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Minor Magicks: VPP 20 + 20 control cost


Dust Raven

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Minor Magicks: Variable Power Pool (magic), 20 base + 20 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1); all slots Variable Limitations (requires -1/2 worth of Limitations; -1/4). Real Cost: 40

 

What I'm looking for are spells to fill this pool. As many as possible. Doesn't matter how overall useful they are, but as long as each would have an actual use, even a friviolous one.

 

Terms of the Variable Limitations. Each spell must have at least -1/2 in Limitations choses from the following: Concentration, Endurance Limitations, Extra Time, Gestures, Incantations, Requires A Skill Roll, Side Effects. Other Limitations may also be used (such as Focus or Limited Power) but don't count toward the Variable Limitation.

 

All spells must cost END.

 

Now, what spells are out there?

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Re: Minor Magicks: VPP 20 + 20 control cost

 

Light: Images- Incantations;Gestures, Only To Create Light [i forget if Images uses END...]

 

one of my favorites that doesn't take END is:

Burn the Midnight Candle: Life Support - character does not sleep; Incantations/Gestures

 

various little attack spells for every occasion like Elemental Daggers:

(limitations can either be END ones or Inc/Ges, really dsnt matter)

Fire Dagger: 1D6 HKA, vs ED

Ice Dagger: 1D6 HKA, vs PD

Steel Dagger: 1d6HKA, vs PD

Lightning Dagger: 1D6HKA vs PD

Ghost Dagger: 1/2D6HKA vs PD, Affects Desol (I think that's at 20AP)

 

Fresh Food: 2D6 Minor Transform, rotten food to fresh food

Clean & Mend: 2D6 Minor Transform, any clothes worn; from dirty/torn to clean/repaired (basically an Instant Change type of spell).

 

I have a giant list somewhere, when I get home tonight I'll look it up. At one point I made a wizard with a 30AP VPP similar to what you have here.

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Re: Minor Magicks: VPP 20 + 20 control cost

 

Gotcha: Sparks of flame spear the target's exposed flesh.

RKA: 1 pip;

Area of Effect: One Hex Accurate (+1/2);

NND: Defense is full coverage resistant ED (+1);

Autofire: 3 shots (+3/2);

[20 Active];

Gestures: Both hands (-1/2);

Incantations (-1/4);

Concentrate: 1/2 DCV (-1/4);

[10 Real]
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Re: Minor Magicks: VPP 20 + 20 control cost

 

(Only if you allow limited Skills in your Frameworks)

 

Covered Passage: Caster's ability to cover a trail is boosted enormously, although (s)he must have some ability to do so to begin with.

Skill Levels: +10 to Tracking

[20 Active]

Only to cover tracks (-1);

Costs End (-1/2);

Gestures: Both Hands (-1/2);

Incantations (-1/4);

Concentrate: 0 DCV (-1/2)

[5 Real]
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Re: Minor Magicks: VPP 20 + 20 control cost

 

(Only if you allow limited Skills in your Frameworks)

 

Shield of Magic: The caster summons a glowing shield of energy, equivalent to a large shield. The shield lasts as long as the caster continues to gesture with his/her off-hand.

Combat Skill Levels: +3 DCV

[15 Active]

Costs End: Only to Activate (-1/4);

Gestures: Throughout (-1/2);

Incantations (-1/4);

Concentrate: 1/2 DCV (-1/4)

[7 Real]
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Re: Minor Magicks: VPP 20 + 20 control cost

 

Staunch Bleeding: The caster touches a dying comrade, causing his or her wounds to close just enough to stop bleeding.

Healing: 1d6 to Body (Standard Effect: 1 Body);

[10 Active]

Does not work when target has positive Body (-1);

Gestures: Both Hands (-1/2);

Incantations (-1/4);

Concentrate: 0 DCV (-1/2);

Extra Time: Full Phase (-1/2);

[3 Real]
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Re: Minor Magicks: VPP 20 + 20 control cost

 

Warning! Stop Sign.

 

Stifle Pain: The caster suppresses pain impulses where they feed to his brain, keeping himself going until his nervous system is completely overloaded (he is Knocked Out). This is a very taxing spell, and unfortunately it also causes some loss of normal feeling and bodily control.

