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Magical Spells.

Posted by The GuardianFor group 0
The Guardian
GM, 29 posts
Sun 4 Dec 2011
at 06:16
  • msg #1

Magical Spells

Here is a place to post magic spells and discuss them.
The Guardian
GM, 32 posts
Mon 5 Dec 2011
at 04:40
  • msg #2

Spells from  Princess Ariel from Jeff Dee's site.

     a. Cloud of Fog: This spell affects an area of 4". Those within the Cloud of Fog will act as if they were caught within an area of darkness (see as Darkness Power). PR 1 to create the Cloud of Fog, it takes an additional 1 PR and an action to maintain the spell.
     b. Energy Blast: Attacks as Power Blast. Energy shots from her hands. 1d20 PR 1/shot.
     c. Energy Cage: Attacks as Paralysis Ray Yellow energy forms a cage around the target. A successful hit means the target is held captive and unable to move/attack. The energy cage only prevents physical action. The cage will disolve in 1d8+2 Turns. PR 2/shot.
     d. Energy Coils: Attacks as Paralysis Ray. Blue energy coils around the target causing it to be held captive and unable to move/attack. The Energy Coils prevents physical and mental action. The coils will disolve in 1d4+2 Turns. PR 4/shot.
     e. Plant Control: A green energy blast commands plants to do Ariel's bidding (she can control up to 20 HP worth of plants). She can animate plants and attack others (for example, she can make plants grow up from the ground and grab opponents). PR 1/spell. An action must be spent per Turn to command the plants.
     f. Telekinesis: Yellow energy reaches out and acts as the Telekinesis Power. Princess Ariel can manipulate physical objects with the maximum weight of 1200 lbs. Objects can be moved with a speed of 200"/Turn. PR 1/initial grab and an additional point for each Turn afterwards that she manipulates the target.
     g. Wind Vortex: This spell creates a small vortex of intense wind that can cause havoc in an area of 4" radius. Attacks as Vibratory Powers. 3d6 Damage, PR 2/vortex.
The Guardian
GM, 33 posts
Mon 5 Dec 2011
at 04:55
  • msg #3

Spells from  Galaxy Boy's Pentenbrae from VnV forum.

a) Metalskin: PR=12, act as armor with ADR66. Lasts 1 hour or when the armor is "used up", whichever comes first.
b) Sanctuary: PR=7, Infallible dimensional travel to pre-determined location. PR=7 for each additional person.
c) Shadowform: PR=4, lasts one hour. As non-corporealness.
d) Darkbolt: PR=8, rgn=28". Attack as devitalziation ray, do 3d10 damage to target's power score. These points cannot be recovered until 6 hours have elapsed.
e) Creeping Weakness: PR=5, Rgn=30". Target is fatigued till save End on % die. Attack as devitalization ray.
f) Darkflight: PR=6, movement= IntXCha (540'/turn, or 123 mph). Duration 1 hour.
g) Pitch Sight: PR=4. Duration 1 hour. Allow vision in absolute darkness.
h) Shadow Images: PR=5 plus 1 per additional image. Similar to the mirror image spell from D&D. Duration 18 turns. Each image disappeared upon contact.
i) Haze: PR=3, duration 18 turns. Pentenabrae appears as a distorted light bending image. Any physical attacks that hits have a 30% missing.
The Guardian
GM, 34 posts
Mon 5 Dec 2011
at 05:05
  • msg #4

Spells from the Enchantress from Jeff Dee's site.

Command Weather: [Weather Control] This mystical spell grants the caster the ability to manipulate existing weather patterns. The following table shows the score which must be exceeded on 1d20 to change the weather from one condition to another. The number given (or in brackets as the case may be) is the PR cost of changing said weather.

