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  1. - Top - End - #1
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    Default Spells That Are Spells But Aren't Spells

    Spells That Are Spells But Aren't Spells

    So I'm running a Plague World campaign in a different system. Unfortunately, little to no spells in that system can be used in such a campaign. Basically, I'm compiling a list of "spells" that seem magical but are actually achieved through mutations and psionics, and I need your help.

    Now, I'm not asking for a game effect. I'm asking for the "spell" itself - I'll convert it once I have it. Instead, I just want an idea and a name, along with a category (mut. = mutation, psi. = psionic). I will post the effects tagged onto your submission in the "spell"book spoiler (obviously giving each of you credit).

    See the template below for spell formats.

    Spoiler: Format
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    Name
    Category: Mut / Psi
    Description: What does it do?
    Effect: Leave this empty.


    Spoiler: "Spell"book'
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    Spoiler: Mutations: Rules Variations
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    Passive Mutations
    Unlike spells, mutations are usually permanent. Damage from such mutations that would normally taken when activating is instead a permanent reduction from the character's Endurance total. Such mutations are marked with an asterisk (*).

    Uncounterable
    Mutations can not be countered or effected as spells can.

    Spoiler: Mutations A-M
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    "Spells"

    Spoiler: Mutations N-Z
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    Spectrum Sight (3*): This mutation permanently increases your Perception bonus by +2.
    Created by Kamai

    Spoiler: Psionics A-M
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    Broken Clock (4): You alter one target's perception of time. Over the matter of a few minutes, you can make it seem like hours or seconds have passed for the target. Given no outside proof to the contrary, the creature will believe time has passed as you dictate. This effects how quickly the target perceives reality and reacts. If this ability is used in the missile combat phase on an opponent or an ally, its effects require another roll. Make a roll, subtracting your target's Defensive Bonus. For a number of combat rounds equal to that number, he perceives things as either happening twice as quickly or half as quickly as they really are. If time is fast for him, he treats his Attack Bonuses and Defense Bonus as if they were 1 less than they really were. If time is slow for him, he treats these abilities as if they were 1 greater instead.
    Created by Kamai

    Lapse of Attention (?): ???.
    Created by Kamai

    Spoiler: Psionics N-Z
    Show
    Telekinesis (5): You may use this spell to manipulate objects no larger than half your size from a short range. If this ability is used in a pre-combat phase in which the opponent is unaware of you, its effects require another roll (after the casting roll). Make a Steal & Take action (see Action Table), adding your Magical bonus rather than your Trickery bonus. If you are unsuccessful (on a result of 8 or less), your opponent is aware of you and you must take an action.
    Converted from the standard spell form
    Last edited by Thunderfist12; 2014-02-05 at 12:43 PM.
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    Default Re: Spells That Are Spells But Aren't Spells

    What exactly do you mean by psionics, and what sort of scope are you looking for? Is it just a few odd abilities, or a complete 3.x-style magic system, or what?
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    Default Re: Spells That Are Spells But Aren't Spells

    hmm I think the thing to do would be to look at the spell descriptors.

    Force damage ala magic missiles could be telekinetic psionics

    acid damage would be from mutations

    cold/fire/elec could be both physical mutations and psionics

    and boom they can use the whole spellbook

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    Default Re: Spells That Are Spells But Aren't Spells

    This is what I meant:

    I already have a "magic" system I'm comfortable with. I do not need a new one.

    By psionics, I mean powers of the mind, for the mind, to the mind, and over the mind. Meaning they are powers from the brain that either benefit the same brain (or its respective body), communicate with other minds, or dominate / influence other minds (or establish greater control of emotion within itself).

    So what I'm asking for is:

    A Name
    This is what it will be called. Please be original, I want them to sound interesting (unlike most RPG spells).

    A Type
    Just decide whether it's a mutation or a psionic ability.

    A Description
    Tell me, basically, what it does. And, please, be realistic. If I wanted magic, I would have asked for magic.

    Does that help at all?
    May the gods watch over your battles, friend.

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    Default Re: Spells That Are Spells But Aren't Spells

    What do you mean by mutation? Plausible or fantastic? Things that a mutation could get you, or just random animal bodyparts? Because I could cover a lot of magic with random animal bodyparts.
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    Default Re: Spells That Are Spells But Aren't Spells

    Things a mutation could actually do to a grown person, for the most part..

