Wednesday, September 21, 2016

Ritual Path Magic: Some Path of Body Focused Rituals

Goku doing Aeroga or something.
I have a player that has something of a monk character that has ritual path magic, so just to get him started with a handful of ideas, here we go. As a special bonus, I am going to try to make example stats using both the classic RPM system and the new Incantation system.

Spells

Here's some spells with the normal RPM variant first, followed by the Incantation variant (if applicable.)

Pack Mule

Spell Effects: Lesser Strengthen Body
Inherent Modifiers: Altered Trait, Area of Effect, Bestows a Bonus
Greater Effects: 0 (1x)
The subjects of this spell, all huddled close together within a 2 yard radius, have the ability to support their burdens more easily temporarily having their Lifting ST increased by 3, and a +2 to hiking rolls for a day.
Typical Casting: Lesser Strengthen Body (3) + Altered Trait, Lifting ST 3 (9) + Subject Weight, 300 lbs. (3) + Area of Effect, 2 yards (0) + Bestows a Bonus, Hiking Rolls, +2 (2) + Duration, 1 Day (7). 24 energy (24x1).

Spell Effects: Strengthen Transfiguration
Inherent Modifiers: Altered Trait, Area of Effect, Bestows a Bonus
Skill Penalty: Path of Transfiguration -4
Casting Time: 5 minutes
The subjects of this spell, all huddled close together within a 2 yard radius, have the ability to support their burdens more easily temporarily having their Lifting ST increased by 3, and a +2 to hiking rolls for a day.
Typical Casting: Strengthen Transfiguration (3) + Altered Trait, Lifting ST 3 (9) + Subject Weight, 300 lbs. (3) + Area of Effect, 2 yards (20) + Bestows a Bonus, Hiking Rolls, +2 (2) + Duration, 1 Day (11). 48 SP.

Lend Two Hands

Spell Effects: Greater Transform Body, Lesser Strengthen Body
Inherent Modifiers: Altered Trait
Greater Effects: 1 (3x)
The subject of the spell gains two arms for 10 minutes, and extra attack 2, and ambidexterity, allowing each hand to serve well in combat, or to be super dangerous with grappling abilities.
Typical Casting: Greater Transform Body (8) + Lesser Strengthen Body (3) + Altered Trait, Extra Attack 2 (50) + Altered Trait, Ambidexterity (5) + Altered Trait, Extra Arms 2 (20) + Subject Weight, 300 lbs (3) + Duration, 10 minutes (1). 270 energy (90x3).

Spell Effects: Transform Transfiguration, Strengthen Transfiguration
Inherent Modifiers: Altered Trait
Skill Penalty: Path of Transfiguration -9
Casting Time: 10 minutes
The subject of the spell gains two arms for 12 minutes, and extra attack 2, and ambidexterity, allowing each hand to serve well in combat, or to be super dangerous with grappling abilities.
Typical Casting: Transform Transfiguration (8) + Strengthen Transfiguration (3)+ Altered Trait, Extra Attack 2 (50) + Altered Trait, Ambidexterity (5) + Altered Trait, Extra Arms 2 (20) + Subject Weight, 300 lbs (3) + Duration, 12 minutes (6). 95 SP.

Toughen Skin

Spell Effects: Lesser Strengthen Body
Inherent Modifiers: Altered Trait
Greater Effects: 0 (1x)
The subject gains 2 DR from tough skin for 10 minutes
Typical Casting: Lesser Strengthen Body (3) + Altered Trait, Damage Resistance 2 (Tough Skin) (6) + Subject Weight, 300 lbs (3) + Duration, 10 minutes (1). 13 energy (13x1).

Spell Effects: Transform Transfiguration, Strengthen Transfiguration
Inherent Modifiers: Altered Trait
Skill Penalty: Path of Transfiguration -1
Casting Time: 5 minutes
The subject gains 2 DR from tough skin for 12 minutes
Typical Casting: Strengthen Transfiguration (3)+  Altered Trait, Damage Resistance 2 (Tough Skin) (6) + Subject Weight, 300 lbs (3)  + Duration, 12 minutes (6). 18 SP.

Decanic Trappings and Other Thoughts

Using the rules from Decanic trappings, I was looking for some easy ways to get some discounts, especially for the really expensive four arms spell. First off... the best place to cast a spell is... 
I dare you to make this
look good.
A torture chamber with a bonfire inside a mountain cave supported by a constructed arch. If you manage that, you can subtract 54 energy.
Next for clothes... You want to wear something with an extremely dark purple, Orange-yellow, dark brown, and lavender. If you manage that, you can subtract 21 energy if they are cheap clothes, or another 54 energy if they are expensive.
Finally, if you want to sacrifice some cheap stuff, get some blood, garlic, worms, and apples. Cheap stuff that if you burn it all up can get you another 21 energy.
Provided you found your ridiculously silly site to work in, have really expensive clothes, and a bunch of weird things, you can save 129 energy. Which still leaves a lot. We are using the effect shaping style of Ritual Path Magic though, so if the player wants to have a 12 hour ritual, he may be able to reduce the total penalty to -5, putting it in the difficult, but possible range.

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