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[ 8 posts ] |
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Magiros
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Posted: Thu, May 28 2015, 16:02 PM |
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Player
Joined: 28 Nov 2006
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Hey everyone, Recently I obtained some interesting components that can be used for some research roleplay. While I don't want to reveal their exact nature, I am trying to come up what I could do with them. I thought that the player base would have some ideas to toss around, if nothing else, then just to give some examples for anyone to use. I've tended to develop spells but now is the first time I simply don't know what I could do with them. So, if you got ideas and are willing to share them, please post here. In addition, I would be interested to hear how you roleplay magic in this setting. Personally, I'm often very cautious how I roleplay my character wielding magic and just lately been building courage to be more flamboyant and descriptive with it. Before I tried to avoid magnificent emotes or anything like that, so I would not seem like I know what is happening. After some research to the books, I found out that especially with arcane casters, the spells should be demonstrated as flashy and like awesome experiences. Silkinihilus, actually surprised me by taking the casters to a journey through a ritual casting and I loved it, we did not plan it, but it simply happened and made the thing more lively. After that, I've been attempting to give justice how I represent magic through my own roleplay. Here are few examples of the spells my character has worked on over the years: Ninth Circle Spell: Le'Quella Vigilant Genesis
School: Conjuration, sub-school creation, Divination Level: Wizard 9 Components: V, S Descriptor: Creation, Divination Range: Close (25 ft. + 5 ft./2 levels) Effect: One or several summoned creature shells, depending on the circle of the prepared spell. Duration: 1 hour/level (D) Saving Throw: Concentration, Will special. Read from text. Spell Resistance: No
By utilizing the gift of arcane to create pure arcane shells of creatures, similar to living creatures. The caster can create one or several creature shells, the options are endless. Tested shells have been that of aves, feline and canid animals. Once the shells have been created through utilizing conjuration subshool creation, the shells can then controlled by the caster and used to scout large areas. The created shells have demonstrate the senses of the animals they look alike. By maintaining concentration upon these forms and the connection with them, the caster can see, hear, smell, feel and taste through them. It is possible to establish a set of simple rules that the shells start to carry through, thus enabling the caster to enable greater control over rest of the senses. It has been noted that the smaller the amount of shells there are, the control over the existing shells is improved. To utilize this spell, the caster must have extensive understanding of both conjuration creation and divination schools of magic. Otherwise the spell fails to to be cast. To maintain the spell, the caster is required to have active concentration into the shells and the connections. If casters concentration is broken, the shells explode in a flash of light, not harming the surroundings. If caster spends too long time in the forms and their connections, there is a danger that the casters mind might slip into the shells and not returning before the shell is removed, regardless of the real duration of the spell. The shells are removed by impact of spell or mundane weapon.
If establishing rules upon the shells at creation there are few simple rules: 1. They can't be complex set of rules, only a route the shell will start to go through. 2. The shells can't attack or other ways harm their surroundings. 3. The shells move at the regular movement speed for that type of animal and have the same abilities of movement. Haste or other movement increasing spells do not work on the shells.
Saves:
The caster is required to have constant concentration upon the spell, therefore other actions are not enabled. If failing a concentration check, all the shells explode in a flash of light and the caster can't recast the spell in the same day. DC: = 30 + 8 x Additional shell created. Meaning if caster would create 3 shells, it would be: DC: 30 + 8 x 3 = 54 OR DM could take charge and see what is fitting for the scenario at the time!
The caster must continue to roll will saves each half an hour to avoid their mind slipping into the arcane shell. If failed, the caster is powerless to undo it, not even realizing it had occurred. Despite of the duration of the spell, the arcane shell can remain, while the rest explode. If the body of the caster perishes before the mind returns to it, only true ressurection or wish can bring the caster back. Upon caster's death, the arcane shell is destroyed as well. DC: 10 + Spell level used + Primary Casting Ability modifier + Epic Feat. Meaning if Las'Claianna would cast it: it would be: DC 10 + Spell lvl 9 + 14 + 6 = 39 OR DM could take charge and see what is fitting for the scenario at the time!
