Post by logan9a on Jan 29, 2019 19:29:00 GMT
Sword Trick -> simple pocket -> extra sword trick -> extra weapon trick -> Complex pocket -> extra simple pocket -> Small bag -> Single item pull -> Santa -> Extradimensional Lost & Found/Ltd IGIHS
Note for all spells within the pocket tree - if dispelled (anti-magic field, etc) luck roll or whatever is tricked disappears forever. If a luck roll is made, then the item drops to the floor. Some sorts of higher than spell level ‘spell strippers’ do not even give the luck roll. The item simply disappears. Sometimes putting something into an extradimensional pocket can keep it safe, sometimes doing so will put it at great peril. Choose wisely. GM note: Although we could make it so that if the players go into a low/no magic zone the stuff disappears I don’t bother. They will need to do a willpower roll to get it out unless it is no magic then fuck you, it’s stuck in there.
Contents
Rank One
Rank Two
Rank Three
Rank Four
Rank Five
Rank Six
Rank Seven
Rank Eight
Rank Nine
Rank Ten
Spell Descriptions
Rank One
Sword Trick
Casting time: 5 rounds
Range: Touch
Duration: till sword drawn
MP cost: 6mp
This allows the player to ‘hide’ a sword on them. If they’re not wearing suitable clothing (like a trench coat for example) they could just hide it behind their back to cast the spell. Same again for ‘drawing’ it. If they were naked they’d pull it out from behind their back or anywhere somewhat plausible nearby. They cannot just make the item materialize in full view.
They are utilizing an extra dimensional pocket which is extremely limited and only holds one thing. Each time they wish to store the sword (wide varieties of swords are available from the Roman short sword up to a 2h ‘long sword’ - but it must be able to be hidden under a trench coat - that is the size limitation. A normal trench coat the character could wear. Also this only works with swords.
Note - no roll to pull out the item, the spell success is to put it in.
[GM note: Only this spell works unopposed in ‘red carpet’. Others - even from the same tree require a willpower x3 roll to pull off.]
[Yes, this ONLY works with swords - no axes etc though if they learn this then they could go for a different weapon on the secret tree. Yes, that one is still an extra willpower x3 to pull off.]
Note - only one weapon can be in ‘storage’ at a time, even if you know multiple ‘tricks’. [Example: If someone knows ‘sword trick’ and ‘ax trick’, they can only have one of those weapons stored on them at any particular time.]
Other notes: If going through some item stripping gates (not all) items within this extra dimensional space stay with you. Some gates rip everything away despite this magic - consult GM. If the PC hits a ‘null zone’ the items are inaccessible (unless the PC has some special super power - not a spell - which still allows magic to work for them) until they leave that area. [GM note: Matrix powers ‘Walking Anomaly’ can get around this limitation.]
Note that spell ‘Different very specific archaic weapon’ works the same way as ‘sword trick’ but with a specified weapon. You must decide on a specific weapon then it becomes ‘ax trick’ or ‘hammer trick’, etc. This will slightly expand the usefulness of getting a critical on ‘sword trick’ after learning ‘general pocket’ as you can keep gaining new skills for hiding various weapons. Limitation - one ‘trick’ for each medieval weapon on the list that could fit into a trench coat. Sure, they can have ‘bola trick’ but remember only one total weapon can be stored so it will either be a sword or a bola.
Note for all spells within the pocket tree - if dispelled (anti-magic field, etc) luck roll or whatever is tricked disappears forever. If a luck roll is made, then the item drops to the floor. Some sorts of higher than spell level ‘spell strippers’ do not even give the luck roll. The item simply disappears. Sometimes putting something into an extradimensional pocket can keep it safe, sometimes doing so will put it at great peril. Choose wisely.
OTHER LIMITATIONS FOR THIS ENTIRE TREE
All spells within this tree fall into either trick (producing a weapon), bag or pocket. You can only have one trick, bag and pocket spell going on you at the same time. In other words, the character could not have both a ‘general pocket’ and a ‘complex pocket’ running on them at the same time. Attempting to do so can cause problems, the nature of which is up to the GM but it is nasty and results in the PC’s losing some or all of their stuff that was in - or being attempted to be put in - to these extra dimensional spaces.
Note that various things (going through a gate, death, anti-magic zones, anti-magic spells, etc) may cause things stored in these extra dimensional spaces to disappear and be lost forever. This is not a ‘safe’ storage!
To get out shit in a magic pocket in a zone with any sort of willpower roll to cast magic you need to make that willpower roll to get your shit out of the magic pocket/extra dimensional space.
