm due to this spell; i.e. if you cast it on a few of your companions far apart and have them move together to give everybody a higher resistance to magic it will not work.




Golden Sphere
Level 12
Range: 100 feet
Duration: 2 days per level
Saving Throws: none
P.P.E.: 120 per duration and what is to be stored
This spell creates a golden sphere that can store up to 200 P.P.E. per level of spell caster. Each time the duration comes to an end, the spell takes 120 P.P.E. from what has been stored in it and uses that 120 P.P.E. to continue functioning. This will continue till all stored P.P.E. is used up or by the mage using the P.P.E. himself or to another if it is given to him.



Seal Magic
Level 13
Range: touch
Duration: 2 days (48 hours) per level
Saving Throws: standard
P.P.E.: 200
Seals a person's magic away from their control for the duration of the spell. This can be removed with negate magic, but is impervious to Remove curse.

.

Childness
Level 13
Range: Line of Sight
Duration: 24 hours + 6 hours per level / permanent
Saving Throws: standard, but if touching the subject then they get a -4 to save
P.P.E.: 100/1000
Reduces the target back to a much younger version of himself, but only physically, not mentally. aproximate age is 6+2d6 months. his powers, memory and skills remain but greatly diminished, all skills suffer a -75. if a skill becomes 0 he loses it untill he is returned to normal. He can try to cast magic but must roll his language skill once for each level of the spell. (a level 4 spell nees 4 language skill passes) any failures cause the spell to end in baby gurgling and the spell fails (no ppe spent). Natural and Psi powers will be reduced to a mere 10% effect. at the end of the duration the target will ?pop? back to his former self but will only vaugly remember what happened while young. a remove curse can be used to reverse this.
In the case of dragons, demons, and races that develop at different rates, this spell may not be as effective. For example, a dragon would be a hatchling but would still be able to speak and use all his hatchling powers, suffering no skills penalties. he would also retain all his spell knowledge Permanant version costs 1000 PPE and cannot be undone by any means. If the permant version is used, he will permantly lose all skills and memories, and must grow back up normally. he will retain his physical characteristics and powers but they will be locked away until he grows old enough. all memories, skills, magic spells and PPE will be lost. psychics will have to start over at level 1 with psi powers and ISP. the character will basicly have to grow back up again, picking mabye a totally different lifestyle this time. alignment and OCC can easily be different, depending on how the youth is raised?


Appeal Enhancement
Level: 5
Range: self, 10 feet radius +10 feet per level
Duration: 10 minutes per Level
Saving Throw: Standard
P.P.E.: 25
This magic makes the caster more attractive to the opposite sex in direct proportion to the amount of skin is exposed. This is added on top of the charm % from PB, with a max of 98%.
Last edited by drewkitty ~..~ on Fri Jul 27, 2007 5:46 pm, edited 1 time in total.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

drewkitty ~..~ wrote:I would like to see your tailoring spell finished up....you only made it up to Level 12 with them.


The spells for that were never completed. I shall endeavor to get back to it when I get the time and inspiration.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

KanedaMuyo wrote:I like the way the Painting and Tailoring are turning out. I might just incorporate weaving at this point. That or adjust all tailoring spells that have to do with altering the material (not sewing but adjusting the weave, density, thickness, combining cloth into a seamless whole, etc.) into weaving.

Have you considered borrowing the Fabric/Cloth Material Animation ability from HU2 (PU1, p26)? A few of the options may be related.

Have you considered an OOC for both of these complete with special abilities?

Disclaimer: I have only read Nightbane world book 3 so this may not reflect the main book (it's on order).
I might consider dropping the paintscape option all together. It's a neat idea, but to my mind few of your spells that don't involve going there (and there aren't many spells for that realm) draw on it. Or perhaps that is in the nature of the magic and not the specific spell. In any case I might change a few things so that instead of going to a paint realm and looking at each painting (reverse colors? mirror images?) the artist could create a paining he steps into that has a duplicate or window of each paining he can step out of in it. Kind of a 'you must have seen this paining before' requirement.


They are intended as OCCs, I just have not gotten around to writing them up as such.
As for the paintscape, it is the speciality of the spellcaster that makes it unique. Each painting is unique, so that it accesses a specific location in the paintscape. Two "identical" paintings would not actually be such, as even a slight brushstroke off and you wind up in a different location. If you don't like it, write your own spells.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Okay, I have started adding to the Tailoring spells and added some new low level Weaving Spells which will hopefully develop so that I can make it its own category. I also wrote up the Painter Mage OCC which I hope to post on here soon. Possibly later today if I can get online.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Painter Mage OCC

The specialization of the Painter is creating imagery, paintings and using his craft as the focal point of his magic. Similar illusion type magic and creation spells can be learned, but the main focus is always paintings.
The typical Painter Mage is an artiste, demanding of his models and his medium. He may have a sense of humor, but never about his art. It is gis passion and flows from him. He is so atrtuned to it that he can become one with it at later levels.
Some dismiss Painter magic as delusional. But even so, it is this delusion that alows the Painter to see his magic as a living thing. It is to this purpose he tries to give his creations life. Thus it is debateable whether the Paintscape existed prior to the appearance of Painter Mages or whether the Paintscape was an inventiion of Myrdinn the Mad who was said to have flung himself into a painting and never returned.

Special Abilities of the Painter Mage

1. Artistic Excellence: Paintings created by the regular methods and not by spell to create them have either an Awe Factor or Horror Factor, depending on the subject matter, of 7 +1d4, increasing by +1 at levels 3, 6, 9, 12 and 15. The Painter must actively be painting to draw attention. Everyone watching will have to save, those failing less likely to notice things around them (those sneaking past or around are +15% to their prowl skill). Even being roused by danger or combat they are without initiative, lose one melee attack, and are -1 to all combat actions (-5% to skill performance, too) for 1 meleee round.

2. Artistic Eye: The Painter is +4 to Perception rolls.

3. Artistic Ego: The Painter believes he is greater than he is, but this provides certain bonuses. The painter gains +2 vs. Mind Control and +2 vs. Awe Factor and Horror Factor on top of any other bonuses.

4. Spell Knowledge: Unlike other magic users, the Painter Mage's magic knowledge is limited to Painter Magic and only a handful of Wizard spells. The mage starts with 8 +1d6 Painting Magic spells selected from levels 1-4 and 1d4 Wizard spells selected from levels 1-2. At each level of experience thereafter, the mage may select three additional Painting spells up to two levels aove his current level of experience, or two Wizard spells from levels one and two.
Additional types of Available Spell Magic: The Painter Mage can NOT learn to perform ritual magic, only spell magic, and even then the types of magic he can learn are limited to Tailor Magic levels 1-6, usually learned for the purposes of repairing robes and canvases, Wizard spells from levels 1-6 as well as Wizard spells dealing with illusions and light manipulation. The Painter Mage will never learn combat magic of any kind.
Base PPE: PE attribute x3 +3d6. The Painter Mage will gain 2d6 PPE per level of experience.
OCC Bonuses: +1 IQ, +1d4+1 to MA, +2 to ME, +4 to save vs. Illusions, and +1 to save vs. Horror Factor at levels 2, 4, 6, 8 and 12 (in addition to any other attribute bonuses, special abilities, RCC bonuses and any bonuses provided by Artistic Ego.