    Also, for mutations that have a Local prerequisite, think of micro-evolution by mutation over roughly 500 years of generations exposed to radioactivity and mutagenic bacteria. Don't worry about the Local prerequisite - that's my job.
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    Default Re: Spells That Are Spells But Aren't Spells

    The standard line of buff spells- Bulls strength, ect, would work well as mutations, I would think. Even the int, wis and charisma versions are egghead, dali lama and rockstar mutations.

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    Default Re: Spells That Are Spells But Aren't Spells

    By the way, the references to the Magical skill are simply made because it was a skill already made for the system, and it would be easier to use that skill for both types of "spells" than create a separate skill for each.

    Hopefully this example will help.

    Spoiler: Example Submission
    Show
    Name: Telekinesis
    Type: Psi
    Description: The person may manipulate small objects within a short distance.


    Spoiler: Example Refined Version
    Show
    Telekinesis (5): You may use this spell to manipulate objects no larger than half your size from a short range. If this spell is cast in a pre-combat phase in which the opponent is unaware of you, its effects require a roll. Make a Steal & Take action (see Action Table), adding your Magical bonus rather than your Trickery bonus. If you are unsuccessful (on a result of 8 or less), your opponent is aware of you and you must take an action.
    May the gods watch over your battles, friend.

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    Default Re: Spells That Are Spells But Aren't Spells

    What would be the key abilities Psionics run off of INT, WIS, or CHA?

    Perhaps something like INT for Telekinetics, WIS or Will for mind over body things, and CHA for telepaths?

    Would long range mutations (acid spit, fire breath, etc.) act as a physical attack or a ranged magic touch?

    Sorry I tend to think in 3.5/D20 Mod


    Perhaps something like:


    Telekinetic Bolt; Lvl 2 Psionic Skill: This skill allows you to spend one energy point to deal 1d6 force damage plus ability modifier to an enemy or object. The damage increases by 1d6 every 2 Psion levels (max 5d6).

    Nice and simple like that or were you looking for something more complicated?
    Last edited by dylanh043; 2014-02-05 at 12:31 AM.

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    Default Re: Spells That Are Spells But Aren't Spells

    A couple of thoughts:
    Name: Spectrum Sight
    Type: Mutation
    Effect: You can tell even the smallest difference in colors by seeing very small differences in the energies of visible light.

    Name: Lapse of Attention
    Type: Psionic
    Effect: For a single target, you can make a creature or object simply not exist. Any affect they have on surrounding objects can still be seen by the target.

    Name: Broken Clock
    Type: Psionic
    Effect: You alter one target's perception of time. Over the matter of a few minutes, you can make it seem like hours or seconds have passed for the target. Given no outside proof to the contrary, the creature will believe time has passed as you dictate.

    Maybe a bit on the low power side, but do I have the right idea?
    Last edited by Kamai; 2014-02-05 at 02:09 AM. Reason: Lapse was too close to mechanics.
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    Default Re: Spells That Are Spells But Aren't Spells

    @dylanh043: I didn't want game effect because the effects people would list make no sense in this system. I would rather have actual descriptions.

    @kamai: Awesome. That is exactly what I was asking for. I'll post back the refined versions whe I can.
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    Default Re: Spells That Are Spells But Aren't Spells

    Templates for Broken Clock, Lapse of Attention, and Spectrum Sight added to the "Spell"book.

    Full ability Telekinesis added to the "Spell"book.
    May the gods watch over your battles, friend.

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    Default Re: Spells That Are Spells But Aren't Spells

    Full ability Broken Clock added to the "Spell"book.

    Ability template Spectrum Sight relocated due to a previous error in placement.

    So my comments:

    Broken Clock: This was hard to put to mechanics, but it should be relatively useful. I like the idea, and it will probably be worth the time it took to translate.