See VnV Book

Once the weather is changed, it remains for at least 12 turns. When any of the weather conditions given on the table above are present, the caster may utilize it as a weapon or for other purposes (each weather attack takes one action). Each casting of this spell will extend the weather's total duration by 12 turns.
Weather Attacks Types Range Damage Other PR
Cloudy Darkness
Rain Special
T-Storm Lightning
Tornado Vibratory
Hurricane Sonic Blast
Snow Ice Powers
Blizzard Ice Powers

Eldritch Bolts: [Disintegration] The Enchantress can cast bolts of crimson mystical energy from her hands. Attacks as Disintegration, Range 88", +3 to Hit (includes Training Bonuses), 1d20+2 Damage (includes Training Bonuses), PR 2/bolt.
Eldritch Shield: [Force Field Powers] Amora can create a shield of crimson mystical energy that forms a protective barrier between her and her opponents. Treat as Force Field (Screen): Maximum Area 132", Maximum Range 88", PR 5 to activate, Spell's Power Potential 132 (minus 1/2 of number of points of damage repulsed).
Eyes of Heimdall: [Heightened Senses] PR 5 to cast, Range 88". Enchantress' senses become sensitive to Magic, Psionics and she can see through illusions to reveal the real/true appearance of someone.
Hel's Kiss: [Paralysis Ray] The Enchantress weaves this spell with her hands, and then she blows it at her intended victim as if she was 'blowing a kiss'. PR 8 to cast, Range 88", attacks as Paralysis Ray. The victim must then make an Endurance save (d00%) or otherwise fall unconscious. Normal wake-up rules apply.
Mists of Alfheim: [Teleportion] Strange obsidian mists (5' x 5' "portal") bellow from the ground and engulphs the target(s) and when the mist blows away, the target is gone. Maximum Range 1,320,000,000" (1,250,000 miles!), PR 8.
Thought-Casting: [Telepathy] With her fingertips resting against her temples, the Enchantress can send her thoughts to others. Maximum Range 160" (radius), otherwise treat as the Telepathy power.
Whispers of Frigga: [Mutant Power] For every point of power spent, this spell can heal either, 2 HP or 4 Power. HP damage and Power loss must be paided for separately. i.e. A character who lost 6 HPs and 16 Power would have to spend 7 PR (HPs 3 + Power 4) to heal back to his full capacity.
Winds of Watoomb: [Dimensional Travel] This spell creates a strong, mystical wind that allows the caster to travel to other dimensions. Treat as the Dimensional Travel Power with the following conditions: Enchantress can travel from Asgard to Earth and vice-versa without error at the cost of 4 PR (+1 PR for each additional person she brings with her). She can attempt to travel to other dimensions, but then she has a chance of succeeding equalling her Intelligence score, plus 1% per point of Power spent. If she has been at this other dimension before, then her base percentage chance increases to Ix4%.
Silver Dragon
player, 1 post
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Mon 5 Dec 2011
at 08:21
  • msg #5

Re: Spells as non-spells

I have a char, "Silver Dragon", that was supposed to have Chi-based powers and be like "Iron Fist" character.  GM & I came up with "Chi Powers" and this list, (although the GM did not approve all powers -- they were waiting until I spent the IP & then we'd figure out what I'd gotten).

