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Very Hot Topic (More than 25 Replies) Re: The Book of Magic (Read 22571 times)
John
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Re: The Book of Magic
Reply #35 - Jul 27th, 2013 at 8:09pm
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The wish spell is the "grand unification theory" of magic.  It requires that the wizard have a good understanding of all seven schools of magic.  Many quests have ended in glory, and disaster over the correct formulae to cast this, the most often dreamed about, spell.


Wish: Pr=10 (Abjuration, Alteration, Conjuration, Divination, Evocation, Enchantment, Necromancy)   VS.   

This spell requires the caster to speak and to dream.    That means,  the caster must spend an inventing point and  make an inventing roll to cast this spell, along with all other requirements of spell casting.   

Remember, a 95-00 roll on your inventing is a critical failure, so good luck.

Keep in mind, a failed inventing roll doesn't mean the spell didn't work.  It just means you didn't properly think things through.   Kind of a Monkey's Paw wish.
« Last Edit: Jul 28th, 2013 at 2:35pm by John »  

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Re: The Book of Magic
Reply #36 - Jul 28th, 2013 at 8:09am
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Ohhhh... john...you are an evil EVIL man!  You love giving loaded hair-trigger effects like this to your vict~ ..er players! Smiley

New complied Grimore!
  

V_V_Spell_Grimoire_-_01.pdf ( 270 KB | 32 Downloads )

"...No amount of force can control a free man, a man whose mind is free. No, not the rack not fission bombs, not anything - you can't conquer a free man; the most you can do is Kill him."
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THE ONI
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Re: The Book of Magic
Reply #37 - Jul 28th, 2013 at 9:02am
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Mentioning the Monkeys Paw. I read a Book last night where someone combined a Monkeys Paw and a Hand of Glory. Very Powerful and Dangerous to the weilder and enemy alike.

A good read and good for idea. Simon R Green for two series. The Nightside Series and Secret Histories Series.

  
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Re: The Book of Magic
Reply #38 - Jul 29th, 2013 at 6:16am
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thank you guys, great job !
  
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Re: The Book of Magic
Reply #39 - Oct 26th, 2013 at 3:52pm
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Blinding Flash: Attacks as Light Control. Generates a blinding flash as per Light Control: PR=3.

Breath Water: Allows the spellcaster to breath water for 1 hour. PR=3.

Cold Snap: Attacks as Ice Powers. An area of bone chilling cold = to the spellcasters C/2 is created. Anyone within the area suffers 1d12 damage, water freezes, etc. R=CHR. PR=8. The temp in the affected area returns to normal at 1 degree per turn.

Endure Elements: Allows the spellcaster can endure extreme weather conditions as though they had Adaptation. R=Self/Touch. PR=5 per person.

Hold: Attacks as Paralysis Ray. The victim is frozen in place, paralyzed and unable to move. Movement is reduced to zero. Normal wake up rolls apply to break free of the effect. R=CHR. PR=7.

Shockwave: Attacks as Force Field. You strike the ground, sending out a shockwave in a C/2 inch radius, anyone within the affected radius suffers 1d12 damage and must save vs. AGL or is knocked to the ground. PR=10.

Spirit Wrack: Attacks as Paralysis Ray. Victim is hit by a powerful bolt of mystic energy that will render them unconscious. Normal wake-up rules apply. Range =CHR. PR=8.

Thunderbolt: Attacks as Lightning Control, doing 2d8 damage, and serving as a carrier for a Sonic Attack of 1d12. Range = INT x 2, PR=7.
  

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dsumner
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Re: The Book of Magic
Reply #40 - Oct 26th, 2013 at 4:39pm
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Contagion: Attacks as Poison/Venom. Victim must save vs. END (1d100) or is infected with a disease that causes him to act as though fatigued for 1d4 days, or until a successful save END save is made. 1 save is allowed for every 4 full hours of rest the character gets. PR=20.

Ignore: Attacks as Mind Control. Save vs. INT or for one hour sentient creatures will ignore anyone affected by the spell as though they were not there. R=C/2”. PR=7+2 per an additional person affected. 

True Sight: Allows the spellcaster to see the true image of any object, as well as anyone hidden by invisibility or illusions. R=C, PR=5.
« Last Edit: Oct 27th, 2013 at 6:30pm by dsumner »  

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Re: The Book of Magic
Reply #41 - Oct 26th, 2013 at 8:30pm
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THE ONI wrote on Jun 9th, 2009 at 9:03pm:
John wrote on May 3rd, 2009 at 11:03pm:
Thanks to CLanggedor for gathering this list.


Any thoughts on a Cantrip? Something that causes 1pt or no points of damage but has minor effects like lighting a candle or light gust of wind. I know a perspective Spellcaster who might be interested.


I swear I thought you guys were talking about CATNIP until my eyes focused correctly.
  
