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2020-03-18, 12:16 AM (ISO 8601)
- Join Date
- Mar 2008
Dungeons the Dragoning 40k spells
Those of you crazy enough to play Dungeons the Dragoning 40k may have noticed that the list of spells is a little short. Here are some that my characters invented, along with notes on how they worked:
Least Animate Dead
Spoiler
Least Animate Dead
Code:Necromancy 1 Focus Test: Necromancy + Intelligence Target Number: 15 Components: Somatic, Verbal, Touch Duration: 1 hour
All severed nerves grow channelrhodopsins or luciferases as appropriate (without associated mRNA) so the body part can be commanded by a standard bionic-optical interface. Attaching this is a TN 15 Tech Use check.
Once attached, the limb can be commanded in terms of specific muscle contractions (which will be elaborate software to do anything interesting in real time) or in terms of actions the pre-death creature knew as "muscle memory" (accessible by Doctrine of Similarity linking the physical muscle to the brain's sensory humunculous).
After an hour, the body part rots away and cannot be animated again.
A given caster can only maintain a single animation at a time. Creating a second one causes the first to rot away.
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Commentary:
This spell did not prove particularly useful, but I'm very glad of how it fits the setting. Note that there is now a standard for bionic-optical interfaces, and interface chips are cheap enough not to track.
Drain Energy
Spoiler
Drain Energy
Code:Necromancy 2 Test: Necromancy + Intelligence TN: Target's Constitution + Arcana Range: Action: Half Action Keywords: Somatic, Verbal, Combo-OK Duration: Instant
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Commentary:
In hindsight, this one may have been a little too powerful. It's quite useful both offensively and as a general-purpose buff. Still, it didn't outright break the game.
Lesser Fabricate
Spoiler
Lesser Fabricate
Code:Transmutation 1 Test: Transmutation + Wisdom Target Number: 15 Action: Half Action Keywords: Somatic, Verbal
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Commentary:
This spell I am entirely pleased with. If you've ever wanted to play Agatha Heterodyne, this is the spell you need.
I planned to invent Fabricate (3rd level, can make more complex things) and Greater Fabricate (5th level, can really go crazy) but the campaign ended.
Enhance
Spoiler
Enhance
Code:Transmutation 2 Test: Transmutation + Wisdom Target Number: 20 Action: Half Action Keywords: Somatic, Verbal Duration: 1 Scene
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Commentary:
This one is very similar to the published Luck spell. It worked quite nicely. Having both this and Luck on the same character might get to be too much... or at least require a clause that the spells can't boost each other.
Locate Self
Spoiler
Locate Self
Code:Divination 2 Test: Divination + Wisdom Target Number: 20 Action: Half Action Keywords: Somatic, Verbal Duration: Instantaneous
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Commentary:
Probably not useful in most campaigns, but potential game-changer if you have a bunch of sphere-hopping magic out of your control. Should be considered in relation to the intended plot.
I'm just glad I got to use the name.
Goo
Spoiler
Goo
Code:Conjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Half Action Keywords: Combo-OK, Verbal, Somatic Duration: Instant Target: A point within 25m.
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Commentary:
This one was powerful -- maybe too powerful. One coating of goo can have many useful properties.
Expulsion
Spoiler
Expulsion
Code:Evocation 2 Test: Evocation + Charisma Target Number: max(20, holding creature's str test) Action: Half Action Keywords: Combo-OK, Verbal, Somatic Duration: Instant Target: A held object within 25m
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Commentary:
Less useful than expected. Harry Potter villians routinely carry a single wand they cannot cast effectively without, but DtD goons seem to routinely carry a small armory of almost-equally-effective weapons.
Resist Gravity
Spoiler
Resist Gravity
Code:Abjuration 1 Test: Abjuration + Willpower TN: 15 Action: Half Action Keywords: Somatic, Verbal, Combo-OK Duration: 1 hour (dismissable)
All gravity-like accelerations are reduced by the resistance to a minimum of zero. This includes mass-mass attraction, aristotelian "down", general relativity analog effects from warped space, the artificial gravity spelljammers use, and centrifical force iff there is one clearly correct rotating refrence frame to be thinking in.
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Commentary:
We never actually tested this one. I wrote it and the DM approved it, but my character didn't manage to take it before the campaign ended.
The exponential raise-response is entirely deliberate, on the logic that resisting major gravity wells should be difficult but possible.
Telekinesis
Spoiler
Telekinesis
Code:Evocation 1 Test: Evocation + Willpower TN: 15 Action: Half Action Keywords: Somatic, Combo-OK Duration: Concentration (Half action), max 1 scene
This is not sufficient force to effectively wield a melee weapon, but you can pull a trigger, slide a land mine under someone's foot, or slash an enemy's throat if they are already paralyzed. Any dex or ballistics checks made with this power are at -1k0.
Regardless of the number of forces involved, if you use this spell for an “action”, that is the only thing you can do with this spell at that time.
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Commentary:
Another spell I never actually got to use.
Willpower rather than Charisma is deliberate, and a precedent I'd encourage for nondestructive evocations. There is precedent for splitting a school based on the book 2 Divinations.
Looking for a monster? Making a monster?
Age of Wariors,, A Homebrew Sequel to Tome of Battle (see also the original thread, disciplines table and prestige class table)
All My Homebrew