Magic Spells - 'Chi powers' (generally PR=4 + Action, most effects last 1 hr, starts with only 1 power):
  • 'Dragon Fist'  --  punch or kick w/carrier Disintegrate, double damage vs inanimate objects (PR=4, +3 hit melee, can't use when invisible.)
  • 'Dragon Blood'-- regenerate HP at Heal rate/turn, can be used on others.  Requires attention, can't take other actions.
  • 'LightFoot' -- Height Speed (add to move 1d100 x3" + INIT bonus), can run and jump on air, run vertical up walls, upside-down on ceiling, etc.
  • 'Chi Weaponry' -- +3 to hit w/Martial Arts weapons (requires PR=4 & activation, lasts 1 hr), or Nat Weaponry equivalent (1d6 determines +1/+2, +2/+4, or +3/+6) costs PR=1 per turn.
  • 'Aura of Calm' -- Emotion Control effect, calms & soothes, no need for violence.  PR =10 per successful 'hit'.
  • 'Mind over Body' -- Height Stat A - any one STR, END, AGI (roll 2d10)
  • 'Dragon's Tongue' - (Ribbon fighting, ie long fabric ribbons rolled inside sleaves, work like 'Telekinesis' or 'Stretch' (ie ranged melee/grabs), can wrap someone up (ie lose movement) or tether them to an anchor object.  Ribbons can hold 500lbs each, 1 for each arm.
  • 'Dragon's Tail' -- Evasion is doubled, kick HtH attacks dice are doubled (ie 1d4 = 2d4).  Kicks have a carrier 1d10 PR drain attack, PR=2.
  • 'Viper Strikes' -- can strike anyone within reach w/melee attack, no extra PR cost (PR=4) for extra actions
  • 'Quivering Palm' -- melee carrier attack delivers Disintegrate, effect is delayed for up to 24hrs, or can dissipate.
  • 'Chi Blast' -- Quick PR burn - can spend 10 PR to burn *all remaining PR*
    to split as damage bonus/Hit bonus.
  • 'Chi Power Up' -- as Absorb - damage goes to PR score, max 100 PR, req's a ready action
  • 'Enchantment Scrolls' -- small paper strips with inscribed spells, strip is thrown onto target to cause effect: freeze, burn, paralyze, confusion, banish undead, make a 'forcefield cage', etc
  • 'Mystic Potions' -- brews small doses of potions (in advance) which have amazing, but very short duration, effects.  Others (even non-heroes) can drink potions.  Small dose = lasts 1 encounter or 1 hour, may confer powers like invisibility, invulnerability, flight, cosmic awareness, astral projection, adaptation, elemental control, animal control, willpower, etc.

Element Zero
player, 12 posts
HP 13/13 - PP 69/69
+1 Hit / +1 Dmg
Mon 12 Mar 2012
at 11:19
  • msg #6

Re: Spells as non-spells

Definitely a "regenerate others" spell is needed.

The healing rules in the game are unusable, or unfriendly, however you look at it.
Star Master
player, 11 posts
Mon 12 Mar 2012
at 17:26
  • msg #7

Re: Spells as non-spells

One of my villains (The Wizard) uses spells less as immediate affects and more as device-type abilities:
  1. Golem-This spell allows The Wizard to create a golem from whatever materials are available at the time. The number of consecutive days required is equal to the SR of the material used. The golem will have strength equal to ten times the SR of the material used, endurance equal to seven times the SR of the material used, and agility equal to 20 less the SR of the material used. Golems are sixty-five inches tall, weight is 150 times the SR of the material used, and have their agility further affected by weight modifications. They are mindless, following The Wizard's orders explicitly, and fight as fourth level characters. They subtract their SR from all damage done to them, but are vulnerable to anything their material is vulnerable to.
  2. Doppelganger-This spell costs half of The Wizard's Power at the time of casting, and does 2d6 hit points of damage to The Wizard. However, the spell creates another version of The Wizard with hit points and power points equal to a percentage dice roll multiplied by The Wizard's maximum power and hit point scores. The duplicate can neither recover Power nor regain Hit Points, otherwise it is an exact duplicate of The Wizard. When a doppleganger performs this spell, the maximum hit points and power points are considered to be that which the doppleganger starts with.