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Re: The Book of Magic
Reply #42 - Oct 27th, 2013 at 2:31am
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dsumner wrote on Oct 26th, 2013 at 3:52pm:
Shockwave: Attacks as Force Field. You strike the ground, sending out a shockwave in a C/2 inch radius, anyone within the affected radius suffers 1d12 damage and must save vs. AGL or is knocked to the ground. PR=10.


What kind of save?  I assume d20?

Great ideas here, D.
  
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Re: The Book of Magic
Reply #43 - Oct 27th, 2013 at 6:22am
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Majestic wrote on Oct 27th, 2013 at 2:31am:
dsumner wrote on Oct 26th, 2013 at 3:52pm:
Shockwave: Attacks as Force Field. You strike the ground, sending out a shockwave in a C/2 inch radius, anyone within the affected radius suffers 1d12 damage and must save vs. AGL or is knocked to the ground. PR=10.


What kind of save?  I assume d20?

Great ideas here, D.


Sorry about that...d20
  

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Re: The Book of Magic
Reply #44 - Oct 27th, 2013 at 7:18pm
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Curse: The spellcaster places a bad luck curse on his target. All of the victim’s actions are at -4 until the curse is broken. To be effective, the spellcaster must know his target’s “true name”. The specific requirements needed to break the curse are left up to the GM to determine. R=CHR. PR=25.

Locate: Acts as Heightened Senses allowing you to determine the location of a specific object or person, as long as that object/person is within range. The range of the spell varies based on the amount of power used to fuel it (use same scale as Teleportation).
« Last Edit: Nov 8th, 2020 at 1:02am by dsumner »  

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Re: The Book of Magic
Reply #45 - Dec 6th, 2013 at 11:23am
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And here's a few magic items.

Excalibur: An enchancted longsword. +4 to hit, HTH+1d12 damage. +4 Charisma bonus. Ignores SR of objects with an SR of 12 or less. May only be welded by descendents of the Pendragon family blood line, or it looses it’s special abilities.

Medusa Mask: A mask that grants its wearer the ability to turn living creatures to stone with its gaze. Attacks as Transmutation. R=25 inches. 8 uses per day.

The Spear of Destiny: +4 to hit. HTH+1d12 damage. Ignores the SR of any object with a SR of 18 or less. Has two special abilities:
a) Once per day, the bearer can be granted a damage bonus = to his CHR score, as long as he believes his cause is just.
b) +8 Charisma bonus. The additional Charisma DOES NOT count toward the damage bonus.

Thor’s Belt: An enchanted Asgardian belt that grant’s its wearer +30 Strength, and doubles their carrying capacity when worn.
« Last Edit: Dec 12th, 2013 at 11:41am by dsumner »  

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dsumner
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Re: The Book of Magic
Reply #46 - Dec 12th, 2013 at 11:41am
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Just wondering what you guys think of the latest additions to this thread?
  

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Re: The Book of Magic
Reply #47 - Dec 12th, 2013 at 4:14pm
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great work Dom like your insght
  
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Re: The Book of Magic
Reply #48 - Sep 20th, 2014 at 7:46pm
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Bump
  
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Re: The Book of Magic
Reply #49 - May 30th, 2015 at 10:56am
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John,

What does Star Gazing do?
  
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Re: The Book of Magic
Reply #50 - May 30th, 2015 at 12:38pm
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Acts as cosmic awareness.
  

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dsumner
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Re: The Book of Magic
Reply #51 - Jun 16th, 2015 at 5:37am
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Medusa's Gaze: The target must save vs. Charisma or Agility (to outright avoid looking at the spell caster's eyes), or be turned to stone. Attacks as Transformation, R=C, PR=12.

Strength Drain - AKA: Delila's Touch: Drains 2d6 points points from the victim's STR score (STR can't be reduced below 0). STR points return at a rate of 1 point per hour.Attacks as HTH, R=Touch, PR=3.
  

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Re: The Book of Magic
Reply #52 - May 6th, 2017 at 9:30am
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Bumping again
  
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dsumner
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Re: The Book of Magic
Reply #53 - May 7th, 2017 at 4:15pm
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I've got a couple of new magic items I need to add to this thread. I'll try to get around to adding them this week.
  

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Re: The Book of Magic
Reply #54 - Oct 2nd, 2017 at 5:23pm
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I've been tinkering with a few more spells. If any of you are interested in checking them out, I can post them.
  

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Re: The Book of Magic
Reply #55 - Oct 2nd, 2017 at 7:53pm
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always interested in new spells
  
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Re: The Book of Magic
Reply #56 - Oct 3rd, 2017 at 9:52pm
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Truth Tell: Anyone affected by the spell is unable to lie for one hour, and must answer all questions directed at them truthfully. Attacks as Mind Control. Radius = CHR. PR=5.

Aura Reading: Allows the spell caster to see the target's aura, and determine whether a person, being, object, etc. is good, evil, or neutral. Good = White, Evil = Black, Neutral = Gray.

Aura of Fear: Attacks as Mind Control. The victim must save vs. C (d100) or run away in fear. Radius = C, PR=15.

