Post by logan9a on Jan 29, 2019 18:42:30 GMT
Gate and time spells
Slow time -> set bind point (self) -> set bind point (other) -> Phase -> Phase (other) -> blink ->
-> Identify Gate -> teleport -> Reorient gate -> group teleport
Note - set bind point (other) and phase (other) can be broken off into separate branches if we can find other stuff to replace them.
Identify Gate (made by Pete)
Casting time: 5 rounds
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Tells you where the gate goes to, how to open it and MP cost - if any. You need an active gate to cast this.
Reorient Gate (made by Pete)
Casting time: 24 rounds
Range: 3m
Duration: Sunup/sundown
MP cost: 16mp
Allows caster to change where the gate is going to. Note, the caster must have already been to where the gate will go and know it well (’climatized’). The gate is re-oriented until duration ends.
Slow time
Casting time: 1 round
Range: Self
Duration: 3 rounds
MP cost: 8mp
All combat skills are at +10% because hey - time is slowed. Dodge, to hit, etc. This bonus stacks but only with other spells that do not affect time.
Phase
Casting time: 12 rounds
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
You can only have one of these active on yourself at a time. The next time you’re attacked, you may choose to phase rather than taking the attack. You can only know if it hits or not, not how much damage is done before choosing whether is ‘phased’ or not. Basically it is a ‘smart’ one shot defense.
This is great if you are attacked from a single explosive. Note that even in the case of being able to ‘phase’ an explosive, you may still suffer secondary damage from the ceiling collapsing onto you, poison gas released by the device, etc. Also, certain sorts of explosions (pretty much anything larger than an mortar shell) will completely overwhelm this simple spell. While this may keep you from getting pasted due to a small amount of plastic explosive or simple bomb, it will completely collapse ineffectually if more damage is done to it. Note - this spell can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Note that certain attacks (falling into a bunch of spikes, having a ceiling collapse on you) will actually do more damage if you were to phase them then reappear with them inside of you. Using this ‘smart defense’ in that way is not recommended.
Example: A big bolder falls to where you are standing and makes you go squish. If you were to phase it and then reappear within the boulder you would be dead. Better in that case to suck it up, take the damage and hope your buddies can move the boulder off of you. If in doubt, ask the GM.
Phase (other)
Casting time: 12 rounds
Range: 1m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
The target can only have one of these active at a time. (Means all phase spells - you can’t have phase and phase other both on you.) The next time they’re attacked, they may choose to phase rather than taking the attack. They can only know if it hits or not, not how much damage is done before choosing whether is ‘phased’ or not. Basically it is a ‘smart’ one shot defense.
This is great if you are attacked from a single explosive. Note that even in the case of being able to ‘phase’ an explosive, you may still suffer secondary damage from the ceiling collapsing onto you, poison gas released by the device, etc. Also, certain sorts of explosions (pretty much anything larger than an mortar shell) will completely overwhelm this simple spell. While this may keep you from getting pasted due to a small amount of plastic explosive or simple bomb, it will completely collapse ineffectually if more damage is done to it. Note - this spell can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Note that certain attacks (falling into a bunch of spikes, having a ceiling collapse on you) will actually do more damage if you were to phase them then reappear with them inside of you. Using this ‘smart defense’ in that way is not recommended.
Example: A big bolder falls to where you are standing and makes you go squish. If you were to phase it and then reappear within the boulder you would be dead. Better in that case to suck it up, take the damage and hope your buddies can move the boulder off of you. If in doubt, ask the GM.
Blink
Casting time: 1 round
Range: Self (only)
Duration: 5 rounds
MP cost: 10mp
Every time you try to attack someone, you need to roll a 80% or less - if successful, you can do it normally. If not, you just miss. (No crit or fumble).
If anyone attempts to attack you, they need to roll a 50% or less. If successful, they can do their to hit and damage roll normally. If not, they just miss. (No crit or fumble). Certain creatures may be immune to the effects of this spell or suffer only a mild penalty to their attack roll rather than getting an automatic failure percentage.