    Spoiler: Broken Clock: Refined Version
    Show
    Broken Clock (4): You alter one target's perception of time. Over the matter of a few minutes, you can make it seem like hours or seconds have passed for the target. Given no outside proof to the contrary, the creature will believe time has passed as you dictate. This effects how quickly the target perceives reality and reacts. If this ability is used in the missile combat phase on an opponent or an ally, its effects require another roll. Make a roll, subtracting your target's Defensive Bonus. For a number of combat rounds equal to that number, he perceives things as either happening twice as quickly or half as quickly as they really are. If time is fast for him, he treats his Attack Bonuses and Defense Bonus as if they were 1 less than they really were. If time is slow for him, he treats these abilities as if they were 1 greater instead.
    Created by Kamai


    Spectrum Sight: This was rather easy. It gave me the idea of a mechanic for permanent mutations. I would think that a player who wishes to play a perceptive character would choose this mutation.

    Spoiler: Spectrum Sight: Refined Version
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    Spectrum Sight (3*): This mutation permanently increases your Perception bonus by +2.
    Created by Kamai
    Last edited by Thunderfist12; 2014-02-07 at 05:26 PM.
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    Default Re: Spells That Are Spells But Aren't Spells

    Lapse of Attention has yet to be statted.

    Any other "spells"?
    May the gods watch over your battles, friend.

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    Default Re: Spells That Are Spells But Aren't Spells

    Good old Endure Elements. I'm not familiar with this system, are we talking about Biopunk kind of mutations? Otherwise this is probably extreme.

    Temperature Tolerance
    Mutation
    You can exist comfortably in extreme heat or cold.

    Pheremones
    Mutation
    A certain kind of animal (mutant?) is never aggressive towards you. You can sometimes sway them to your wishes.

    Carrion Detection
    Mutation
    You can locate the smell of corpses more competently than a bloodhound.

    Is this the sort of extreme you're looking for?

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    Default Re: Spells That Are Spells But Aren't Spells

    That works fine, Parvum. I'll post these up when I can.

    Thank you.
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    Default Re: Spells That Are Spells But Aren't Spells

    Dragon's Lung
    Mutation
    Your body has developed chemical reserves. Provided your diet includes <some native semi-toxic plant>, you can expel a cloud of reactive chemicals from your mouth, seemingly breathing fire.

    Effect: Deals damage in <area> (of the fire type, but variations for acid?). Character can safely consume <native semi-toxic plant>.

    Negate Toxins
    Psionic
    When you are exposed to venoms or contact poisons, you can use your fine control over your body's systems to cause blood not to flow through the affected area, and the nerves in that area to stop sending signals, all without affecting surrounding systems. You can resume blood flow after the toxin has been appropriately treated, or remove the affected area and allow it to heal normally if it is small enough.

    Effect: Temporarily ignore the effects of a toxin. The area that was affected becomes effectively unusable (no blood, no nerves). Can be maintained indefinitely, but areas kept continuously removed from blood flow will necrotize.You can decide the exact penalties in a mechanical sense for how this works.


    Here's a couple ideas off the top of my head. Subscribed I'll check in periodically and see if anything new came to mind.
    Last edited by MoleMage; 2014-02-09 at 09:27 PM.
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    Default Re: Spells That Are Spells But Aren't Spells

    Perception Alteration
    Psionic

    Altering the perceptions of nearby creatures so that they can't see you. Not actual invisibility as you are still visible to anything without a mind to alter (such as machines or cameras).


    Hypnotic Suggestion
    Psionic

    The ability to put other creatures into a hypnotic trance and implant suggestions that can alter behavior.

    Adaptive Camouflage
    Mutation

    The ability to make your skin pigmentation match the appearance of your surroundings making it harder to spot you.


    Eagle Eyes
    Mutation

    You can see much farther and with greater percision than a normal human.

    Animalistic Speed
    Mutation

    You can run much faster than normal humans, and you don't tire as quickly from prolonged movement.

    Iron Stomach
    Mutation

    You can eat almost anything with few consequences, be it metal, acid, poison or other dangerous substances. Anything that you ingest is not harmful to you and you can subsist on those things for an indefinite amount of time.

    Psionic Hole
    Mutation

    For the purpose of Psionic powers that sense creatures or beings, you don't exist. You are completely undetectable by Psionic powers.

    Mindsight
    Psionic

    You can sense creatures by the emanations put out by their brain waves. As long as something can think, you can detect them within a short range. This sense cannot be blocked by any material.
    Last edited by 3WhiteFox3; 2014-02-10 at 02:17 AM.
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