5. Notes: Each Painter Mage possesses his own Paintscape subrealm and may become overwealmed when travelling to other areas of the Paintscape, sometimes having to roll vs. insanity to counter effects. Painter Mages generally view themselves as superior, even to other Painter Mages.

More to come...
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

The Painter Mage OCC

Alignment: Any, but typically Principled, Anarchist, Abherrant or Diabolic.
Attribute Requirements: An IQ of 14 and an MA of 13 or higher. A high ME and PE are useful but not required.

OCC Skills:
Basic Math(=30%) and Advanced Math(+10%)
Two Languages of Choice (often French is selected; +20%)
Concealment(+5%)
Art: Drawing(+20%) and Painting(+30%), plus two of choice(+15
%)
Escape Artist(+5%)
Business and Finance(+15%)
Research(+20%)
Cooking(+10%)
Sewing(+10%)
Hand to Hand: Basic (can be exchanged for HtoH Expert for one other skill, or HtoH Martial Arts for two other skills)

OCC Related Skills:
Six of the following, plus 2 at level 3 and one additional at levels 6, 9 and 12.
Wilderness: Any(+10%)
Domestic: Any(+10%)
Communications: Cryptography only(+5%)
Mechanical: Basic and General Mechanics only
Medical: Any(+10%)
Military: None
Physical: Any
Pilot: Any
Pilot Related: Navigatioin only(+10%)
Rogue: Any(+5%)
Science: Any(+10%)
Technical: Any(+5%, but Lore Skills get +10%)
WP: Ancient only

More Later...
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Painter Mage OCC (continued)

Secondary Skills: The Painter Mage also gets 4 secondary skills from those listed, but w/o aaditional eduaction bonuses, plus one at levels 4, 8 and 12.

Standard Equipment: Painter's smock, an assortment of pigments and brushes, an easel, painter's pallet, numerous pallet blades and painting knives, sponges, painter's splash tarp, drawing utensils, and numerous canvases.

Money: Painters' income varies based on their background and whether they sell their works or not.

Cybernetics: Painter Mages avoid cybernetics and see them as a flaw in the beauty of nature.

Note: Painter Mages avoid casual conversation but will expound in length on topics that interest them or on their latest painting.

Painting Magic: Painting Magic is viewed by those who practice it as an extension of themselves and an ultimate act of creation and artistic expression.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

New Ludicrous Magic Spells
I frankly love the Ludicrous Mage O.C.C. from the Rifter’s April Fools’ Edition(IMHO, though, the latter 50% of the book is the part that is truly useful and funny)...the class is made for the wise-ass nutbar in the group. Anyway, here’s some new spell ideas...

Shrink Clothing
“Does this jacket make me look fat?”
This spell allows the caster to cause a piece of the victim’s clothing to shrink. At lower levels of experience, this amounts to little more than an annoyance, but at higher levels, with the clothing shrinking 30% or more, it can be downright painful for the victim until the spell ends or the offending article is removed, or, more likely, the article of clothing in question busts apart.
The caster must either be able to see the piece of clothing, or know for certain that the victim is wearing it(many a Scotsman has avoided some dire pain on account of this...)
This spell only works on SDC fibers and ‘flexible ‘ MDC armor types....MDC plate materials, metals, and full-body EBA suits are NOT affected by this spell, though light, flexible MDC armors with some ‘give’ ARE affected(though only with HALF effectiveness). Furthermore, light MDC(30 or less MDC) suits do not deter the spell from acting on any SDC garments the target is wearing underneath. This means that one might not be able to shrink a thug’s MDC Kevlar crotch cup, but it doesn’t hinder the shrinking of the supporting thong..(evil grin)...
Using the spell in an offensive manner like that will likely incur the following penalties to the victim; HALF APMs and bonuses due to the distraction and suffering(though actual physical damage is negligable). The clothing itself may actually take 1d6 SDC per melee of intense shrinkage( reduction of 30% or more of original size), so watch those waistbands!
Level: 5
Type: SPELL/ Invocation
Range: Touch or 5 ft per level of experience
Effects: Shrinks a single piece of the victim’s clothing 5% per level of experience
Duration: 1 minute per level of experience
Saving Throw: None
PPE Cost: 15

Color Bodily Fluids
“Oh man...is it SUPPOSED to be that color?”
This is a minor cosmetic curse, that causes the victim’s bodily fluids to appear to be a far different color than they normally are, when exposed to air. The color can be chosen in advance by the caster, and is usually a gruesome or shocking color to cause the maximum amount of disconcert in the victims and those around them...Turning one’s blood green, for instance, may lead others to assume the character is an alien of some sort...Pus-yellow saliva may cause a scramble away from the person, for fear of infection...and seeing one’s urine coming out a bright red has sent more than a few strong men rushing to the infirmary for help!
Level: 4
Type: SPELL/Minor Curse(Invocation)
Range: Touch or 10 ft per level of experience; can affect one additional person every two levels of experience.
Effects: Changes the color of the victim’s bodily fluids
Duration: 1 hour per level of experience
Saving Throw: Standard
PPE Cost: 20

Skunk Cabbage
This is a variant of the Spoil Food spell commonly used by witches and other mischief makers. only instead of rendering the food rotten, it only affects its taste and odor. What was once succulent and flavorful is now truly abhorrent to the tastebuds....and the victim usually doesn’t know this until after they take a bite or two.
The spell is only temporary, and can be dispelled at will by the caster; many users of this spell cast it to protect their food if they are called away to some other task.
Level: 2
Type: Illusion
Range: 10 ft range and 3 ft radius per level of experience
Effects: Makes even the tastiest food taste like recycled vomit, and smell like an open sewer. With every melee of eating the effected food, the consumer must make a save versus magic or immediately spit the stuff out in revulsion.
Duration: 10 minutes per level of experience
Saving Throw: Standard; a successful save means consumers taste nothing wrong with the foodstuffs
PPE Cost: 5

Film Noir
“Of all the zort-joints in Tolkeen she had to step into mine...”
This Illusion spell renders the target in apparent dramatic shadow, with a tendancy towards appearing in black and white, or sepia shades, even if the person in standing in open, ambient light. The person’s contenance will be shadowed, folds of clothing dramatically accented by shadow lines, and there’s a 50% chance that every time they turn or move, they appear in silhoutte
As a bonus, the person has a +5% to prowl in low light conditions
Level: 4
Type: Illusion
Range: Self or others up to 10 ft away
Effects: Person is +5% to prowl in low light conditions, and looks downright dramatic
Duration: 6 minutes per level of experience
Saving Throw:
PPE Cost: 6



Mystery Meat
“AGHhh...is that MEATLOAF?”
Level: 2
Type: Illusion
Range: 10 ft range and 3 ft radius per level of experience
Effects: Renders food tasteless and visually pizzazz-less....food looks ‘bleeh’
Duration: 10 minutes per level of experience
Saving Throw: Standard; a successful save means consumers see nothing wrong with the foodstuffs
PPE Cost: 4
Another variant of Spoil Food, this spell renders affected food utterly indistinguishable and without character. It also renders the food’s appearance to a bland, generic type(meat becomes a non-descript gray, bread a bland homogenous brown, vegetables a washed-out green and limp-textured). Great for screwing up morale at company picnics or for disguising potentially objectionable foodstuffs from finicky eaters.