Background: This spell was originally created and used under DM Ego's supervision. However, due to his unfortunate leave, the use of this spell became quite difficult. I requested use of this in a DM event overseen by Mercedes, which he kindly granted. However, I will not impose that as a "yes" from him, rather have this request considered regardless of what took place in that event. This spell was used, as mentioned, several times under Ego's supervision. Few times used to scout Amia island, once used to scout Ostland and once used to scout for Ostlands fleet. The arcane shells by appearance look-like real animals, but by closer examination it would become evident they are not real animals. First, they don't breath nor make sounds of animals, other than what sounds movement would make. Secondly, any detect magic spell would recognize their magical nature. Originally this spell was recorded in Las'Claianna's Treatise upon Forms of Magic Post 5. While this spell is slightly different from the original, mainly that it no longer requires the energy mentioned, and that I changed the lvl of the spell to 9, to make it more challenging and dangerous for caster, otherwise the mechanics remain the same. Why I request to have this, is the fact that I really enjoyed this spell as a flavor for my character and a way for her to show off her talent with the Art.
IG Demonstration of having the spell: If approved, I would ask a scroll case created with this spell description to be had in Las'Claianna's inventory. The scroll case would be marked as plot item so it can't be given away to other players. DM's could have easy reference to the spell from there. The spell could be taught to other characters, however, there are certain requirements they must meet in order to cast this spell.
Requirements of the spell Must be epic caster Must have rank of 25 in following skills: Spellcraft, Concenration, Spot or Listen The caster must have following feats: Epic Spell Focus: Divination Epic Spell Focus: Conjuration Epic Skill Focus: Spellcraft Third Circle Spell: Instantaneous Growth of Le'Quella
School of Magic: Transmutation Circle: Wizard 3 Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels) Target: One living plant Saving Throw: Fortitude negates Spell Resistance: Yes
Material Component: Part of the plant targeted.
Phases of Spell Formulation
In the beginning to design the spell, attention should be paid to identifying the objectives desired by the spell. For the spell Instantaneous Growth of Le'Quella, the spell intention was clear: To Enlarge living plants. As the objective was clear, it was easy to look into the First Circle spell: Enlarge Person -formula. By utilizing existing sources, it was easy to identify what parts of the spell formula influenced the growth process of the person, where the energies tapped to pull the magic and guided to the already established routes to create the desired effect.
The second step of the spell was to take samples of spells that influence objects, which can be found in numbers from transmutation school spells, as such it was a matter of time to learn how the First Circle spell: Enlarge Person should be modified to influence the growth plants. By adjusting the factors influencing target and channeling the energies in correct manner, without destroying the object itself by subjugating it to exceedingly large amount of energy, or too small amounts of energies which would not have sustained the spell for long times, the ideal balance of arcane energy flow was discovered.
In the third stage, begun the testing process upon trees within Winya Ravana, to see that the spell actually worked, after which minor adjustments were made to perfect the spell and to enable the Fifth Circle spell: Permanency to take place with the developed spell. In the end, by adjusting the factors of the spell, it increased complexity of the formula so that in the end it was decided to be placed to be Third Circle spell: Instantaneous Growth of Le'Quella. The developed spell respects laws of traditional magic, anti-magic zones and disjunction spells and can be made permanent effect by the use of Fifth Circle spell: Permanency. It as well can be casted as a circle spell by a circle of mages, as done within Winya Ravana. Ninth Circle: Light of Le’Quella
As we keep in mind the references found for the parts desired: Light, blinding, sphere-form, reference to acid element drawing and combustion, we have rather solid base to start working the development of new spell. What is now needed is the modification of certain parts and developing rest of the desired effect: drawing elemental fire and positive energy with pulsating sphere as center.
By modifying the bright blinding light part into instantaneous and reoccurring part, we can have it flash in each pulse of energy. The sphere-form can be attained by creating stable dual energy portals that draw energy straight from the plane of fire and plane of positive energy, if not radiation plane at the border regions of the two planes. By tapping into the planes itself and sucking energy through the portals, I should be able to create stable ball of light. When we modify the formula further, by adding periodical pulses, in theory it should create the desired effect of ring of fire and positive energy to minor extent. However, here comes the challenging part of modifying the combustion-effect into the ring of fire and successfully hitting the targets. In theory, it should be applicable, to tie it into the pulses, however, extensive testing of the spell is required in order to find the correct means to do so.