Cannot be Stunned (Automaton Power);

[15 Active]

Costs End (-1/2);

Increased End Cost: x4 = 6 End/Phase (-3/2);

Gestures (-1/4);

Incantations (-1/4);

Concentrate: 1/2 DCV (-1/4);

Side Effects: Minor, Always Occur, Drain 2d6 Dex (-1/2);

[4 Real]
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Re: Minor Magicks: VPP 20 + 20 control cost

 

Some of them are 30 Active Points, but you can adjust to taste. It is not my fault if these spells remind you of other spells from an unmentioned source.

 

Lock Door: Telekinesis (4 STR), Fine Manipulation (16 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Incantations (-¼), Increased Endurance (x3, Total: 6; -1). Total Cost: 6

 

Resist Elements: Life Support (Safe Environment: Extreme Cold & Heat), Usable by Others (x16, Ranged, Simultaneously; +2½) (14 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼),Increased Endurance (x3, Total: 3; -1). Total Cost: 5

 

Sentry: Images, Hearing Group, +5 to PER Rolls, Trigger (defined by wizard during casting; +½) (30 Active Points); Concentration (½ DCV; -¼), OAF (tiny gold gong or horn, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼),Increased Endurance (x3, Total: 9; -1). Total Cost: 7

 

Resistance: +15 ED (15 Active Points); Concentration (½ DCV; -¼), OAF (a miniature cloak, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼),Increased Endurance (x3, Total: 3; -1). Total Cost: 3

 

Wizard Shield: +3 DCV (15 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼),Increased Endurance (x3, Total: 3; -1). Total Cost: 5

 

Acid Orb: 1d6 Energy Blast, Continuous (+1), Penetrating (+½) (15 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼),Increased Endurance (x3, Total: 3; -1), . Total Cost: 5

 

Create Grease: Change Environment 4†radius, -4 to DEX Rolls to move on (27 Active Points); Concentration (½ DCV; -¼), OAF (A bit of pork rind or butter, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 9; -1). Total Cost: 6

 

Wizard Armor: Force Field 5rPD 5rED (10 Active Points); Concentration (½ DCV; -¼), OAF (A piece of cured leather, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 3; -1). Total Cost: 2

 

Summon Horse: Summon 100 point Horse, Loyal (+½ ) (30 Active Points); Concentration (½ DCV; -¼), OAF (A bit of horse hair, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 9; -1). Total Cost: 7

 

Obscuring Fog: Darkness 3†radius (30 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 9; -1). Total Cost: 10

 

Summon Creature I: Summon 100 point Creature, Loyal (+½) (30 Active Points); Concentration (½ DCV; -¼), OAF (A tiny bag and a small (not necessarily lit) candle, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 9; -1). Total Cost: 7

 

Imaginary Friend: Telekinesis STR 4, Fine Manipulation, Uncontrolled (+½) (18 Active Points); Concentration (½ DCV; -¼), OAF (A piece of string and a bit of wood, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 3; -1). Total Cost: 4

 

Detect Magic: Detect Magic, Discriminatory, Range, 360 Degree (20 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 6; -1). Total Cost: 6

 

Detect Poison: Detect Poison, Discriminatory, Range, 360 Degree (18 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 6; -1). Total Cost: 6

 

Detect Secret Doors: Detect Secret Doors, Discriminatory, Range, 360 Degree (18 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 6; -1). Total Cost: 6

 

Detect Undead: Detect Undead, Discriminatory, Range, 360 Degree (18 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 6; -1). Total Cost: 6

 

Perfect Aim: +3 w/All Combat (24 Active Points); Concentration (½ DCV; -¼), Cost Endurance (Throughout; -½), OAF (A small wooden replica of an archery target, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Incantations (-¼), Increased Endurance (x3, Total: 6; -1). Total Cost: 5

 

Read Magic: Detect Magical Written Meaning, Discriminatory, (8 Active Points); Concentration (½ DCV; -¼), OAF (A clear crystal or mineral prism; -1), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 6; -1), Limited Power (Requires Divination Skill at 10 or Higher; -0). Total Cost: 2

 