Smack-Down
*WHAP!!!!*
“eeeggggghhhkkk.......”
“AGGGGGHHHH!!!!!IT”S A SUPER_DEFORMED GARGOYLE!”

Level: 7
Type: Combat(Minor Transformation)
Range: Touch
Effects: Physical transformation
Duration: Spell is active for 1 melee, but effects last 1d6 melees
Saving Throw: Standard
PPE Cost: 15
This spell is meant to be combined with a melee attack or cast on a weapon. When the spell is active, and an attack is made, the struck victim must save versus magic or suffer a Super-Deformed attack; the victim instantly looks as if they’ve been thrashed badly and concertinated to about HALF their normal height(but TWICE their normal girth), looking as if they’ve been through a car-crusher. This physical transformation isn’t nearly as painful and mortal as it looks, but it’s still extremely uncomfortable.
While in this state, the victim is -1 to strike, dodge, and parry, and loses 1d6 points of speed due to their shortened state. Their reduced height and reach also means that they may have trouble reaching high objects(like successfully swinging at somebody’s head).
A successful saving through means the person looks rather wrinkled and beat-up, but aside from the accompanying attack’s damage(if any) otherwise unharmed.
This attack can be used multiple times, for cumulative effect(with the end result being one very flattened-looking victim), but once the spell wears off, the victim pops back to their proper dimensions, none the worse for wear, but definitely feeling wrinkled.

Peg-Shot
“Say hello to China, meatball!”
Level: 5
Type: Attack Enhancement
Range: Touch
Effects: Another spell meant to be combined with a melee attack, this spell simultaneously softens the ground the victim is standing on(cannot be standing on an MDC surface), resulting in the person effectively dropping into a small hole(six inches deep per level of experience). This has the added effect on the attack of acting as a vertical Knock-Down(victim loses initiative and one attack getting back up out of the hole).
Duration: Spell is active for 1 melee
Saving Throw: Standard; a successful save means
PPE Cost: 8


Censor
“Why you BEEP I’ll BEEPBEEPBEEPyourBEEPBEEPandBEEPBEEPBEEPonce I BEEPthisBEEPI’mBEEPBEEP_BEEP_BEEP!!!”
Level: 3
Type: Illusion
Range: Touch or 10 ft per level of experience
Effects: Effectively ‘bleeps’ out designated sounds/words/phrases
Duration: Lasts 5 minutes per level
Saving Throw: Standard
PPE Cost: 5
This auditory spell allows the mage to designate certain words or phrases uttered in its area of effect to be ‘bleeped’ out, in a form of more discriminating Sphere of Silence. The casting mage must pre-determine what words he wants censored out(five particular words per level of expereince). A successful save versus magic means the person’s speech is uncensored. The censorship-noise can be any nonsense sound from a simple electronic beep or a buzzer to a car horn or a ‘whoopee’.

Block-Out
“Sorry, can’t let you see that.”
Level: 4
Type: Illusion
Range: Touch or 12 ft per level of experience
Effects: Creates a floating censor-strip over designated objects/body parts/lines of text
Duration: 5 minutes per level of experience
Saving Throw: Standard
PPE Cost: 7
Another variant of the spell Obscure, this spell allows the mage to designate particular objects, including body parts and lines of text, to be covered up by a floating black bar or stamp that prevents others from seeing what is being covered. Regardless of how the observer tries to look around or past the Block-Out, the strip seems to follow their line of sight, always seemingly putting itself between the observer and the object of their gaze(even if there are multiple viewers). A successful save versus magic means that the person can see through the Black-Out.


Cover-Up
“Oh, Dad’s home!”
ZIPZOOMCLICKPHUMPF
“Oh, hello, General Paine, I was just telling your daughter here how much I appreciated your book on the seige of Tolkeen...”

Allegedly developed as a counter to the much-abused Disrobe spells, though it is really rumored to have been devised by a Cassanova-ish mage who had been caught with his pants down one too many times. Cover-Up allows the mage(and others at higher levels) to quickly get dressed(from a state of partial or full undress) within 1 melee/15 seconds, using the recent ‘psychic imprint’ of the persons involved on their discarded garments to distinguish what belongs to who and where it goes. Works on both SDC and MDC(under 60 MDC) personal apparel, making it good for quick ‘suit-ups’.
Level: 5
Type: General/Personal
Range: Self or 5 ft range, plus 1 ft per level of experience, 6 ft area of effect, +1 ft per level of experience.
Effects: The spell will quickly draw the caster’s(or designated person’s) clothing to them, provided the clothing are in the area of effect, buckling, buttoning, tucking in, straightening out, and ironing out creases, but NOT cleaning up or doing hair, personal appearance, etc... Spell will also affect an additional person in the area of effect every 3 levels of experience.
Duration: 1 melee/15 seconds to completion
Saving Throw: None
PPE Cost: 10
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
drewkitty ~..~
Monk
Posts: 17782
Joined: Sat Sep 30, 2000 1:01 am
Location: Eastvale, calif
Contact:

Unread post by drewkitty ~..~ »

taalismn wrote:New Ludicrous Magic Spells
....snip...

Shrink Clothing
“Does this jacket make me look fat?”
This spell allows the caster to cause a piece of the victim’s clothing to shrink. At lower levels of experience, this amounts to little more than an annoyance, but at higher levels, with the clothing shrinking 30% or more, it can be downright painful for the victim until the spell ends or the offending article is removed, or, more likely, the article of clothing in question busts apart.
The caster must either be able to see the piece of clothing, or know for certain that the victim is wearing it(many a Scotsman has avoided some dire pain on account of this...)
This spell only works on SDC fibers and ‘flexible ‘ MDC armor types....MDC plate materials, metals, and full-body EBA suits are NOT affected by this spell, though light, flexible MDC armors with some ‘give’ ARE affected(though only with HALF effectiveness). Furthermore, light MDC(30 or less MDC) suits do not deter the spell from acting on any SDC garments the target is wearing underneath. This means that one might not be able to shrink a thug’s MDC Kevlar crotch cup, but it doesn’t hinder the shrinking of the supporting thong..(evil grin)...
Using the spell in an offensive manner like that will likely incur the following penalties to the victim; HALF APMs and bonuses due to the distraction and suffering(though actual physical damage is negligable). The clothing itself may actually take 1d6 SDC per melee of intense shrinkage( reduction of 30% or more of original size), so watch those waistbands!
Level: 5
snip....


