[PnP] Spell Comments - Negative

Sylverrs_ dragon abnaric at hotmail.com
Sat Sep 25 21:20:05 CEST 2004


Below are a list of spellls and comments thereon. Have a great weekend.

Richard


1) Turn Undead           Law
Spell will force the undead (Dead, Ghosts, Vampires,
etc.) away from caster and its affect area. It creates a force of living 
energy around the caster to overwhelm the dead. Those affected leave the 
affect area.
     Range     - (EL+1) x2" (Radius)
Duration  - EL+1 phases
BMC       - 1

I see no need for a Turn Undead spell. The general Dispel/Banish suffices. 
If, however, others disagree, this needs to be altered. The rites to turn 
dead, ghosts and undead are different. Each serves the force of a different 
Chaos court (Dead – Nergal/Murmur, Ghosts – Sin, Vampires – Lilith). A 
general turning spell is nice but it is not reasonable, in my opinion.

Memorize
     This spell allows the caster or those he is in physical contact with to 
memorize something. It is single item or piece of information. If it is a 
simple piece of information like a name or a gate code then there is no 
duration. If the information is text like a book or scroll it will take time 
to memorize the information. The information will have to be read within the 
listed duration. For that amount of text read it will be memorized. The 
Referee will determine how fast the material can be read and memorized. If 
the material is text the person can memorize Intelligence x 100 words. If 
more the spell can only trap the memory for that spell and more words will 
have to be memorized with another spell. The Time to recall is how long the 
material will be memorized before it fades from memory. If one wishes to 
increase the length of this time he can cast this spell at EL0 and recall 
the item to re-memorize. Success will add another period (Time to recall 
EL+1 phases) to the original time.
     Duration       - (EL+1)x5 turns (for longer items like books, scrolls]
     Time to recall - EL+1 Years
     BMC            - 2
     Alignment      - Law

A nice spell but unnecessary and cumbersome. Better to have them say they 
are making the effort, devote time and take Will rolls to get it done.

18) Plasticity
    This spell allows the caster to increase or decrease his size for the 
listed duration. It does not affect physical characteristics other than the 
size change.  Weight remains proportional to the change. The caster remains 
the same weight but in proportion to the size change. The caster can define 
exactly how far he grows
or shrinks. If the caster is shrunk down and in a place where he can't get 
out of and the duration ends he will grow in that space and could be in 
serious trouble. Failure does nothing. Abysmal failure will cause the caster 
to grow or shrink in a random amount determined by the Referee.
     Duration         - EL+1 turns
     Height Increase  - EL+1 feet
     Height Decrease  - ELx10 inches
     BMC              - 4
     Alignment        - Elder

Not interested. Can add a Spriggans affect spell if desired. Don’t what to 
add the incredible stretching man. If done, will be something better.

Tempest              Elder
     This spell will create a sudden rain storm to hit the area. It can only 
be cast in open sky where there are clouds. Only the affected area gets 
rain. The caster will also be included in the area of rain.
     Duration  - (EL+1)x2 turns
     BMC       - 2

Believe there is a Rain spell already. Will check.

Weapon Mastery
This spell increases your Expertise Level in weapons that are known to the 
caster to be increased. This does not affect untrained skills (i.e. those 
not EL0 yet). The caster can affect one person on touch for this spell if 
not used on the caster. This increases only combat oriented skills (weapon 
or skills that help in combat like hand-to-hand). The increase is for the 
skill currently being used during the duration. This EL increase can affect 
damage done by those skills. The EL increase can never exceed TWO times the 
MAX EL for that skill.
     Range     - Touch
     Duration  - EL+1 phases
     Increase  - +EL/3, rounded up [To EL of skill]
     BMC       - 3
     Alignment - Balance
Optional: Spell can be used as an area effect spell to increase the ELs for 
all allies in the group. Used in this case the spell is cast at 3x the cost. 
Inclusions are EL+1 people to include for this effect. Range in this case 
would be (EL+1)x2" a radius around the caster. The Caster should be one of 
those included if he wishes the effects of the spell.
Example: A wizard is in a fight and casts EL6 Mastery. He is using a War 
Staff and gets a +2 EL to his normal EL2 making it a EL4 for damage and roll 
purposes.
Note: Special attributes has Skill Mastery but this allows a temporary 
increase in ELs during combat. A Referee may want to limit this EL increase 
in Assassin skill as it is a powerful skill already. I thought about a 
attribute increase spell but there’s enough Natural magic items out there to 
do that but it could be a option for a Referee.  If a caster does not know 
how to use a Pike and picks up
a Pike this spell will not increase the EL in that spell since it is 
unlearned.

Don’t like this spell. Are more than enough existing means for such without 
this kind of thing.

