View Full Version : New Magic Thread
ahah_sef
Dec 22nd, '03, 11:13 AM
Ok so if we can't get some of the old contributers, how about some new ones? If anybody out there has any magic items, spells, potions, scrolls, etc... please post them, it could be a great resource for all of us if we share! I'll start posting some of mine!
Killer Shrike
Dec 22nd, '03, 12:00 PM
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Jkeown
Dec 22nd, '03, 02:11 PM
...of getting those spells as .hdc's or .hdp's?
We'd love ya for it!
Maybe the HERO website would support a HERO Designer download area of user's home-brewed stuff?
Or do they already and I'm just clueless?
Killer Shrike
Dec 22nd, '03, 02:35 PM
Originally posted by Jkeown
...of getting those spells as .hdc's or .hdp's?
We'd love ya for it!
Maybe the HERO website would support a HERO Designer download area of user's home-brewed stuff?
Or do they already and I'm just clueless?
I will eventually post the files on the website. However, the Transmutation file was lost while using a beta version of HD2. I dont have the time to reenter 250 spells that I have already done once, and would rather release the files as a complete set or not at all.
A fellow that goes by the name of Traxx offered to do them for me a couple of weeks ago, but I never heard back from him so I must assume it isnt going to happen. Any other takers?
Blue Jogger
Dec 23rd, '03, 07:57 PM
Weird and Discounted Magic Items
Coat of Many Arms
Extra Limbs - 5 Points Active
(-1/2 OIF - Coat)
3 Real Points
Fake Elf Ears
+10 COM - 5 Points Active
Language: Elvish (Native) - 4 Points Active
(-1/4 IIF - Fake Elf Ears)
7 Real Points
Boots of Skipping and Cavorting
3" Running, 0 END - 9 Points Active
(-1/4 Side Effect - Wearer skips and cavorts in a silly manner)
(-1/4 IIF - Boots)
6 Real Points
Friendship Ring
Mind Link, Psychic Bond (to matching ring in set) - 10 Points Active
(-1 Only to matching ring in set)
(-1/4 IIF - Ring)
4 Real Points (matching ring not included)
EDIT: Fixed Elf Ears
Blue Jogger
Dec 26th, '03, 09:06 PM
Spells for Young Mages
Special care should be given to young magicians. Their ability to cast quickly exceeds their skill and experience, to the determent to them and all those around. With this in mind, I give you spells for the beginner.
Magic Blast
Although this spell is suppose to be used to learn how to aim spells, it basically gives young mages a ranged clubbing attack.
4D6 Energy Blast (20 Active point)
-1/4 Incantations
-1/4 Gestures
-1/2 Requires a Magic Skill Roll
-1 OAF: Wand
Real Cost: 7
Summon Happy Helper
This spell calls up a small devoted impish creature that will do small chores happily. If the spell is done wrong, a mean imp will appear (75 points worth!) and break everything in sight including the mage.
Summon Devoted Imp - 1 point
+3/4 Devoted
-1/4 Incantations
-1/4 Gestures
-1/2 Requires a Magic Skill Roll
-1/4 Side Effect: Summon Mean Imp
Real Cost: 1
Store Spell
This takes the next spell cast and stores it in a container. Opening or breaking the container releases the spell whether the mage intended to or not.
+1/4 Delayed Effect on up to 20 active points of spell (5 Active Points)
-1/4 Incantations
-1/4 Gestures
-1/2 Requires a Magic Skill Roll
-1/2 IAF: Container
Real Cost: 2
zarglif69
Dec 30th, '03, 03:20 PM
why do you still insist on trying to convert Greyhawk and its magic? it's just the same as any other badly-made High Fantasy world, a cobbled-together mishmash of Earth's legends and stuff stolen from Tolkein. And the magic system takes all the flavor from what magic is supposed to be, reducing it to an easily controlled, predictable tool, used by wizards who act more like scientists than the wizards they're supposed to be.
badger3k
Dec 30th, '03, 04:15 PM
Here's some items for my campaign:
Necklace of Beauty: (Total: 67 Active Cost, 14 Real Cost) +10 COM (5 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 1) <b>plus</b> +4 with Persuasion and Seduction (12 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 4) <b>plus</b> Mind Control 10d6 ( Human class of minds) (50 Active Points); Independent (-2), 1 Charge (-2), No Range (-1/2), IIF (-1/4) (Real Cost: 9)
Ring of Crushing Blows: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), OIF (ring glows when blows are struck; -1/2)
Hauberk of Ogre's Strength: (Total: 45 Active Cost, 10 Real Cost) Armor (8 PD/4 ED) (18 Active Points); Independent (-2), OIF (-1/2), Half Mass (-1/2) (Real Cost: 4) <b>plus</b> +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); Independent (-2), OIF (-1/2), No Figured Characteristics (-1/2) (Real Cost: 2) <b>plus</b> +20 STR (20 Active Points); Independent (-2), 3 Charges (-1 1/4), OIF (-1/2) (Real Cost: 4)
Just started on some items - had to put in all the weapons and armor in FH, and translate the FHG spells.
AnotherSkip
Dec 30th, '03, 05:00 PM
Ignores Zarglif
Outsider
Dec 31st, '03, 05:08 AM
Bloody Ritual :
7 (50) Skill Levels (8x) with all Magic Skills
(+1/4) Trigger (next casting)
(-2 1/2) OAF, Bulky, Expendable, Dangerous (Human Sacrifice)
(-1) Extra Time (5 Minutes)
(-1/2) Concentration (0 DCV)
(-1/4) Incantations
(-1/4) Gestures
(-1/2) Requires Skill Roll (Black Magic)
Blue Jogger
Jan 3rd, '04, 11:06 AM
Quick Sketch
Gives the caster the ability to quickly sketch a viewed scene as if he was a professional artist. Great for those, it looked like this moments.
PS: Artist INT+3 (5 Active Points)
-1 Only to quickly sketch a viewed scene
-1/2 Requires a Magic Skill Roll
-1/4 Gestures
-1/4 Incantations
(1 Real Point)
Return to Home
This gives a lost mage a better chance to find his way to where he started when he woke up that morning.
Land Navigation INT+2 (6 Active Points)
-1 Only to find his way to where he started
-1/2 Requires a Magic Skill Roll
-1/4 Gestures
-1/4 Incantations
(2 Real Points)
Agent X
Jan 3rd, '04, 11:31 AM
Originally posted by AnotherSkip
Ignores Zarglif Excellent Post
Killer Shrike
Jan 3rd, '04, 11:32 AM
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Killer Shrike
Jan 3rd, '04, 11:33 AM
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