The spell description should just say that it doesn't affect plate Materials not just MDC plate materials. Thus the spell wouldn't effect those in Platemail armor ether. Given that the L-Mage was founded on the PF world you need to acknolage this by making the description less 'rifts oriented' or at least saying what the effects are for non-mdc world. This is the only gripe I have with this spell.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Okay, I'll make that adjustment. Thanks!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Mystic Window(aka ‘Magic Porthole’)
“Peekaboo! I see you!”

This spell renders a cicular section of opaque wall(wall/barrier can be no more than a foot thick) or door transparent to light, so people can look through the wall. The window is two-way. so people inside can see the people on the other side. The wall is still solid, so objects cannot pass through the window, but being transparent to light, the wall is also transparent to lasers, so one can still fire lasers through the wall(wall takes NO damage in the exchange).
Spell Level: 6
Range: Touch or 5 ft per level of experience
Duration: 1 melee per level of experience
Effect: Renders a circular patch of wall(no more than one foor thick) about 1 ft wide(+1 ft per level of experience) transparent to light/coherent light
Saving Throw: None
PPE Cost: 15


Mystic Perch
“Look Up, Look Down, Look Around...There’s a Crazy World Waiting...”

A more limited form of the Ley Line Walker’s Sensory Sphere, this spell allows the caster’s point of view to climb in a direct vertical line above their head. By turning, the caster can look around, up, and down, as if he were standing in a crow’s nest lookout above himself...he can even look down and at the back of his own head! The mystic ‘eye’ is invisible to normal vision, but those with See the Invisible or Sense Magic can see the Mystic Perch as a small glowing sphere.
While engaging this vision enhancement, the caster suffers a sense of being disembodied...unless he chooses to cancel the spell, any actions he carries out, with his point of view looking down on himself from a distance, are at HALF his normal bonuses, and skills like writing and working controls(like a keyboard) are at HALF their normal profficiency, because of the distorted vision.
Spell Level: 4
Range: Self or other by touch. Point of view can be elevated 50 ft per level of experience
Duration: 1 minute per level of experience
Effect: Allows the caster’s point of view to climb above him to a pre-determined altitude.
Saving Throw: Standard, if the person refuses the point of view.
PPE Cost: 8

Heavenly Giant
“Look,Mom! I’ve GROWN!”

An ILLUSION spell that projects a massively scaled up image of the caster into the air....The illusion micmicks the movements of the caster, allowing him to point, gesture, threaten, look around, and otherwise look impressive(or stupid). The illusion looks most complete/solid with cloud cover....on a clear night or against a clear sky the projected image may look translucent or foggy. At high levels, this illusion can tower over the landscape and be seen for miles...Great for striking fear into susceptible opponents, or rallying allies. Can be combined with Mystic Perch to allow the caster to look around as his illusion does.
Spell Level: 5
Range: Self or other by touch.
Duration:1 minute per level of experience
Effect: Produces an illusionary projection of the caster(or targetted person) about 100 ft tall+100 ft per level of experience.
Saving Throw: None
PPE Cost: 25

Fracture Image
“I’m going to pieces over you.”

Another illusion spell, this spell combines aspects of Multiple Image and Simple Invisbility with a distortion effect, allowing the caster to create an image, then create the effect of breaking it apart....so he can create the illsuion of himself, then appear to take off his own head and juggle it, or fly completely to pieces(a favorite application of this spell is to fake a person’s death by making it appear as though they’ve been blown to pieces).
Spell Level: 6
Range: Self or other 10 ft away+10 per level of experience. Can create an area of effect 10 ft across+ 5 ft [per level fo experience.
Duration:1 minute per level of experience
Effect: Distorts/fractures/breaks up the appearance/image of the targetted person.
Saving Throw: None
PPE Cost: 15
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Thanks...I figured 'Horrific Illusion' would cover a lot of things, but given the way people are, some mage would produce an effect-specific spell to save time and PPE...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

You guys have been busy. Me likee... :-P
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

This spell is based on the Ludicrous Magic Spell Create Carnies.

Deific Spells: Usable only by gods
Spell of Legend

Create Clergy/Cultists
Range: 10 feet away, but the Clergy must stay within one mile of the caster.
Duration: Exist for 24 hours per level of experience, or until destroyed. If the Clergy is created within one mile of a ley line, it will exist twice the normal spell duration (48 hours/level). If created within one mile from a nexus point, it will exist for three times the normal duration (72 hours/level). If the Clergy is created at a nexus point, it will exist 5 times the normal duration (120 hours/level).
Saving Throw: None
PPE cost: 150 per Clergy created.
The caster can create clerical minions called Clergy. These are creatures of magic that appear to be common church leaders. To create them, the Divine Mage requires one hour of intense meditation and concentration. After that time, the Clergy will begin to form. It takes about an additional 20 minutes for it to form. Once formed, it will obey the creator to the letter. The mage can control one Clergy per level of experience, but may create only three of any one kind at any time. The Clergy will cease to exist when the duration of the spell expires, when they get out of range of the mage, or when they are destroyed. In any case, they will disintegrate.
Common Features: All Clergy have limited vocabulary. They can only quote scripture and say such simple things as "Bless you, my child", and anything too complex will anger and confuse them. They are all creatures of magic; therefore, depending on the type of Clergy, they will radiate a high level of PPE or divine aura. Without the presence of "leadership" of their creator, they will die off. The Divine Mage can select from a variety of Clergy, including Faith Healer, Spiritual Missionary, Silent Monk, Church Lady, Flower Child, Televangelist, Maniacal Priest, Annoying Nun, Pleasant Pope, Devout Priestess, and Energetic Exorcist, among others.

To Be Continued...
Last edited by Stone Gargoyle on Tue Jun 23, 2015 3:52 pm, edited 2 times in total.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

*Deleted by Author for Content*
Last edited by taalismn on Sun Jul 29, 2007 10:02 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Taalismn wrote:Didn't know if this should go here... or under 'Bizarre but plausible TW devices'...or under its own thread heading...so my apologies in advance...


I think this would fall in a different category. Any continued posts and I will have to report you for attempting to highjack this thread.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Mine apologies...I shall repost to the aforementioned threads and limit myself henceforth to original spells here...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

taalismn wrote:Mine apologies...I shall repost to the aforementioned threads and limit myself henceforth to original spells here...