Understand Languages: Detect Meaning of Speech + Detect Meaning of Text (20 Active Points); Concentration (½ DCV; -¼), OAF (A pinch of soot and a few grains of salt, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼), Increased Endurance (x3, Total: 6; -1). Total Cost: 5

 

Stun: 1d6 EGO Attack (10 Active Points); Concentration (½ DCV; -¼), OAF (A pinch of wool or similar substance, Difficult to obtain; -1¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼),Increased Endurance (x3, Total: 3; -1). Total Cost: 5

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Re: Minor Magicks: VPP 20 + 20 control cost

 

Water Walking: The caster, or someone touched, may walk on water as if it were solid ground. Water doesn't provide the best of traction, however, so the recipient cannot make sudden turns. Due to limitations of the magic, the target may also move no faster than a bnsk walk.

Flight: 6";

[15 Active]

Only on level water surface (-2);

No Noncombat Movement (-1/4);

[5 Real = 5 Base for UBO]

Usable by Other (+1/4);

[6 Active]

EDIT: Costs End--that is, costs the caster End on top of what use costs the recipient (-1/2);

Gestures: Both Hands (-1/2);

Incantations (-1/4);

Concentrate: 0 DCV (-1/2)

[2 Real]
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Re: Minor Magicks: VPP 20 + 20 control cost

 

Cloak of Night: Darkness vs. Sight Group, Personal Immunity (+¼), Incantations, Only to Start (-¼), Gestures, Only to Start (-¼) (12 Active, 8 Real) - This spell wraps the user in a shroud of impenetrable darkness, making it difficult for enemies to hit them, or to avoid being hit BY them (they can’t see what the user is doing, so cannot dodge effectively). Game Notes: As per FREd, p.283, all opponents are at ½ DCV, ½ OCV for hand-to-hand combat and ½ DCV, 0 OCV for ranged combat..

 

 

Soul Rot: 1d6 Suppress vs. Body, Continuous (+1), Uncontrolled (+½), Standard Effect (+0), Invisible Power Effects: Fully Invisible (+1), Incantations and Gestures, Only to Start (-½) (18 Active, 12 Real) - This target of this spell begins to weaken, sicken and die for no apparent reason; in fact they are being eaten away from within by their past guilts and wrongdoings. If not stopped, the effect will continue until they die, and there is no way to tell they are not in fact permanently dead. Ending the spell will instantly restore them to full health. Game Notes: Any target of this spell that does not have Power Defense will lose 1 BODY the first phase, 2 BODY the next, then 1 BODY, etc. The effect may be ended by a confession of wrongdoing, or by any Dispel/Suppress-type effect that affects magic.

 

 

Mirror, Mirror: +3 DCV, Incantations, Only to Start (-¼), Gestures, Only to Start (-¼), Costs END (-½) (15 Active, 8 Real) - This spell makes it more difficult for an enemy to hit the user because the user appears to be in two places at once! Game Notes: This is just a +3 DCV with the special effect of a ‘mirror image’ of the user standing next to them...which one should an enemy shoot at? It does not involve the Power Images in any way.

 

 

Aura of Dark Majesty: +20 PRE, Incantations, Only to Start (-¼), Gestures, Only to Start (-¼), Costs END (-½) (20 Active, 10 Real) - This spell bolsters the user’s personal influence by causing them to radiate impressions of dark and terrible unearthly power. Very few people will be able to resist doing what they are told by a person using this spell. Game Notes: A simple +20 to Presence. For a similar effect, think Gandalf in The Fellowship of the Ring when talking to Bilbo: "I am not a conjurer of cheap tricks, Bilbo Baggins!" ...and the room darkens, the roof creaks, etc.

 

 

Plaguebane: Life Support: Immunity to All Disease, Incantations and Gestures, Only to Start (-½), Costs END (-½) (10 Active, 5 Real) - Game Notes: This is LS: Immunity to All Diseases. It should provide complete protection against disease., but if a particular Power is defined as a disease as its special effect but is NOT defined as being stopped by LS, it’s up to the GM to decide what happens.