Before casting the spell, the PC must specify exactly which items they are trying to ‘hide’ in the extra dimensional space. Should the character fumble when casting the spell, the items are fucking gone. Where to is up to the GM. They may be lost in the void, they may be delivered with small pink bows on to the PC’s enemies. There is just no telling.
WHAT IF YOU FUMBLE?
(see spell rules - reproduced below)
FAILING OR FUMBLING SPELLS
Fail means half the MP (round up, bitch) of that spell are gone.
Fumble means you pay the full MP cost of that spell and you may not cast that spell again until the next sunup or sundown. In addition, the GM may have it go off, hit the wrong target, give bonuses to enemies, explode or whatever his sadistic mind comes up with.
Any fumbles get you a card from the fumble deck as well.
REMEMBER
Putting shit away is where the spell casting roll is made - pulling it out is an action.
If you are attempting to access a MAGICAL pocket in a non-magic zone, you need the willpower roll. If you fumble, the non-magic of the place has forever eaten your shit.
If you have stuff in a magical pocket and go into a hard non-magical area (there are a few special ones) your shit in there may be permanently lost just from being there.
If you store valuable stuff in your magical pocket it is very iffy if you will get it back if you go exploring new zones. Or even if you go through a gate, get teleported to a new place, etc. The magical pocket is pretty reliable if you do it in a magic zone and stay within that zone. As soon as you leave it becomes either unreliable or 'at risk'.
Rank Two
Simple Pocket
Casting time: 5 rounds
Range: Touch
Duration: till item drawn
MP cost: 6mp
This allows the player to ‘hide’ a small item on them. If they’re not wearing suitable clothing (like a trench coat for example) they could just hide it behind their back to cast the spell. Same again for ‘drawing’ it. If they were naked they’d pull it out from behind their back or anywhere somewhat plausible nearby. They cannot just make the item materialize in full view.
They are utilizing an extra dimensional pocket which is extremely limited and only holds one thing. Note that it may not hold a set of things even if the set can ‘click together’. Examples of bad things to put in the pocket: lockpicks - and simply having one piece is not enough for modern locks. A pistol - though I will not quibble about the inner workings of the gun, clips and bullets would not work for this simple spell. Good example might include a 5kg bar of gold, a large diamond, etc.
The thing stored in the pocket must weight 5kg or less and be able to be hidden under a normal trench coat.
Note - no roll to pull out the item, the spell success is to put it in.
Other limitation: You can only have one of each of the pockets, bags, tricks, etc going at one time. In other words, the person could have a sword concealed (sword trick), a small block of gold (general pocket), a set of lockpicks (complex pocket) etc.
Note for all spells within the pocket tree - if dispelled (anti-magic field, etc) luck roll or whatever is tricked disappears forever. If a luck roll is made, then the item drops to the floor. Some sorts of higher than spell level ‘spell strippers’ do not even give the luck roll. The item simply disappears. Sometimes putting something into an extradimensional pocket can keep it safe, sometimes doing so will put it at great peril. Choose wisely.
Rank Three
extra sword trick
Rank Four
extra weapon trick
Rank Five
Complex Pocket
Casting time: 5 rounds
Range: Touch
Duration: till item drawn
MP cost: 6mp
This allows the player to ‘hide’ a small item on them. If they’re not wearing suitable clothing (like a trench coat for example) they could just hide it behind their back to cast the spell. Same again for ‘drawing’ it. If they were naked they’d pull it out from behind their back or anywhere somewhat plausible nearby. They cannot just make the item materialize in full view.
They are utilizing an extra dimensional pocket which is extremely limited and only holds one thing - however this may be part of a set or complex thing.
Examples: A set of lockpicks. A pistol with a clip full of ammo inside. Note that you could not take a gun belt with multiple cartridges, an extra pistol, extra ammo, etc. Just one thing.
The thing stored in the pocket must weight 5kg or less and be able to be hidden under a normal trench coat.
Note - no roll to pull out the item, the spell success is to put it in.
Other limitation: You can only have one of each of the pockets, bags, tricks, etc going at one time. In other words, the person could have a sword concealed (sword trick), a small block of gold (general pocket), a set of lockpicks (complex pocket) etc.
Note for all spells within the pocket tree - if dispelled (anti-magic field, etc) luck roll or whatever is tricked disappears forever. If a luck roll is made, then the item drops to the floor. Some sorts of higher than spell level ‘spell strippers’ do not even give the luck roll. The item simply disappears. Sometimes putting something into an extradimensional pocket can keep it safe, sometimes doing so will put it at great peril. Choose wisely.