Thank you.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Clip-Out
Spell Level: 2
Range: Self or other by touch
Duration: 5 minutes per level of spell caster
Saving Throw: None
P.P.E.: Five
A variation on the Chameleon spell, this personal concealment spell doesn't match the user to the background, but instead creates the illusion of the person being 'cut out' of the background in silhoutte....The person's outline is instead filled with a black or white void or a backdrop of clouds and sky...Typically used for concealing one's identity at public functions or during a crime...See the Invisible sees right through this spell and reveals the person underneath....The spell also does NOT obscure the person's aura.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Library Ogre
Palladium Books® Freelance Writer
Posts: 9854
Joined: Wed Aug 22, 2001 1:01 am
Comment: My comments do not necessarily represent the views of Palladium Books.
Location: Texas
Contact:

Unread post by Library Ogre »

taalismn wrote:Clip-Out
Spell Level: 2
Range: Self or other by touch
Duration: 5 minutes per level of spell caster
Saving Throw: None
P.P.E.: Five
A variation on the Chameleon spell, this personal concealment spell doesn't match the user to the background, but instead creates the illusion of the person being 'cut out' of the background in silhoutte....The person's outline is instead filled with a black or white void or a backdrop of clouds and sky...Typically used for concealing one's identity at public functions or during a crime...See the Invisible sees right through this spell and reveals the person underneath....The spell also does NOT obscure the person's aura.


Why would See Invisible see through it? It would seem like there's a visible effect, which See Invisible wouldn't necessarily penetrate.
-overproduced by Martin Hannett

When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Mark Hall wrote:
taalismn wrote:Clip-Out
Spell Level: 2
Range: Self or other by touch
Duration: 5 minutes per level of spell caster
Saving Throw: None
P.P.E.: Five
A variation on the Chameleon spell, this personal concealment spell doesn't match the user to the background, but instead creates the illusion of the person being 'cut out' of the background in silhoutte....The person's outline is instead filled with a black or white void or a backdrop of clouds and sky...Typically used for concealing one's identity at public functions or during a crime...See the Invisible sees right through this spell and reveals the person underneath....The spell also does NOT obscure the person's aura.


Why would See Invisible see through it? It would seem like there's a visible effect, which See Invisible wouldn't necessarily penetrate.


Agreed. This seems to be a form of illusion more than an actual form of invisibility.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
The ineffible GM
Explorer
Posts: 195
Joined: Thu Mar 15, 2001 2:01 am
Location: Alberta

Unread post by The ineffible GM »

This was created and used in the final session of a Nightbane game.

Spell of Legend

Summon Dawn
PPE Cost: 700
Duration: 1 Minute per level of experience
Range: Sight. As such, a high vantage point is generally best.
The origin of this spell is unknown, however there are a few theories. Some are of the mind that it was first created before history was written, made by a powerful shaman in a powerful tribe that was plagued by bands of Vampires that roamed the savannah around them. Some will speak of a young man, a servent of dark and evil masters, that watched one fateful night as his masters performed a great and terrible ritual. This ritual opened a doorway to a realm of darkness, and his masters walked through that portal, and into power through dark contracts with dark forces. That young man fled that night, and was afflicted that night with dreams which left him near mad with new knowledge. He was finally able to write it down, and it became the first tome of "Light Magic" (a school I've begun developing, but not completed) and the last half this tome was the instructions for this spell. Of course, all copies of said tome are now believed to be destroyed.
To cast the spell the caster must perform a fifteen minute ritual, which consists of a single, extremely long incantation. The incantation does not need to be said by the same person, a group could each memorize different sections of the incantation and then perform it together.
At the completion of the incantation, upon the furthest horizon visible to the caster will appear a giant portal of sorts, transmitting light directly from the sun, creating a false dawn of real sunlight.


In the game I ran, the characters were teamed with a resistance cell, and they managed to speed in to the Nightlands New York and land on the mirror version of the Empire State Building. There, one character used the Stormbringer talent to call a hurricane to prevent enemies from flying in, and the characters had to hold the stair case while a circle of wizards finished the spell. The effect of sunlight in the Nightlands caused their buildings to crumble and caused a great deal of damage, pain, and suffering to the Nightlords.

True, there is no sun in the Nightlands, likely no sun in whatever dimension the Nightlands are in, however the spell works to channel sunlight from the Earth's sun at the time of the spell's first creation.
"Otaru taught me that blue skies mean happiness"
- Lime, from Sabre Marionette J, episode twenty five
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Rather spectacular effect....That can translate into some MAJOR horror factor for beings who hate/fear daylight and sunlight...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Here's a dumb one....

Orbital Insertion(Ludicrous Magic)
“To the MOON, Alice!...TO THE MOON!”
----The Honeymooners
This is a melee attack enhancer that both boosts the strength of the mage’s attacks and adds an illusionary special effect...In this case, the attacker’s blows seem to pack enough power to loft whoever gets hit into a high altitude arc, or even into LEO(Low Earth Orbit)...they fly up into the air, dwindling to a dot, that either disappears or comes down in the distance...If there’s a wall or ceiling in the way, the victim appears to go flying through a hole bashed in it....The hitee even has a brief impression of soaring into the air, seeing the ground receding away beneath them, before they lose consciousness.
Of course, it’s all illusion...and the victim will be found a few yards away, concussed or trying to gather their wits, but the whole experience is disconcerting and gives the momenrtary impression that the mage is one BADDDDD dude in melee combat.
Spell Level: 2
Range: Melee
Duration: Instant
Effect: +3d6 SDC/Hit Point damage to punch and kick strikes, Instant Knock-Out on Natural 18-20, plus illusionary ‘launching into orbit’
Saving Throw: None
PPE Cost: 6
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Path of Green
“Call me Moses of the Weeds.”
This is a low level nature communion spell that allows the caster to clear a temporary path through dense undergrowth, parting it to form a passageway without cutting or breaking anything. It will not affect large trees or other larger growths(anyting with a bigger than 6-inch diameter stem/trunk), but will affect shrubs, vines, and other growth. The path created will be 6 feet wide+1 ft per level of experience; wide enough for comfortable passage by most beings and small vehicles. Once the spell’s duration elapses, or is cancelled, the pathway closes up again without a sign that it was ever there. Perfect for offroad travel and eluding pursuit in forest regions.
Spell Level: 5
Range: 100 ft +20 ft per level of experience
Duration: 3 minutes+1 minute per level of experience
Effect: Clears a path through the underbrush equal to the range of the spell, and 6 ft +1 ft per level of experience wide.
Saving Throw: None; the plants get no saving throw.
PPE Cost: 14, Mystics and Biomancers get this spell for HALF cost
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Aramanthus
Monk
Posts: 18712
Joined: Tue Feb 21, 2006 5:18 am
Location: Racine, WI

Unread post by Aramanthus »

This is the first time I've looked at this sticky! It is an awesome source of information! Thank you for compiling it! It is a truly great resource for both players and GMs. The Painter Mage OCC looks very cool!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Aramanthus wrote:This is the first time I've looked at this sticky! It is an awesome source of information! Thank you for compiling it! It is a truly great resource for both players and GMs. The Painter Mage OCC looks very cool!