 

 

Venombane: Life Support: Immunity to All Toxins, Incantations and Gestures, Only to Start (-½), Costs END (-½) (10 Active, 5 Real) - Game Notes: This is LS: Immunity to All Toxins. It should provide complete protection against poisons, etc., but if a particular Power is defined as a poison as its special effect but is NOT defined as being stopped by LS, it’s up to the GM to decide what happens.

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Re: Minor Magicks: VPP 20 + 20 control cost

 

I converted a few more; most of these used to be technological devices.

 

 

Klein-Minkowski Field Effect: Teleportation 1" (straight up), Area of Effect: 1 Hex (+½), Continuous (+1), Usable As An Attack (+1), Uncontrolled (+½), Ranged (+½), Incantations and Gestures, Only to Start (-½) (9 Active, 7 Real) - This spell is capable of creating a localized distortion in space-time, warping a small area of space into a continuous loop. Anyone or anything caught in the loop will fall continuously until the effect ends or they are removed from the area of effect. Unless special precautions are taken, the falling velocity they gained while in the loop will remain with them when they leave the area of effect. Other space-warping effects, such as dimensional shifts, gravity-based effects, or most teleportation will disrupt the field and end the effect. Game Notes: Targets are teleported 1" straight up, and then fall into the effect again, endlessly repeating the process.

 

 

Rescue Bubble: Armor +1 rPD / +1 rED plus Gliding 1" plus LS: Extended Breathing (1 END per Turn), Area of Effect: 1 Hex (+½), Usable As An Attack (+1), Uncontrolled (+½), Sticky (+½), Ranged (+½), Incantations and Gestures, Only to Start (-½) (20 Active, 13 Real) - This spell calls forth a spray of organic polymers that, when exposed to the air, knit into a transparent bubble around whatever they hit; the bubble provides some protection from damage, the ability to drift to a safe landing from any height, and will filter oxygen from the surrounding environment until the polymers become clogged with waste gasses. The main purpose is to rescue innocents from places such as the top of a burning building. Since each spray contains far more polymer strands than necessary for a single bubble, anyone touching a "bubbled" person will also be enclosed in a bubble. The bubble can be torn from within at any time, or will decompose in about 30 minutes.

 

 

Second Sight: Combat Luck (1 level = 3 rPD / 3 rED), Incantations and Gestures, Only to Start (-½), Costs END (-½) (6 Active, 3 Real)

 

 

Sinuosity: Double Jointed, Incantations and Gestures, Only to Start (-½), Costs END (-½) (4 Active, 2 Real)

 

 

Mnemonic Enhancer: Eidetic Memory, Incantations and Gestures, Only to Start (-½), Costs END (-½) (5 Active, 2 Real)

 

 

My Right Hand Knows What My Left Hand Is Doing: Ambidexterity (complete), Incantations and Gestures, Only to Start (-½), Costs END (-½) (9 Active, 4 Real)

 

 

Strike of the Mantis: Lightning Reflexes: +5 DEX to go first (all actions), Incantations and Gestures, Only to Start (-½), Costs END (-½) (8 Active, 4 Real)

 

 

Become One With The Book: Speed Reading (x1,000), Incantations and Gestures, Only to Start (-½), Costs END (-½) (8 Active, 4 Real)

 

 

Way of the Warrior: Combat Sense (at basic INT roll level), Incantations and Gestures, Only to Start (-½), Costs END (-½) (15 Active, 7 Real)

 

 

Ears of the Cat: Lightsleep, Incantations and Gestures, Only to Start (-½), Costs END (-½) (3 Active, 1 Real)

 

 

Scripture of Babel: Universal Translator (at basic INT roll level), Incantations and Gestures, Only to Start (-½), Costs END (-½), Only for Text/Written (-1) (20 Active, 7 Real)

 

 

Mind of Pythagoras: Lightning Calculator, Incantations and Gestures, Only to Start (-½), Costs END (-½) (3 Active, 1 Real)

 

 

Eyes of the Hawk: +4 Combat Skill Levels with Ranged Combat, Incantations and Gestures, Only to Start (-½), Costs END (-½) (20 Active, 10 Real)

 

 

I Can Hear When The World Pauses For A Breath: Absolute Time Sense, Incantations and Gestures, Only to Start (-½), Costs END (-½) (3 Active, 1 Real)