Star Master
player, 14 posts
Mon 30 Apr 2012
at 16:02
  • msg #8

Re: Spells as non-spells

I find it hard to codify exactly how to determine when a spell is 2/3 to 3/4 the effectiveness of a power. A recent discussion in another game got me thinking about it, and evaluating my own stance. It turns out, I've been doing this more as an art form than a science, and I wonder if others are having similar experiences.
I've tried to apply hard and fast mathematical formulae to everything I can, and where the powers effects are simple, that's not difficult. For instance, a magical spell that blasts an enemy is 2/3 to 3/4 as effective as Power Blast (average 10 points damage) if I set the damage as 2/3 to 3/4 (between 6.666 and 7.5) the damage done by a power blast, so a magical blast does 2d6 (average 7 points) damage and attacks as Power Blast. Of course, if that's all the character has it sort of wimps them out, so I have been known to double the average damage and triple the power cost (4d8 damage and PR of 3 per shot).
That being the case, a magic spell for flight could be (S x E x 2)/3 in mph with PR=1 per hour and be 2/3 of the normal power.
Actually, when it comes to spells it almost feels better to have some sort of random factor in the mix. If the flight speed was 1d20 x 1d20 in mph at PR of 1 per hour you could have flight that is as good as the normal power about half the time,  about 3/4 of the normal speed 1/4 of the time, and snail slow about 1/4 of the time. To me, that sounds like about 2/3 to 3/4 the normal power.
Also, as it's a magical spell, requiring an action to start flying makes sense. Does taking a power that's movement only and requiring an action to start the power reduce its effectiveness by 1/4 or 1/3? In my opinion such a spell is closer to 1/2 the effectiveness of a power as it uses actions that prevent other powers from being used.
As an aside, comparing the Flight power to a spell with a PR of 1 per turn, the spell has a power cost 240 times that of the power. Such flight is fully as useful as the power in a combat sense, but loses numerous non-combat advantages. Does that reduce its effectiveness by 1/4 or 1/3?.
Does anyone have a better way to weight a spell's effectiveness and compare it with a similar power?
The Guardian
GM, 55 posts
Mon 30 Apr 2012
at 18:15
  • msg #9

Re: Spells as non-spells

Random is more complcated and is more about a style of magic to me. It would be one way to nerf but should not be required.
Kid Kinetic
player, 9 posts
You may know me as
GM Bones
Mon 30 Apr 2012
at 18:15
  • msg #10

Re: Spells as non-spells

I have no formula. I just look at what it might be as a power and then propose something.

Another way is to limit the spell. For instance, Lightning Control gives characters an attack, a defense, and some special effects (control devices). As a spell, you can break this down into three different spells, that makes is less effective than the base power right off the bat. Then you might also play with the range, power cost, damage dice, or whatever.

It is an art, as Star Master says, not a science.
The Guardian
GM, 56 posts
Mon 30 Apr 2012
at 18:20
  • msg #11

Re: Spells as non-spells

<quote Kid Kinetic
It is an art, as Star Master says, not a science.
</quote>

I agree.

In VnV it is not just about one power or another, It is also about stat and power combinations and power and power combinations. If a character rolls the right combination of powers they can be much more powerful than a character with more powers.
Silver Dragon
player, 11 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Tue 1 May 2012
at 09:45
  • msg #12

Re: Spells as non-spells

Hey Star Master, I thought I just saw this post in a game.
;)

All I know is that when I GM V&V, I almost always have to scale the players back when they try to make spells.
Then, when I'm a player with Spells, the GM always is scaling me back.

So maybe it's just the fact that Spells are super overpowered?

Here's the 'V&V game-killer' power:
A player that gets 2x (or even 3x?) Magic Spells, and if they have Height Int on top of that -- ooooooh boy!  That is a super duper DUPER wizard.  I guess with anything like this, I will let their spells be almost equal to powers *but encourage them to NOT duplicate powers* but rather make new abilities/powers -- because they can!
Star Master
player, 17 posts
Tue 1 May 2012
at 18:00
  • msg #13

Re: Spells as non-spells

Actually, I think the pbp VnV killer is the character with ht spd twice. Once everyone else waits through the two weeks to play their first half dozen actions in a turn, the other players lose interest.
The Guardian
GM, 59 posts
Wed 2 May 2012
at 07:19
  • msg #14

Re: Spells as non-spells

Is there a witch hunt against Magic Spells going on on RPOL?

If you look at the VnV Forum there are a lot of examples of Magic Spells and none of them are as butchered as what is being discussed here as of late.

What is next Animal Powers gets you only one power?

Nearly as powerful does not mean useless.

This game has a lot of luck in character generation. That makes it a lot like comics. Go watch the Avengers this weekend. Some of those guys did not roll so lucky, others did.

Why the need to go out of the way to cripple magic spells?

Should weather Control really grant five powers? Yeah that is cool. Or we could really cut it up and then maybe you could make it drizzle.
Silver Dragon
player, 12 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Wed 2 May 2012
at 07:51
  • msg #15

Re: Spells as non-spells

The Guardian:
Is there a witch hunt against Magic Spells going on on RPOL?
Nearly as powerful does not mean useless.