Thank you. It was my idea that this serve as a resource, but I really just created it because there was nowhere to put my OCCs ans spells for them.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Create Clergy/Cultists(continued)
Apologies for not getting back to this for a while.

Types:

Faith Healer
Attributes: MA 18, all others average
SDC: 40
Size: Human size, typically 5 feet tall
Appearance: Humanlike with flowing robes; males will wear a two-piece suit with dress shirt and tie under the robes, wit females wearing low cut gowns and gaudy jewelry underneath their robes.
Abilities and Powers: Hypnotic Words (may save with 14 or better vs. mind control, ME bonuses apply). They generally enthrall an entire crowd, and people in a group of 3 or less will be unaffected.
Combat: 3 attacks per melee round. Strikes heal the equivalent damage a strike would normally do.
Bonuses: Hal twice normal rate, +3 vs, mind control and possession

Spiritual Missionary
Attributes: All attributes are two points below average
SDC: 10
Size: Human size
Appearance: Basically a Preppy. This includes short hair (in a pony tail if a female and in a pony tail or cropped short if a male), a polo shirt with suit jacket, nonmatching slacks and tennis shoes. The missionary will always be gleeful and smiling, never listening to anything anyone is saying. May or may not appear with a bicycling helmet and 10-speed bike.
Abilities and Powers: Seduction skill at +20%
Religion skill (theirs) at +10% (-20% to any other skill checks)
Combat: 3 attacks per melee round
Bonuses: +3 to initiative

Silent Monk
Attributes: +2 to all attributes
SDC: 30+1d6
Size: 5 feet tall
Appearance: Varies from fat to skinny, but all are male, bald and wear simple linen robes and sandals, carryting a large book.
Abilities and Powers: Combat oriented with WP: Staff and WP: Blunt (each at third level proficiency), gymnastics and climbing. They also have at least one art skill, writing, research and botany.
Combat: 5 melee attacks per round and possess all normal human fighting abilities equal to HtoH: Expert. 1d6 damage if hit by their book, +1 per level.
Bonuses: +3 to strike, +2 to parry and dodge; takes half damage from wooden and divine weapons. Impervious to Divine or deific magic.

Church Lady
Attributes: Average
SDC: 10
Size: Human sized
Appearance: Female dressed very prudishly in dresses with high buttoned collars, long sleeves, hair in a bun, with no skin showing save her head and hands. Carries a large purse.
Abilities and Powers: None
Combat: 2 attacks per melee round. Hand to Hand is a slap doing 1 point of damage. Purse does 1d10 damage.
Bonuses: +3 to strike, +6 vs. mind control and possession.

To be Continued...
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

******Oh Crud******
I can now create my own legion of soulless door-to-door solicitors with this spell....

No wonder the Coalition hates mages, if they could be capable of THIS...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

taalismn wrote:******Oh Crud******
I can now create my own legion of soulless door-to-door solicitors with this spell....

No wonder the Coalition hates mages, if they could be capable of THIS...


Well, it is a spell of legend, so few mages would actually know of it. But yes, you can now create your own gospel army... :eek:
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Create Clergy/Cultists(continued)

Flower Child
Attributes: All attributes are 2 points below average
SDC: 10
Size: Human sized
Appearance: Flower children are often bald regardless of gender and dress in robes, usually white or orange. Their eyes will have a glazed look and they will have great difficulty paying attention to whatever is going on.
Abilities and Powers: The flower child will talk about the caster as if he or she were the greatest thing since sliced bread and their religious rhetoric will include constant mention of the caster. They have a sweet smell and if eaten will affect the creature eating them as per the Drugged Flower effect for the next 15+2d6 minutes without any saving throws. They hand out flowers that can do one of the following (choose when created):
*Drugging Flower: Saving Throw of 13. A failed roll means the victim is drugged, high or whatever you want to call it. The victim cannot perform any skills and combat bonuses and melee attacks are reduced by half
Duration: Effect lasts 2d4 minutes
*Peace Flower: Saving Throw of 12. The victim will feel at peace with himself and those around him. All anger will be lifted from his spirit. Can use only one attack per melee round, but the remaining actions can be used for non-combat related things.
Duration: 2d4 minutes
*Sleeping Flower: Saving Throw of 13. The effected person will fall asleep for 2d4 minutes and cannot be awakened (unless actual damage has been implemented).

Combat: Two Attacks per melee. Can attack with slap only, doing 1 point of damage.
Bonuses: +3 to strike, +5 save vs. mind control


Televangelist
Attributes: MA 18, all others average
SDC: 40
Size: Humanoid, usually under 5 feet
Appearance: Male with a bad toupee, wearing a suit at least 20 years out of date with loud colors, with a "power tie" in non-matching colors.
Awe Factor: 12
Abilities and Powers: All television and display media will begin showing a close-up of the televangelist as he begins speaking, for a 3 mile radius. Watchers must save vs. Awe Factor or become fixated for 2d4 minutes, unable to perform any other actions (unless actual damage has been implemented).
Combat: 2 attacks per melee, normal human damage
Bonuses: +2 to initiative, +2 to strike, parry and dodge


Maniacal Priest
Attributes: +4 to PS, PP, PE and Speed
SDC: 25
Size: Human sized
Appearance: Always male. Dresses all in black with white color. Gives "knowing wink" (creepy) s. Hair is short and well groomed and he is usually clean shaven.
Abilities and Powers: Can "bless" water to do acid damge of 4d6. Automatically possesses Exorcism spell. Can light any candle(s) within a 10 foot radius with a mere gesture.

Special Spell: Curse:Tongues
Range: others by touch ony
Duration: 15 minutes per level
Saving Throw: Standard
PPE: 18
The affected character suddenly begins babbling unintelligible jibberish which sounds somewhat Arabic. Basically, everything the victim says sounds like it is in an ancient dead language.

Combat: Three attacks per melee. Possesses WP Targeting(thrown) to hurl religious items, such as a cross pendant for 1d4 damage, and WP Sword and WP Shield, which he uses as paired weapons.
Bonuses: +8 to hit non-living targets with any stabbing weapon, +3 to hit a living target
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

CreateClergy (continued)

Annoying Nun
Attributes: Normal
SDC: 25
Size: Human
Appearance: Female, dressed in a no-removeable "habit", a dress and hood combination covering her from head to toe, exposing only the face and hands. Clothes are bulletproof.
Abilities and powers: The nun can glide through the air from high places at 10-20mph. She possesses a set of exploding rosary beads, each bead doing 1d6 points of damage upon impact.
Possesses Singing skill at 90%.
Combat: Possesses WP Sword and WP Blunt. Three attacks per melee round. Strikes do twice damage to supernatural creatures.
Bonuses: +2 to strike, parry and dodge


Pleasant Pope
Attributes: MA 18, all other attributes normal
SDC: 100
Size: Human
Limits: Can create only one pope at any given time.
Appearance: Elderly and plump male, dressed all in white; robes with gold trim.
Abilities and Powers: The sun comes out and shines on the character no matter how gloomy the weather was previously. The character himself radiates light, able to illuminate darkness in a 20 foot radius around himself. He can also shoot a beam of light doing 2d6 damage (twice damage to supernatural creatures and shadow beings).
Those seeing him in full daylight must save vs. being blinded (14 or better, ME bonuses apply) or be blinded for 2d4 minutes.
Combat: 2 attacks per melee; WP Blunt
Bonuses: +2 to parry and dodge.