Duplicate
    This spell will duplicate objects for the caster. The caster must touch 
the object to duplicate it. The object will be an exact copy of the 
original. It only affects inanimate objects. The following characteristics 
apply for the spell:
  Food: A food item like a Apple or a loaf of break is the basic unit to 
copy. It creates the full nutritional value of the item and the same size of 
the item.
  Clothing: Clothing items are an exact copy of the original like a tunic or 
a pair o boots.
  Weapon: A weapon can be copied but will take a bit more time. For weapons 
an additional EL phases is required. For projectiles like arrows or sling 
projectiles the caster can grab a handful and duplicate the exact amount of 
those in another pile. So if 10 arrows are held it will duplicate 10 more on 
the ground. But for weapons like swords or bows it will only create 1 copy.
  Magical Items: Magical items can be copied but will use MDVx5 to resist 
the spell and if this is the case it will copy it as for 1 object and 1 
copy. Any failure will be Abysmal. If the item contains a personality or 
soul of any kind, the wizard attempting to copy it will be possessed by the 
item if an Abysmal occurs.
  Other: Other items are dependent up to the Referee within reason. Only 
small objects should be copies. Things like Wagons or Houses can not be 
duplicated. A general rule of thumb is if the person can hold the object and 
lift it then it is able to be copied.
     Range     - Touch
     Duration  - EL phases [time to build plus any additional above]
     BMC       - 3
     Alignment - Varies
Optional: Cast at 3x the cost it can be used to copy the CASTER himself. In 
this case it effects animate material.  It acts as a Doppelganger type 
spell. It will create EL+1 copies of himself. The copies act as if the 
caster would act normally. But if the caster is touched or attacked and hit 
the copy will disappear. If the duration ends the copies fade away. Used in 
this way he can place the copies within (EL+1)x2" away from the caster.
Note: This is a good way to help in times of need to copy a
sword, arrows or a loaf of bread to feed others. The referee can assign a 
weight limit or a size limit to the objects copyable. A typical weight limit 
could be (EL+1)x10 pounds or a size limit of say ELx10 inches as examples 
only. It is only a guideline. I know other systems have a doppelganger spell 
and this optional rule allows that without creating a new form of the spell. 
In this case it acts as a distraction for enemy. The caster can place the 
copies where he wishes. I always liked the Superman II movie where Superman 
copies himself in the Fortress of Solitude. One could use this spell 
optional rule in that exact manner. The copies would have a life of their 
own but not likely attack or do magic since that would negate their purpose.

An interesting concept that needs to be much more limited. Being able to use 
it to duplicate magical items or create a Legion effect for the caster is 
way too much. Without those capabilities, I would approve.

37) Corpse Explosion          Law
    The caster can target an already dead corpse and cause it to explode 
into a million pieces. The body must be dead. It will fail on damaged, 
unconscious or fully walking living persons. This can affect animal as well 
as humanoid corpses. The explosion can cause minor damage to everyone within 
1 hex of the corpse. It is used on one corpse at a time.
     Range     - (EL+1)x2"
Damage    - 1D3+(EL/3) RD
     BMC       - 2
Note: This could easily fit in Necromantic Powers. The explosion from bone 
and tissue can impact against others and cause minor damage that would 
typically range from 1-6 points. It can also cause the enemy to be 
distracted or cause an alarm as suddenly their allies are exploding around 
them. In some cultures this would be the ultimate in messing with this dead 
and could anger them greatly. It is a very disgusting spell but gives 
another power for the Necromancer.

The Necromancer operates by using the dead through the power of Nergal and 
Murmur. He does not destroy their resources, he uses them in their name. 
This would not be a Necromancy spell. It could be a usable anti-Necromancy 
defense however.

47) Double Attack
    This spell allows 2 attacks per phase rather than the standard 1 attack 
for the caster. The duration is increased for how long this spell continues 
as EL increases. This does not allow double magical attacks but just melee 
weapon strikes.
     Duration  - EL+1 phases
     BMC       - 3
     Alignment - Law
Note: If two-weapon fighting is used for the character then he will gain 4 
attacks based on the spell.

Too much. Other means for gaining such special combat advantages would be 
better. Don’t like it as a spell.

Nova
     The spell creates a circle of fire that emits from the caster and 
expands like a supernova. The fire will expand out to its radius limit and 
burn everything in its range with the listed damage. The spell will last 
until the fire reaches its radius limit and then dissolve.
     Damage   - (EL)D10+EL
     MR        - (EL+1)x2 PMR per phase [Expansion rate in every direction]
     Range     - (EL+1)x3" (Diameter)
     BMC       - 4
     Alignment - Law

Too strong for the BMC paid. Allows caster an ability to nuke any number of 
enemies with no difficulty whatsoever. Given existing spells and other 
additions, don’t want to add something this powerful also.






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