The big disadvantage of this spell is that every round you are disappearing from one place and reappearing close by like a cat on crack. This may not be a good place. Narrow bridges, next to lava, etc are stupid places to cast this spell as the GM will then require luck rolls (possibly at a stiff negative) to not appear in a really horrible spot. Good news though, you won’t teleport into walls or furniture. You may appear right above something like lava, a pit, etc - only cast this in a large open flat place as you stay on the same plane. If there is no where safe to teleport, you keep teleporting into the same spot thus negating the spell.
If the attack is an area of effect (or cone, etc) that attack will hit normally as you reappear when you disappear hence you are always somewhere. This spell does not help against falling damage - pick up ‘feather fall’ or a nice parachute.
This is a desperation spell and may only ever be cast on one’s self.
Dimensional pocket MOVE THIS OUT OF HERE
Casting time: 2 rounds
Range: 1m
Duration: Till sunup or sundown
MP cost: 4 mp
An object of five pounds or less which could conceivably be hidden under a trench coat can be hidden on the caster in an extra dimensional pocket. The object is not findable without some sort of counter spell, detect magic, etc. The item can be drawn when wished in one round (possibly ‘fast drawn’ if they have the skill. The player may only have one object hidden on them at a time.
Set Bind Point
Casting time: 10 rounds
Range: Self
Duration: Permanent
MP cost: 6mp
You can have one bind point per ‘zone’. If you set a new bind point, the old one goes away. If you die, this is where you end up so choose wisely where to make this spot. Can’t be counter spelled. Note, if your bind point is put somewhere that is destroyed - or where you cannot survive, upon respawning there (or teleporting there) you die again then are bound to a different spot (GM choice) and come back there. It is best to think before you bind.
Set Bind Point (other)
Casting time: 10 rounds
Range: 1m
Duration: Permanent
MP cost: 6mp
Allows you to set the bind point of a willing target. They can have one bind point per ‘zone’. If they get a new bind point, the old one goes away. If the target is unwilling (though other magic or drugs may have made them willing) the spell fails. Problem is, the caster doesn’t know if the spell fails as they still pay full cost. If you die, this is where you end up so choose wisely where to make this spot. Can’t be counter spelled. Note, if your bind point is put somewhere that is destroyed - or where you cannot survive, upon respawning there (or teleporting there) you die again then are bound to a different spot (GM choice) and come back there. It is best to think before you bind.
Teleport
Casting time: 5 rounds
Range: Self
Duration: Instantaneous
MP cost: 6mp
Takes the character to their previously set bind point if it is within the same ‘zone’ they are. If no bind point has been set, either nothing happens (other than MP loss) or the GM can (if they want) move them to whatever messed up place they desire. Or fragment their body throughout the zone causing them to lose all of their gear and resurrect. Whatever. Note that this only takes the person with their gear. Although you could take a corpse (some people have strange gear) other living beings may not be taken.
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Note3: It is best to keep the location of your bind point flat, open and secret. Someone placing a large table in the midst to cut everyone in half and force them to return from their starting point is a great gag.
Group Teleport
Casting time: 5 rounds
Range: 3m
Duration: Instantaneous
MP cost: 6mp per person including the caster
Takes the caster and any persons they specify (and have MP for) within 3m with him/her to the caster’s bind point. No other ‘teleportee’ may say ‘let’s go to my bind point instead’. Example: The caster and two of their friends go for a total of 18mp. If no bind point has been set, either nothing happens (other than the caster losing a lot of MP) or the GM can (if they want) move the group to whatever messed up place they desire. Or fragment their bodies throughout the zone causing them to lose all of their gear and resurrect. Whatever. Note that this only takes the person with their gear. Although you could take a corpse (some people have strange gear) other living beings may not be taken.
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Note3: It is best to keep the location of your bind point flat, open and secret. Someone placing a large table in the midst to cut everyone in half and force them to return from their starting point is a great gag.