Devout Priestess
Attributes: Normal
SDC:20
Size: Human
Appearance: female with hair always braided wearing flowing gown with large open sleeves and a corset.
Abilities and Powers: The priestess hovers as she walks, even capable of walking on water. Possesses Dance skill at 90%.
Can cast 1d4 spells from levels 1 to 5; +4 save vs. magic
Combat: 3 attacks per melee round; WP Blunt and WP Sword
Bonuses: +2 to parry and dodge


Energetic Exorcist
Attributes: Normal
SDC: 40
Size: Between 6 and 7 feet tall
Appearance: Male dressed in blood red clothing carrying a golden goblet with blood and a human eye in it.
Abilities and Powers: The exorcist can see through the eye so long as it is within the goblet and within a 10 foot radius. The eye has the ability to see creatures in their true form regardless of any powers or spells to make them appear as something else and to See the Invisible.
The blood, if drank, can heal 4d6 SDC or 2d6 Hit Points.
Possesses the Exorcism spell automatically.
Combat: Four attacks per melee round; WP Axe, WP Sword and HtoH: Expert at level 3.
Bonuses: +2 to strike, parry and dodge (in addition to any provided by the HtoH skill); +3 vs. mind control and possession



Loudmouth Preacher
Attributes: All attributes are 2 points below average
SDC: 30
Size: Normal Human
Appearance: Appears to be a slovenly fat man in trousers and suspenders.
Abilities and Powers: when not preaching, will eat all food in sight and even partake in illegal drugs and alcohol (whatever's handy). Can eat ten times his own weight in one day. Anyone not agreeing with him will be looked at cockeyed and denounced as Satan. Randomly challenges 1d6 people in his immediate vacinity (10 foot radius) to fight if they ignore him.
Combat: 3 attacks per round. Half damage from physical attacks and blunt weapons (sheer bulk).
Bonuses: +2 to strike, -1 to dodge


Insane Amish
Attributes: +2 to IQ, -2 to PB, all other attrributes normal
SDC: 20
Size: Normal human
Appearance: Male with a tall hat, beard with no mustache and a plain suit and button down shirt with no tie.
Abilities and Powers: Electrical appliances within a 100 foot radius will begin to shut down. Spit attack of disapproval does 1d6 damage to any machines.
Combat: 3 attacks per melee. Does double damage to machinery and devices built after 1800 AD.
Bonuses: +2 to strike

That's all of them. Sorry about the delay in finishing this. :-D
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Deific Spells
Spells of Legend

Enhance Clergy
Range: One Clergy by Touch
Duration: Until Clergy is destroyed
Saving Throw: none
PPE: 75
This Spell of Legend was created by a powerful mage who specialized in the creation and manipulation of clerical minions conjured by the Create Clergy/Cultists spell. The mage was able to create a spell that will enhance a clergyman in different ways. The caster may add one enhancement to one clergy only! Attempting to give a second enhancement will destroy the clerical minion. The caster can choose one of the following:

*Longevity: The clergy will remain intact for the equivalent of five times the normal duration of the Create Clergy spell, not including the duration modification from the proximity of a ley line or nexus point.

*Toughness: The Clergy will have twice the SDC, plus an additional +2 SDC per level of the caster.

*Quickness: The Clergy will be faster and more agile, gaining an additional attack/action per melee, +2 to initiative, +3 PP and +6 to Speed

*Aggressiveness: The Clergy is violent and hot tempered. It will gain a +3 to strike, -1 parry and dodge, and +5 SDC.

*Gifted: The clergy can use 3 spells from levels 1 to 5 (in addition to any it may already possess). The caster will intuitively insert the knowledge, and the Clergy can cast each spell 2 times (+1 at levels 2,4,6,8,10,12 and 14) in a 24 hour period.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Recent powers I have developed for the New Powers thread for Heroes Unlimited have inspired a new magic: Money Magic, the spells for which I will be posting very soon.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Introduction to Money Magic:

This type of magic is exclusive to the Money Mage OCC and originated amongst stock brokers on Wall Street. The specialized knowledge and craft of the Money Mages is typically passed from banker to banker. These mystical secrets are closely guarded.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Money Magic
Level One

Cash Cloud
Range: 90 feet
Duration: One minute per level, double that if overcome by greed
Saving Throw: None
PPE: Two
This magic enables the mage to create a clousd of dense, green legal tender (30X30X30 feet), up to 90 feet away. Victims caught in the cloud will be unable to see beyond it, and their impaired vision allows them to see no more than three feet inside it, and only faint glimpses. While surrounded by the cash, victims will be -5 to strike, parry and dodge. The cash may also tempt those within, causing them to atempt to collect it(12 or better, ME bonus applies; 14 or better if of selfish alignment). A failed save means the duration is twice as long.
Note that the money only appears to be real cash. It will be revealed to be obvious counterfeit upon close inspection.

New Money
Range: Touch, by rubbing fingers together, as if asking for a tip.
Duration: Results in one full melee round(uses up all actions for that round). The cash created lasts until destroyed.
Saving Throw: Not applicable
PPE: One for each dollar worth(five dollar bill would cost 5 PPE, etc.)
This spell enables the mage to flawlessly reproduce money by rubbing his fingers together. The new money generated will appear as normal money. This spell produces a single bill of a denomination determined by the mage.

Pluck and Handle Money
Range: Touch
Duration: One minute per level of the caster.
Saving Throw: Not applicable
PPE: Four
The mage can touch tree leaves, plucking them, transforming the leaves into money, or pluck apples, turning them into gold. The mage can pluck as many bills as he likes within the spell's duration, but this will only affect plants. Denominations equivalent to the number of feet tall the tree is(so a 2 foot tree would produce a two dollar bill, etc.)

