Thread for Player-Created Spells.

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 Player-Created Spells.
The Narrator
9:21am, July 18, 2013
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Exactly what it says on the Tin. Though of course, certain spells will be denied on basis of its background. Stuff that lets you create supernovas for example with a fingersnap is obviously off the table. More so, if it comes from one of the "Level 1" PC's.


Second of all, spells can't be spells just because. They must have a purpose, even if its for nothing more then a laugh. So in crafting your spell, think of the following.


1.) What sort of people would use it?


2.) Who is the creator, and why would he or she make something like this?


3.) Are there any normal applications for this spell outside of battle conditions?


4.) What are some of the types of people to use this spell?


As a final note, when making your spell be sure to use the following system.


Spell Name: Self-Explanatory
Spell Effect: What this spell does.
Creator: Where did this spell come from?
Origin: Where can you learn this spell?
Level: What level class is this spell ranked?
Lethality: How lethal is this spell?

That said, have fun. I look forward to some of what you can create.

Keep in mind not all spells may be accepted off the bat, for one reason or another. Any spells that do make it into the system, shall be put in the link below.

Right here!




Game Wise, using the system to create spells requires the following.

You can only do this once per month.

You must succeed on a DC 20 Arcane, Linguistics and Gifted roll one after the other. The first to understand, the second to craft the words the last to implement it.

Two out of three will be an ordinary failure. Two failures will be an accident whose severity will be determined by a 1d3 dice roll. Three failures will be at the GM's discretion, but will always cost you dearly.

1=Worst-case scenario. It blows up in your face, death is a real possibility, you open a portal where demon bunnies drag you to their fluffy hell, you get the picture.

2=Your hair falls out, your arm becomes a tentacle, you transform into a pig, your mouth vanishes...Nothing particularly life-threatening, but enough to cause you discomfort.

3= Nothing happens, but the sting of failure will haunt you for that month as you research your way into the next time.


Edited 9:37am, July 18, 2013 by The Narrator, author.
 
The Narrator
9:27am, July 18, 2013
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Some examples.


Spell Name: Shocking Grasp
Spell Effect: Produces a mild electrical shock akin to a joybuzzer though stronger variations have been recorded.
Creator: Miskatonic University. Medical Department
Origin: Miskatonic University
Level: 3-4
Lethality: Repeated Bursts to the heart section can stop it, depending on the shock and the power used in it.


Spell Name: Shocking Ray
Spell Effect: Electrical variation of the Scorching Ray spell. Akin to a taser.
Creator: U.K.P.D.
Origin: U.K.P.D.
Level: 3-4
Lethality: Repeated Blasts can stop the heart, depending on the shock and the power used in it.

Edited 9:28am, July 18, 2013 by The Narrator, author.
 
Wander
5:22am, July 29, 2013
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Spell Name: Shocking Jab
Spell Effect: A mild amount of electricity focuses in either of Wander's hands and strenghten his blows along with seeming like taking a taser blast.
Creator: The Elders of the Oroboros tribe
Origin: The Elders of the Oroboros Tribe were the ones to perfect this spell having a long history of using Electric-based spells.
Level: 2
Lethality: Repeated Bursts to the heart section can stop it, depending on the shock and the power used in it.


Spell Name: Volt Charge
Spell Effect: Electricity covers Wander's entire body and acts as a sort of 'armor' to Wander, that being said it doesn't STOP a blade or a pistol from stabbing/shooting him but if someone was to punch him, they COULD punch him but they'd be zapped as a side-effect.
Creator: The Elders of the Oroboros tribe were said to have invented this as a way of hunting wild boar and such by leaping upon their backs and eventually killing the beast by leading it to a puddle where the electricity would kill the beast.
Origin: Elders of the Oroboros tribe.
Level: 2 normally but if done in a large enough body of water, both the user and whoever else is in the water of them will be killed by the electricity. This is why Wander doesn't like rainy days.
Lethality: If the user manages to hang on long enough to their opponet while this spell is active, they might be able to burn them using th electricity but it'd take quite a while to actually kill them.
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