No witch hunt, but that's a funny way to phrase that.  HA

Nearly as powerful to me seems like somewhere between 2/3 or 1/2 a regular power.

But there's so many creative ways to make spells, they can be different / weaker versions than powers but you could mix stuff up, like:
  • Pyromancy -- Flame power defense, add 1d10 carrier flame damage to attacks, PR = 1 per turn.
  • Grease -- Slippery oil appears all around the character, making everything slippery.  Anyone within the radius must save vs AGI to remain standing.  Chance to move past target, very hard to stop movement, any use of a device/item has a 30% chance to fail.
The thing I least like about Magic Spells is when players simply copy existing powers.  There are ~ 70 powers more or less (with lots of little variations) -- but why not emulate/copy some of the D&D-styled spells?
Fireballs, Stinking Cloud, Bigby's Grasping Hand, etc?
The Guardian
GM, 60 posts
Wed 2 May 2012
at 07:58
  • msg #16

Re: Spells as non-spells

I go with 2/3. Less than that does not reach the definition of nearly.

ie 1/2 can be nearly empty or nearly full.

I am thinking more IP put to one spell could make it the same as a power.
Silver Dragon
player, 13 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Wed 2 May 2012
at 08:13
  • msg #17

Re: Spells as non-spells

The Guardian:
I am thinking more IP put to one spell could make it the same as a power.

I wouldn't do it that way, but I'd let the extra IP be a power stunt for the spell, somehow.

Magic spells is so overpowered anyway.

I liked that line about Animal Powers being 1 power, too.  HA HA

Yeah, a wicked set of rolls would be 8 powers:
3x Height Speed
4x Animal Powers
1x Height Agi
and some weakness that everyone loves in V&V, like 'Special Requirement' or 'Mute'.
Silver Dragon
player, 15 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Wed 11 Jul 2012
at 09:09
  • msg #18

Re: Spells as non-spells

I liked "Find Familiar" idea.

Saw it here:
http://pferrant.tripod.com/Vil...igilantes1-24-04.pdf

Makes sense, a weaker form of "pet" power...?
The Guardian
GM, 67 posts
Thu 12 Jul 2012
at 02:29
  • msg #19

Re: Spells as non-spells

In reply to Silver Dragon (msg # 18):

I hate mute, would drop a good power not to have it.
Kid Kinetic
player, 11 posts
You may know me as
GM Bones
Thu 12 Jul 2012
at 17:31
  • msg #20

Re: Spells as non-spells

Wow. Those "house rules" are almost as long as the rules themselves. That is one dedicated GM.
Ebony Reaper
player, 16 posts
HP 64 / 64
PR 81 / 90
Mon 3 Dec 2012
at 14:34
  • msg #21

Re: Spells as non-spells

The Guardian:
I hate mute, would drop a good power not to have it.

Generally, char's have some 'work around' for mute.

Never seen a player play mute & not be telepathic, have illusions, etc.

So far, I've always enjoyed it.  And I find it somewhat humorous just how many mute players there are in V&V.

How about a team of ninjas who all are mute and have a psi power which blocked mind-reading?  HA

But I don't think the weakness should work as a strength...?

I keep getting characters who have "Weakness - Prejudice".
Star Master
player, 27 posts
Tue 4 Dec 2012
at 05:15
  • msg #22

Re: Spells as non-spells

Prejudice is a terrible weakness, but mentioning it gave me an idea:

Magic Spell - Forced Prejudice, reverses the target's apparent "Side" for the duration of the spell, affects all reaction, loyalty, and morale rolls. The target is not aware they are affected.
PR, duration, etc. GM fiat
Ebony Reaper
player, 17 posts
HP 64 / 64
PR 81 / 90
Tue 4 Dec 2012
at 08:23
  • msg #23

Re: Spells as non-spells

Star Master:
Magic Spell - Forced Prejudice, reverses the target's apparent "Side" for the duration of the spell, affects all reaction, loyalty, and morale rolls. The target is not aware they are affected. PR, duration, etc. GM fiat


