Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Oct 28, 2018 20:02:12 GMT
Haywire Range: 2m Casting Time: 1 Round MP Cost: 2 Duration: up to 1 minute
This spell causes a single device to behave randomly and erratically, defying any attempts to bring it under control.
Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though).
It’s impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly.
Turning off a device subject to a haywire spell doesn’t work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Oct 28, 2018 20:04:22 GMT
lmao imagine walking into a hospital and casting this on someone on life-support. "I didn't do anything, nurse. The machine just started going crazy!"
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Scott
DORA
(Scott)
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Posts: 1,919
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Post by Scott on Oct 28, 2018 20:08:36 GMT
The gesturing and shouting involved in all spellcasting should be a pretty good giveaway that you did something.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Oct 28, 2018 20:13:22 GMT
Yeah, I know. Bit hard to prove though unless the realm you're in is aware that magic is real. I just found the thought funny. Love the spell, though! More chaos!
What if you increased by doubling the last range for every 2 MP you use?
2m = 2 MP 4m = 4 MP 8m = 6 MP 16m = 8 MP
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Post by logan9a on Oct 28, 2018 20:30:14 GMT
We don't have any other spells with variable range based on MP - that would go under the meta tree (I think there's one there) so I don't want to open up that can of worms.
Thinking the haywire isn't bad though it would most definitely be more MP and possibly a bit better range - like 10m, 8MP - something like that.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Oct 28, 2018 21:29:05 GMT
EMP would be the big blowup spell that can crash planes and kill life support patients and whatnot. I think this should be considered more of a minor effect. It's just one device, and It's mainly to distract or inconvenience, not do permanent damage. It will rely heavily on the GM's creativity to keep it reined in (as in the example of the ATM spitting out receipts, not cash.)
For example, if cast on a moving car, I wouldn't expect the people in it to crash and die. It might crank the radio to full blast and start flipping stations randomly while the windows go up and down. Anything with voice software could say some funny shit. The life support patient probably starts breathing erratically and freaks out the doctors/nurses but then goes back to normal.
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Post by logan9a on Oct 28, 2018 21:40:24 GMT
"EMP would be the big blowup spell that can crash planes and kill life support patients and whatnot."
It could be in a very small, localized area.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Oct 28, 2018 23:01:23 GMT
Haywire Range: 2m Casting Time: 1 Round MP Cost: 2 Duration: up to 1 minute
This spell causes a single device or a group of small devices very close to each other to behave randomly and erratically, defying any attempts to bring it/them under control.
Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though).
It’s impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly, but any effect that would permanently break something or damage a creature should be very rare, if at all possible. (GM discretion applies)
Turning off a device subject to a haywire spell doesn’t work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.
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Post by logan9a on Oct 29, 2018 8:33:56 GMT
Haywire Range: 2m Casting Time: 1 Round MP Cost: 2 Duration: up to 1 minute
This spell causes a single device or a group of small devices if they are very close (within a meter or so) and somehow part of the device cast upon to each other to behave randomly and erratically, defying any attempts to bring it/them under control.
Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though).
It’s impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly, but any effect that would permanently break something or damage a creature should be very rare, if at all possible. (GM discretion applies)
Turning off a device subject to a haywire spell doesn’t work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.
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