Slow time -> set bind point (self) -> set bind point (other) -> Phase -> Phase (other) -> blink ->
-> Identify Gate -> teleport -> Reorient gate -> group teleport
Note - set bind point (other) and phase (other) can be broken off into separate branches if we can find other stuff to replace them.
Identify Gate (made by Pete)
Casting time: 5 rounds
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Tells you where the gate goes to, how to open it and MP cost - if any. You need an active gate to cast this.
Reorient Gate (made by Pete)
Casting time: 24 rounds
Range: 3m
Duration: Sunup/sundown
MP cost: 16mp
Allows caster to change where the gate is going to. Note, the caster must have already been to where the gate will go and know it well (’climatized’). The gate is re-oriented until duration ends.
Slow time
Casting time: 1 round
Range: Self
Duration: 3 rounds
MP cost: 8mp
All combat skills are at +10% because hey - time is slowed. Dodge, to hit, etc. This bonus stacks but only with other spells that do not affect time.
Phase
Casting time: 12 rounds
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
You can only have one of these active on yourself at a time. The next time you’re attacked, you may choose to phase rather than taking the attack. You can only know if it hits or not, not how much damage is done before choosing whether is ‘phased’ or not. Basically it is a ‘smart’ one shot defense.
This is great if you are attacked from a single explosive. Note that even in the case of being able to ‘phase’ an explosive, you may still suffer secondary damage from the ceiling collapsing onto you, poison gas released by the device, etc. Also, certain sorts of explosions (pretty much anything larger than an mortar shell) will completely overwhelm this simple spell. While this may keep you from getting pasted due to a small amount of plastic explosive or simple bomb, it will completely collapse ineffectually if more damage is done to it. Note - this spell can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Note that certain attacks (falling into a bunch of spikes, having a ceiling collapse on you) will actually do more damage if you were to phase them then reappear with them inside of you. Using this ‘smart defense’ in that way is not recommended.
Example: A big bolder falls to where you are standing and makes you go squish. If you were to phase it and then reappear within the boulder you would be dead. Better in that case to suck it up, take the damage and hope your buddies can move the boulder off of you. If in doubt, ask the GM.
Phase (other)
Casting time: 12 rounds
Range: 1m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
The target can only have one of these active at a time. (Means all phase spells - you can’t have phase and phase other both on you.) The next time they’re attacked, they may choose to phase rather than taking the attack. They can only know if it hits or not, not how much damage is done before choosing whether is ‘phased’ or not. Basically it is a ‘smart’ one shot defense.
This is great if you are attacked from a single explosive. Note that even in the case of being able to ‘phase’ an explosive, you may still suffer secondary damage from the ceiling collapsing onto you, poison gas released by the device, etc. Also, certain sorts of explosions (pretty much anything larger than an mortar shell) will completely overwhelm this simple spell. While this may keep you from getting pasted due to a small amount of plastic explosive or simple bomb, it will completely collapse ineffectually if more damage is done to it. Note - this spell can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Note that certain attacks (falling into a bunch of spikes, having a ceiling collapse on you) will actually do more damage if you were to phase them then reappear with them inside of you. Using this ‘smart defense’ in that way is not recommended.
Example: A big bolder falls to where you are standing and makes you go squish. If you were to phase it and then reappear within the boulder you would be dead. Better in that case to suck it up, take the damage and hope your buddies can move the boulder off of you. If in doubt, ask the GM.
Blink
Casting time: 1 round
Range: Self (only)
Duration: 5 rounds
MP cost: 10mp
Every time you try to attack someone, you need to roll a 80% or less - if successful, you can do it normally. If not, you just miss. (No crit or fumble).
If anyone attempts to attack you, they need to roll a 50% or less. If successful, they can do their to hit and damage roll normally. If not, they just miss. (No crit or fumble). Certain creatures may be immune to the effects of this spell or suffer only a mild penalty to their attack roll rather than getting an automatic failure percentage.