Spikes: Earthen spikes erupt out of the ground inflicting 1d8 points of damage to the target. Attacks as HTH. R=C. PR=2.
« Last Edit: Nov 8th, 2020 at 1:03am by dsumner »  

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Re: The Book of Magic
Reply #57 - Oct 12th, 2017 at 4:30pm
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Have any of you tried these out in your games? If so, how'd they work? I'm looking for a bit of feedback so I can make adjustments to the writeups.
  

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Re: The Book of Magic
Reply #58 - Oct 13th, 2017 at 8:49am
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No, but they don't look OP to me...
  
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Re: The Book of Magic
Reply #59 - Oct 13th, 2017 at 9:32pm
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Hammer wrote on Oct 13th, 2017 at 8:49am:
No, but they don't look OP to me...



If you do, let me know how they worked out.
  

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Re: The Book of Magic
Reply #60 - Aug 26th, 2018 at 1:21am
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Word of Command: pr= 15 E/C V   Range all who can hear and understand. Caster rolls Ed20 if saved roll Wd100 any one who hears the one verb spoken and has a W under the caster’s roll MUST do that verb for Level/3 actions.  Rounded down.
  

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Re: The Book of Magic
Reply #61 - Aug 26th, 2018 at 1:25am
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Death Ward: pr=50 VSM caster needs myrrh. A/N/E caster anoints being and that person can not die. The being still takes wounds, damage etc, but can not die. Lasts level times days.


Summon Storm: pr= 10 VSM C needs iron. Creates a thunderstorm in caster’s area. W/2 miles. Lasts W/4 hours. Caster has no control. He just summons a storm.


Stammer: Pr=5 VS E as paralysis. Targets W people.  Targets must save E100 to speak. Lasts until save is made.


Inspiration: Pr=75 VSM E/D can only be cast during sunrise on solstice or equinox.  Needs something or someone that inspires caster.  Caster gains I/10 inventing points.


Partition: Pr=100 VSM E/A/C  needs a diamond that acts as anchor for the spell. Can be reused, but if spell is broken diamond shatters.  Caster and target are separated from the universe which appears as black and whites. Only those in the partition have color. This demi plane only kind of interacts with the real plane. Nothing in the partition can harm outside and vice versa . Lasts as long as caster spends 5 power a turn.


Battlecry: Pr= 7 VSM must have a flag, sword etc to rally . Cd20 success are added to the next Level/3 attacks


Boom! Pr=7 VS E caster says Boom and everyone in caster’s W radius in feet takes 1d12 damage from an explosion. Even the floor!


Dazzle: Pr=4 VSM E/C needs something shiny. Creates light flashes that distract enemies. Gives caster/ target light defense and targets must save Wd20 or lose next action from distraction / confusion from light show.


Roar: Pr=4 VSM need big cat claw or tooth witch is not consumed. Caster roars causing all an emotion attack. If failed they panic ( -8 on all die)


Giant Size: Pr= 3xHF M E/Alt caster grows to the size of a giant. Lasts L/3 rounds. Needs the hair of a giant which is consumed.


Banish: Pr= 30 VSM C/Ab needs an object that the caster doesn’t know where it came from. Target saved Wd100 or cast to adjacent dimension. GM rolls 1d12 to see where they go. Component goes with them.


Phantom Dagger: Pr= 8 S E creates a dagger that does not exist. Target rolls WD100 if they fail they are hit by the dagger. Can not roll or avoid damage via Armor/Invulnerability/ rolling etc. damage is per a normal dagger attack by caster. If willpower is used specifically against it, the spell causes no damag
  

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Re: The Book of Magic
Reply #62 - Aug 29th, 2018 at 10:35am
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Song of The Dwarves: Pr=4/turn. VS E must know Dwarven language. Singer saves Cd20 adds success to the next action of his comrades. Caster can only sing. Each action is when a be C save is made. Dwarves get an extra two success added to their rolls.
  

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Re: The Book of Magic
Reply #63 - Nov 8th, 2020 at 2:08am
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Frost Beam : A beam of freezing cold emanates from the character's hands, inflicting 1d12 damage to anyone caught in the arc. Attacks as Ice Powers. R=I inches. PR=3. 

Frost Cloud : Creates a 1' x 1" cloud that freezes objects within the affected area. Attacks as Ice Powers inflicting 1d12 damage. R=I inches. PR=3.

Ghost Form: The character becomes non-corporal as per the power. PR=7 per hour.

Ice Shards: Razor sharp shards of ice form in front of the spellcaster, before flying toward their intended target. Attacks as Ice Powers. 1D12 damage. R=I inches. PR=2.

Shroud of Darkness: Creates an area of complete darkness.

Stomp:
  

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Re: The Book of Magic
Reply #64 - Nov 29th, 2021 at 5:27am
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I'm bumping this up, as I'll be using several of these as part of a little something I'm working on. I'm also tinkering with some magic items for use by the characters, one of which is a helmet that enhances the wearer's natural mystical abilities, as well a granting them several new powers.
  

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