Disentangling the Sequence Process of the Spell Formula
As the spell developed takes few steps the text will be written in the order the effects take place
First Sequence
Caster speaks the phrasing of the spell accompanied with gestures in precise and practiced manner, casting the spell, thus channeling the raw arcane energies into controllable form which fuels the spell formula that make the raw energy to take form.
Second Sequence
The second stage utilizes the sphere form taken from Acid Bomb spell, thus creating a sphere of energy, the sphere as such is drawing energies from two planes, Plane of Fire and Plane of Positive energy, and as such it should radiate bright light and heat. The desired effect of possibly blinding the victims first take place here, from Sunburst formula the instantaneous blindness effect takes place, as the sphere forms it should unleash a bright flash of light that can blind those with vision.
Third Sequence
The sphere of energy starts pulsating periodically between certain time sequences, unleashing a ring of fire outwards from the center that is the sphere. As the sphere of fire catches those in its reach, which should be 60 feet from the center to all directions, the victims would get burned by fire, and positive energy, and possible catch on fire as in Combust spell. On each burst of fire, the sphere flashes again making those in its reach possibly blinded. However, for those with dexterous movement, it is possible to avoid the ring of fire and combustion effect; naturally, some people are able to avoid the blinding effect as well. The spell however does not respect spell resistance of creatures as it taps to the planes of energies, drawing the power directly from them and such is not a created spell effect, but drawing actual pure energy. The spell is susceptible to dispel spells, anti-magic areas and dead magic zones
_________________ http://www.d20srd.org/indexes/spells.htm
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davis114
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Posted: Fri, May 29 2015, 15:08 PM |
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Player
Joined: 16 Dec 2007
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Well...without knowing the nature of these components, it's kind of hard to spitball on how they can be used.
_________________  MoshingChris wrote: Dude makes like a drunk even when he's sober.
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Magiros
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Posted: Fri, May 29 2015, 23:07 PM |
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Player
Joined: 28 Nov 2006
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People tend to have plans or perhaps simply sketches of spells they might want to try to develop.. Or just develop spells that they would never pursue in IG. What I am interested in, is to see what kind of spells other people than myself have come up with. Sure, I can go and see the request forum, but it would be nice to see some level of brainstorming to come up with ideas here. I did not mention that the spell suggestions or ideas need to be tied to the components that I have. Simply to see some interesting discussion on magic itself and how other players view it. If suggestions or ideas come up with, willingly shared by the audience, I can judge myself if I could use that for basis on to work with. I rarely want to copy an idea of another player and if I want to, I would surely let them know and the readers know that the initial idea is not mine.
_________________ http://www.d20srd.org/indexes/spells.htm
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davis114
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Posted: Sat, May 30 2015, 3:38 AM |
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Player
Joined: 16 Dec 2007
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Ooohhh. Well, in that case, I always wanted to modify Force Cage into something usable on Amia. My sorcerer is an evoker, so I considered the idea for a while. Basically, I probably would've had to modify the vfx of a Bigby, probably Grasping. I wanted the cage to actually remove the assailant from the Prime for a short time, probably into a pocket plane. But I never did flesh out the idea. That's the first one that comes to mind, but I've got several more lying around somewhere. I'll have a look.
_________________  MoshingChris wrote: Dude makes like a drunk even when he's sober.
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serbiris
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Posted: Sat, May 30 2015, 12:47 PM |
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Player
Joined: 14 Sep 2010 Location: Sydney, Australia
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Sounds a lot like Maze, davis!
I'm trying to remember what I was working on back when I had a primary caster. My friend and I had PCs thinking about establishing a shell of shadow illusion magic, a Phantasmagoria in which we would basically play god and manipulate everything inside using illusions. The necromancy component would draw life from the terror and despair of people trapped within to keep the spell "alive". Generally it was meant to freak people out and trap them within the area. It was to be a grand experiment but alas we lost interest in those characters and couldnt get a DM to help anyway. Hmmmm.
_________________ @Thanatopsis#6293
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Dark Immolation
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Posted: Mon, Jun 01 2015, 1:59 AM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Just trying to make sure I understand the thread before I post: are you looking for ways other PC's have developed their spells, or looking for help in how Las can develop her spells from these mysterious components? 