Money Talks
Range: Within 60 feet
Duration: 10 minutes per level
Saving Throw: Not applicable
PPE: Three
This is more of a trick, a sort of magical ventriloquism, than a powerful magic. The mage can make money fold and shape to appear to be a face and then appear totalk. The words are his, but the voice is different, decidedly unnatural, and clearly comes from the money. This can be scary(viewers must make a saving throw vs. Horror Factor(12 or better, ME bonus applies), but is generally used to deliver information without anyone overhearing.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Money Magic
Level Two

Sustained By Money
Range: Self only
Duration: Results immediate
Saving Throw: Not applicable
PPE: five
The spellcaster can eat a dollar bill and get the sustenance of a complete meal, suffering no toxic effects from doing so. * Hmm, cheap date.*

Sense Money
Range: 100 feet, plus 10 feet per level
Duration: Instant
Saving Throw: none
PPE: six
Detects the presence of large quantities of cash even if hidden or in a secret hiding place or vault. Will know money is present but not the exact location.

Currency Exchange:
Range: Touch
Duration: Permanent
Saving Throw: none
PPE six
The hero can alter a bill to its closest equivalent in foreign currency, so an american dollar could be turned into a Canadian dollar, etc.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Money Spells
Level Three

Leave Without Paying
Range: Self, or others by touch
Duration: 12 melees(3 minutes) per level
Saving Throw: None
PPE: five
This invocation allows the person to function normally without money, whether while eating at a restaurant or at a store. Unfortunately, the magic does not work on bill collectors or other types of financial instituations, but it does provide relief against panhandlers, beggars and pickpockets. The vendors simply won't collect, unless saving vs. mind control(16 or better, ME bonus applies).

Orb of Coins
Tange: Throw: 200 feet
Duration: one melee round
Damage: 3d6, plus scrambles electronics
Saving Throw: Dodge; standard
PPE: seven
The mage generates a magnetic energy in his hand into which he draws coins to hurl at an enemy. The character must roll to strike, gaining his usual PP bonus and a magical bonus of +! If the orb hits, it shatters, inflicting the metal coin shrapnel and magnetic surge to one target. If it misses, the coins are jst scattered about, unless the GM thinks it may have hit someone else. Those struck ake damage, and any electronics being used are scrambled, especially in the case of computerized equipment. The user of said equipment will have to adjust to its loss, losing one attack and being -2 to initiative.

Resist Salespeople
Range: Self
Duration: 20 melee rounds per level
Saving Throw: none
PPE: six
The mage can alter his own mind to become immune to the persuasion and seduction of sales people.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
taalismn
Priest
Posts: 48103
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Unread post by taalismn »

Wonder what a money-oriented mage would be called?
A Numismystic?
Wall Street Wizard?
Credit Mage?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

taalismn wrote:Wonder what a money-oriented mage would be called?
A Numismystic?
Wall Street Wizard?
Credit Mage?


Money Mage or Wall Street Wizard works. I have more coming, just been distracted with posting in the New Powers thread for Heroes Unlimited.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Deleted
Last edited by Stone Gargoyle on Wed Aug 19, 2009 10:07 pm, edited 1 time in total.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

Money Magic
Level Four

Fool's Gold Basically the same as the invocation spell, but at less PPE cost
Range: 5 feet
Duration: 20 melees per level, or permanent
Saving Throw: Standard
PPE cost: 5; 10 to make permanent
This elemental magic allows the mage to cause any object to appear to be made of gold. After the mage leaves, the object will retain its gold appearance until the spell duration expires. The effect is temporary but can be made permanent, and upon close inspection by those who can recognize precious metals it is seen not to be gold.

Financial Net
Range: 60 feet
Daving Throw: Dodge of 16 or higher
PPE cost: 7
This spell creates a net composed of magic fibers and can snare up to 1d6 human sized victims in a 10 foot area. Normal weapons can cut through the net, but those escaping it will find any money carried to be missing (a Dispel Magic Barriers spell will dispel it instantly with no money loss). The spell caster may return later to take down the net and collect the money.

Financial Transfer
Range: Limited only by computer network
Duration: Instant
Saving Throw: none
PPE cost: 30
The mage can cast a spell on a computer to initiate the transfer of money over normally secured lines. He does not need to know account numbers, only the names of the individuals that appear on the accounts.

---------------------------------------------------------------------------------
Money Magic
Level Five

Mend Currency
Range: Touch or within 3 fet(line of sight)
Duration: Instant and Permanent
Saving Throw: Not Applicable
PPE cost: 12
A spell of transformation that can make tattered, worn or extremely wrinkled currency as good as new- magically repairing holes, tears, creases, etc. The spell can be used to restore money even it it has been torn into many small pieces. Magic only works on currency and cannot be used on ordinary paper.

Hidden Money
Range: Affects currency and coins, as well as whatever contains it, within a 6 foot diameter
Duration: 4 melee rounds per level
Saving Throw: None
PPE cost: 10
This spell renders money within a six foot diameter invisible. The spell requires intense concentration on the part of the mage, preventing him from casting any additional spells unless he drops the invisibility. He cannot perform any complicated task lest he lose concentration and allow the money to become visible. This is much more limited then the wizard spell of invisibilty, and the mage must be within the diameter of the spell when casting it.

Protection From Poverty
Range: Self
Duration: 10 minutes per level of the mage
Saving Throw: none
PPE cost: 20
the mage is able to make himself financially secure, preventing the closure of his bank accounts, repossession of vehicles and other property, and delay legal action long enough to make financial arrangements or gain more money.

-----------------------------------------------------------------------------------
Money Magic
Level Six

Check Into Cash
Range: Touch
Duration: Instant and Permanent
Saving Throw: None
PPE cost: 30
This spell magically transforms a check, money order or other promisory note into its cash equivalent, draining money from the promisor's bank balance or personal cash, appearing within 1d4 feet of the caster.

Create Coins
Range: Can be cast up to 10 feet away
duration: Permanent
Saving Throw: Not Applicable
PPE cost: 34
The mage takes scraps of metal, magically turning them into coins. The mage can transform 200 lbs of raw material per level (must be scrap or raw ore) into an equivalent weight in coins.

------------------------------------------------------------------------------------
Money Magic
Level Seven

Coins Into Currency
Range: Touch or up to 12 feet
Duration: Instant and Permanent
Saving Throw: None
PPE cost: 40
This transformation spell changes coins into paper money. The mage can change 60 lbs of coins per level into an equal monetary value of bills.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
abe
Hero
Posts: 1102
Joined: Mon Jul 23, 2001 1:01 am
Location: auburn

Unread post by abe »

dinky brain-the victims IQ goes down by 50%
spell level-13
tell me what you think of this spell!
User avatar
NMI
OLD ONE
Posts: 7187
Joined: Fri Nov 03, 2000 2:01 am
Location: McHenry Illinois

Unread post by NMI »

Stone Gargoyle wrote:This sort of content is inappropriate. Please refrain from future postings of this nature or I WILL report you.
The offending person has had their account deleted. Next time do not quote the offending persons post then report it, otherwise you are just as guilty of violating the rules.
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Unread post by Stone Gargoyle »

My apologies. I was not thinking about that aspect, and you are correct.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
Post Reply

Return to “Guild of Magic & Psionics”