 

 

Voice of the Bat: Absolute Range Sense, Incantations and Gestures, Only to Start (-½), Costs END (-½) (3 Active, 1 Real)

 

 

I Am A Disciple Of Polaris: Bump of Direction, Incantations and Gestures, Only to Start (-½), Costs END (-½) (3 Active, 1 Real)

 

 

Chorus of the Angels: Perfect Pitch, Incantations and Gestures, Only to Start (-½), Costs END (-½) (3 Active, 1 Real)

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Re: Minor Magicks: VPP 20 + 20 control cost

 

Reach the Top Shelf: Stretching 4", Can't Do Damage -1/2

For the Wizard with an overabundance of scrawn, naturally.

 

Third Arm: Extra Limb, Costs End To Start -1/4, Incantation "And with my other hand..." -1/4

Causes a transluscent arm or arms of mystic force to sprout from the character wherever is most convenient.

 

Humpty's Salvation: 1d6 Major Transform, to original state, Gestures -1/4, Incantation -1/4 -"All the King's horses and all the King's men have nothing on me!"

Feel free to use this to unbreak eggs and unbake cakes.

 

Housework's Bane: Summon 4 25pt Domestic Servants, Amicable +1/4 Gestures (snap of finger) -1/4 Incantation "Boy, I could use someone to clean this place up." -1/4

They cook, they clean, they do your taxes and drive you to the mall. They also get major holidays off and only work 5 days a week in an overlapping schedule for all your domestic needs. You did only spring for +1/4 Amicable, after all.

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Re: Minor Magicks: VPP 20 + 20 control cost

 

1) View Surface Thoughts: Telepathy 4d6 (Human class of minds) (20 Active Points); Does Not Provide Mental Awareness (-1/4)

2) Spell of the Masque: Shape Shift (Sight Group), Imitation (20 Active Points)

3) Incantation of the Fleet: Running 10" (20 Active Points)

4) Animate Objects: Summon 50-point Animated Object, Slavishly Devoted (+1) (20 Active Points)

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Re: Minor Magicks: VPP 20 + 20 control cost

 

My FrED isn't available, so I'm not sure of costs.

 

Float: 6" Flight, 0 END (18 Active Points); Only Upwards And Downwards, Can Only Ascend At A Maximum Of 1 hex/Phase (-1), Gestures And Incantations, Only To Start (-1/2). Total Cost: 7 Points.

 

The caster of the spell can slow his descent, hover in place, and even ascend slowly. Note, though, that if he casts the spell after jumping/falling off a cliff, he can only counteract 6/2=3 hexes/Phase, per Phase, of his falling velocity; there's no guarantee he'll stop before hitting the ground, hard.

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Re: Minor Magicks: VPP 20 + 20 control cost

 

Anyone got an opion as to what the lowest AP cost where a VPP stops being "minor" and becomes "medium" or "major"?

 

That is completely up to the game in question and the people involved. It could break down this way:

 

Minor - 1-30 AP; Medium - 31-60AP; Major 61+ AP

or

Minor - 1-59 AP; Medium - 61-89 AP; Major 90+ AP

or

something else entirely....

 

It can also depend on what type of VPP, a Cosmic VPP of any level could be Major in a game where most VPPs are Gadget or Fire or some other limited VPP. Certainly a 60AP Cosmic is a much higher level VPP and a 60AP Fire Effects Only one.

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Re: Minor Magicks: VPP 20 + 20 control cost

 

Anyone got an opion as to what the lowest AP cost where a VPP stops being "minor" and becomes "medium" or "major"?

 

It depends greatly on the campaing, the charcter and the will of the player and the GM. As a guideline, I'd run it along the same lines as I'd do any other Power. If a 10-12d6 EB would be considered a major power, then a 50-60 point VPP would be major. If a 4-6d6 EB would be minor, then a 20-30 point VPP would be minor.

 

What I have in mind is a magic using character (for a Champions game) that knows so many minor spells they aren't worth listing all of them on the character sheet (and are more efficient to write up as a VPP instead of a Multipower). I picked 20 points because I didn't want too many spells that would be highly effective for heavy combat, but might lend a hand in nearly any situation (including combat).

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