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Magiros
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Posted: Mon, Jun 01 2015, 8:11 AM |
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Player
Joined: 28 Nov 2006
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Even if you post how other PC's or your own has developed their spells, I can take what help I want and implement it in my work?  I am interested to hear how and what others have done or have planned to do. How they view magic and how they bring it alive in game. I won't deny that I am closely following and perhaps taking bits and pieces to implement in my own RP if I like some of the stuff you have done. Imitation is the highest form of praise. That said, everyone posting here need to understand that other players are welcome to use the information for their own play. If you don't want to share, then don't post. Edit: And the 'mysterious' components were largely revealed just lately in a post. So I can now reveal them here too: Young Green Dragon blood x2 vials, Young Green Dragon's Heart and Brains. The last component remains a secret from public posting so far. Second Edit: For example in my own case. I try to emote magic when I am casting. Trying to bring the magic alive in the hands of my character. How my character wields magic and trying to show her casting style. Speaking in harsh dragonic language with elven softness in her voice. Her gestures being fluent and generally seem to have this flowing aspect to them like water or wind. Switching the weight of hers from one leg to another in kind of push and pull-effect. The arcane energies swirling around her in different manner, focusing on her hands and creating what appropriate effect is to the spell at hand.
_________________ http://www.d20srd.org/indexes/spells.htm
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Dark Immolation
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Posted: Mon, Jun 01 2015, 22:33 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Ah, well I'll give it a shot. When my arcane PC develops spells, it's usually starts off subconsciously from events that happen to him. For instance, reconnecting with his UD roots and then coming back topside "inspired" in his will and mind a Spell that affected his transition between the two places. During the War of Brogedenstein, being re-initiated into full-scale war fed into his self-image of how he fights and led to sort of an ego-over-reality type of deal that he put into a spell. I like to add little tidbits from these events to the spells effects and casting. For instance, during the "development" of that last spell during the War, he made a save vs Fear that he had no business beating(natural 20's for the win). Thus, there was a fear-related effect added to the spell that I was able to reason and tie in with the rest of the RP. For the UD spell, it first was cast when he was wiping blood and mud from his eyes, so the somatic component of that spell is the wiping of his brow. Components are a bit tricky for me to give insight on, because he doesn't use them (Eschew Materials Request). But I like to think of his spells having emotional components that must be evoked every time he casts. It can and has varied over his years, but it's things like fire requiring the thought of rage, hunger, or joy, ice spells needing a feeling of despair or resolve, Transmutation spells that alter his own body usually begin with an "I am" statement, and so on. True to my own theory of sorcerers, I treat his spells as manifestations. That means there's something inside, in his mind or "spirit", that is being made corporeal in reality. Developing spells and abilities for him usually takes the form of looking inward, rather than going up to mountains and finding XYZ mysterious spell formula, although he'll probably go looking for it anyway to see if it "rings any bells" on his inside, so to speak. His actual casting varies between emphasizing kinesthetics to completely ignoring them. It's odd. When given the chance, he'll do full form and grandiose motions(I sometimes imagine him like a frantic painter at the canvas), but due to being versed in melee he's used to casting with words alone(Still Spell). It's probably a difference between ritualizing and enjoying his gifts outside of combat, verses having an immediate goal in mind when using them in battle. Something like the difference between writing for pleasure and writing for work; he could easily crank out a 10 page essay in 45 minutes, but when the opportunity is offered, he'd rather brew some coffee, sit in front of the fireplace, and write it over the course of a day so he can enjoy it. Re: the spell components you have there, the obvious thing I guess is to go with something dealing with green dragons? Of course there is always shapechanging into one, but perhaps there's other inspiration to be had. Somewhat similar to Las's Instantaneous Growth, Green Dragons get Plant Growth and Command Plants as special abilities. I suppose that could be represented through something like Vine Mine, or maybe there's a custom spell to be had. I can't remember who I pitched this idea for a custom spell to(it might have been you?). But basically, it's a vine field where enemies enter and are Petrified on failed save and gain the Barkskin VFX from the vines covering them up and holding them in place. A successful save still incurs a Str-based movement penalty like Web. Allies and the caster gain a speed boost in the area via from the vines pushing them along, almost like they were surfing over them.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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