The big disadvantage of this spell is that every round you are disappearing from one place and reappearing close by like a cat on crack. This may not be a good place. Narrow bridges, next to lava, etc are stupid places to cast this spell as the GM will then require luck rolls (possibly at a stiff negative) to not appear in a really horrible spot. Good news though, you won’t teleport into walls or furniture. You may appear right above something like lava, a pit, etc - only cast this in a large open flat place as you stay on the same plane. If there is no where safe to teleport, you keep teleporting into the same spot thus negating the spell.
If the attack is an area of effect (or cone, etc) that attack will hit normally as you reappear when you disappear hence you are always somewhere. This spell does not help against falling damage - pick up ‘feather fall’ or a nice parachute.
This is a desperation spell and may only ever be cast on one’s self.
Dimensional pocket MOVE THIS OUT OF HERE
Casting time: 2 rounds
Range: 1m
Duration: Till sunup or sundown
MP cost: 4 mp
An object of five pounds or less which could conceivably be hidden under a trench coat can be hidden on the caster in an extra dimensional pocket. The object is not findable without some sort of counter spell, detect magic, etc. The item can be drawn when wished in one round (possibly ‘fast drawn’ if they have the skill. The player may only have one object hidden on them at a time.
Set Bind Point
Casting time: 10 rounds
Range: Self
Duration: Permanent
MP cost: 6mp
You can have one bind point per ‘zone’. If you set a new bind point, the old one goes away. If you die, this is where you end up so choose wisely where to make this spot. Can’t be counter spelled. Note, if your bind point is put somewhere that is destroyed - or where you cannot survive, upon respawning there (or teleporting there) you die again then are bound to a different spot (GM choice) and come back there. It is best to think before you bind.
Set Bind Point (other)
Casting time: 10 rounds
Range: 1m
Duration: Permanent
MP cost: 6mp
Allows you to set the bind point of a willing target. They can have one bind point per ‘zone’. If they get a new bind point, the old one goes away. If the target is unwilling (though other magic or drugs may have made them willing) the spell fails. Problem is, the caster doesn’t know if the spell fails as they still pay full cost. If you die, this is where you end up so choose wisely where to make this spot. Can’t be counter spelled. Note, if your bind point is put somewhere that is destroyed - or where you cannot survive, upon respawning there (or teleporting there) you die again then are bound to a different spot (GM choice) and come back there. It is best to think before you bind.
Teleport
Casting time: 5 rounds
Range: Self
Duration: Instantaneous
MP cost: 6mp
Takes the character to their previously set bind point if it is within the same ‘zone’ they are. If no bind point has been set, either nothing happens (other than MP loss) or the GM can (if they want) move them to whatever messed up place they desire. Or fragment their body throughout the zone causing them to lose all of their gear and resurrect. Whatever. Note that this only takes the person with their gear. Although you could take a corpse (some people have strange gear) other living beings may not be taken.
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Note3: It is best to keep the location of your bind point flat, open and secret. Someone placing a large table in the midst to cut everyone in half and force them to return from their starting point is a great gag.
Group Teleport
Casting time: 5 rounds
Range: 3m
Duration: Instantaneous
MP cost: 6mp per person including the caster
Takes the caster and any persons they specify (and have MP for) within 3m with him/her to the caster’s bind point. No other ‘teleportee’ may say ‘let’s go to my bind point instead’. Example: The caster and two of their friends go for a total of 18mp. If no bind point has been set, either nothing happens (other than the caster losing a lot of MP) or the GM can (if they want) move the group to whatever messed up place they desire. Or fragment their bodies throughout the zone causing them to lose all of their gear and resurrect. Whatever. Note that this only takes the person with their gear. Although you could take a corpse (some people have strange gear) other living beings may not be taken.
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Note3: It is best to keep the location of your bind point flat, open and secret. Someone placing a large table in the midst to cut everyone in half and force them to return from their starting point is a great gag.