Rank Six
extra simple pocket
Rank Seven
Small bag
Casting time: 5 rounds
Range: Touch
Duration: till item drawn
MP cost: 6mp
They are utilizing an extra dimensional pocket which is extremely limited and only holds any amount of stuff weighing 5kg or less and be able to be hidden under a normal trench coat. The limitation of this spell is that it is an all or nothing thing. If you want one item, everything comes out.
Example: Being sure to keep the weight under 5kg, a player hides a lockpick set, knife and fake ID on him. The items hidden must be specified when the spell is cast. He wants to get the fake ID. Everything comes out and to put some or all of it back, the spell must be recast. One bag, in or out.
Note - no roll to pull out the item, the spell success is to put it in.
Other limitation: You can only have one of each of the pockets, bags, tricks, etc going at one time. In other words, the person could have a sword concealed (sword trick), a small block of gold (general pocket), a set of lockpicks (complex pocket) etc.
Note for all spells within the pocket tree - if dispelled (anti-magic field, etc) luck roll or whatever is tricked disappears forever. If a luck roll is made, then the item drops to the floor. Some sorts of higher than spell level ‘spell strippers’ do not even give the luck roll. The item simply disappears. Sometimes putting something into an extradimensional pocket can keep it safe, sometimes doing so will put it at great peril. Choose wisely.
Rank Eight
Single Item Pull Pocket
Casting time: 5 rounds
Range: Touch
Duration: till item drawn
MP cost: 6mp
They are utilizing an extra dimensional pocket which is extremely limited and only holds any amount of stuff weighing 5kg or less and be able to be hidden under a normal trench coat. The nice benefit of this spell is that you can pull one item at a time.
Example: Being sure to keep the weight under 5kg, a player hides a lockpick set, knife and fake ID on him. The items hidden must be specified when the spell is cast. He wants to get the fake ID. He can pull just that out (leaving the other items hidden) - but not put it back without recasting the spell.
Note - no roll to pull out the item, the spell success is to put it in.
Other limitation: You can only have one of each of the pockets, bags, tricks, etc going at one time. In other words, the person could have a sword concealed (sword trick), a small block of gold (general pocket), a set of lockpicks (complex pocket) etc.
Note for all spells within the pocket tree - if dispelled (anti-magic field, etc) luck roll or whatever is tricked disappears forever. If a luck roll is made, then the item drops to the floor. Some sorts of higher than spell level ‘spell strippers’ do not even give the luck roll. The item simply disappears. Sometimes putting something into an extradimensional pocket can keep it safe, sometimes doing so will put it at great peril. Choose wisely.
Rank Nine
Santa Bag
Casting time: 5 rounds
Range: Touch
Duration: till item drawn
MP cost: 6mp
They are utilizing an extra dimensional pocket which is extremely limited and only holds any amount of stuff weighing 20kg or less and be able to be hidden under a normal trench coat. The nice benefit of this spell is that you can pull one item at a time.
Example: Being sure to keep the weight under 20kg, a player hides a lockpick set, knife and fake ID on him. The items hidden must be specified when the spell is cast. He wants to get the fake ID. He can pull just that out (leaving the other items hidden) - but not put it back without recasting the spell.
Note - no roll to pull out the item, the spell success is to put it in.
Note for all spells within the pocket tree - if dispelled (anti-magic field, etc) luck roll or whatever is tricked disappears forever. If a luck roll is made, then the item drops to the floor. Some sorts of higher than spell level ‘spell strippers’ do not even give the luck roll. The item simply disappears. Sometimes putting something into an extradimensional pocket can keep it safe, sometimes doing so will put it at great peril. Choose wisely.
Rank Ten
Extradimensional Lost & Found [credit: Scott]
Casting time: 5 rounds
Range: self
Duration: instantaneous
MP cost: 6mp
You pick someone's extradimensional pocket. Roll Luck x5 to draw a non-weapon object typical of it's kind (not a specific item) of your choice from out of sight. Failure on Luck means you get something funny/unwanted/useless/incriminating/san-draining (up to the GM)
The drawn object must weight 1kg or less and be able to be hidden under a normal trench coat.
Note for all spells within the pocket tree - if dispelled (anti-magic field, etc) luck roll or whatever is tricked disappears forever. If a luck roll is made, then the item drops to the floor. Some sorts of higher than spell level ‘spell strippers’ do not even give the luck roll. The item simply disappears. Sometimes putting something into an extradimensional pocket can keep it safe, sometimes doing so will put it at great peril. Choose wisely.