Would you be willing to spend a Spell Slot on that?  I could see later on, like Level 5 or so -- but earlier it's quite subtle & relies on others reactions to have it have any impact.
Star Master:
Prejudice is a terrible weakness

I like it, but generally I make the hero more of a 'vigilante'.  (More of a Batman/Punisher type.)
My most recent character with this weakness is a 'nice guy' but he has a newspaper that is framing him for crimes.  Kinda fun, that one.  (Reminds me of Spiderman.)
The Guardian
GM, 74 posts
Wed 5 Dec 2012
at 10:59
  • msg #25

Re: Spells as non-spells

Let's keep this thread focused on spells. I moved the last comment to a similar discussion in rules discussion thread.
Silver Dragon
player, 28 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Sun 9 Dec 2012
at 05:24
  • msg #26

Re: Spells as non-spells

Do people think this spell is too overpowered?

    'LightFoot' -- a weaker Heightened Speed (add to move 1d100 x3" + INIT bonus, PR=2 per round to activate, no action required), can run and jump on air, run vertical up walls, upside-down on ceiling, etc.

I'd like to add it to my character, Silver Dragon, continuing his theme from those unrealistic Kung Fu movies where you hear the flapping sound & super-powered Kung Fu masters jump up/down huge distances, run up walls, jump on breezes or clouds or thrown coins/papers, etc.

While I think it's a neat spell, it falls in the "weaker than a power" description of Magic Spells but it also could be very useful.

Maybe the INIT bonus is too much, esp if this ability grants a good 'move' ability?
Bonespike
player, 34 posts
Sun 9 Dec 2012
at 05:31
  • msg #27

Re: Spells as non-spells

In reply to Silver Dragon (msg # 26):

Running and jumping on air and upside down on ceilings makes it stronger than Heightened Speed in many ways. I could see it giving a bonus to jumping and the PR cost per turn is reasonable enough.
Silver Dragon
player, 29 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Sun 9 Dec 2012
at 06:24
  • msg #28

Re: Spells as non-spells

The multiplier is x3 instead of x10, and for most games the running on walls & so on is more 'special effect' than really going to affect much, so IMO it's still weaker than Height Speed (at least 1/3 weaker).

The rules didn't actually specify what the character could do with 'Lightfoot' running, so maybe it'd be 3x jumping, or vertical up a 100' wall, or maybe the GM would say -- it's too high or too long a jump, or make an AGI check to make it, etc etc.

Rather than build more rules into V&V, personally I like powers that can do something -- but you may not know their full effectiveness, or if certain scenarios are too much for them...?

I suppose many/most GM's would want some wording to that effect -- or perhaps they'd need a hard/fast rule on what "can run and jump on air, run vertical up walls, upside-down on ceiling, etc" means?
Star Master
player, 29 posts
Sun 9 Dec 2012
at 07:32
  • msg #29

Re: Spells as non-spells

Actually, the long leaps in those kung fu movies are very much like the jumping rules for someone with an extremely low weight. The rate per phase was always based on Carrying Capacity, but the number of phases airborne was based on actual weight. I've always considered the following as a good VNV spell of the 'oriental mystic' school:
    Karumi-Jutsu - use one action per turn (to indicate concentration) to reduce the characters weight by a factor of seven (210 pound character appears to weigh 30 pounds), the following affects will occur
  • The Feather Floats to Earth: Changes in terminal velocity divide the damage from falls by 2.5, before any other factors are taken into affect.
  • The Grasshopper Leaps to Safety: The number of phases the character remains airborne while jumping is multiplied by 7.
  • The Monkey Climbs the Beech Tree: The character can climb any normal surface (not teflon or glass) by making an agility save.
  • The Panther Stalks His Prey: the lighter character steps so quietly that all attempts to detect his footfalls have the success rate reduced by 20%.

Depending on the campaign, the spell could be beefed up, but I should point out that I mentioned no PR or other restrictions on the spell.
Silver Dragon
player, 30 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Sun 9 Dec 2012
at 07:47
  • msg #30

Re: Spells as non-spells

@ Star Master  <-- I like a lot of what your idea does, but I have issues with a few parts:

Star Master:
Karumi-Jutsu - use one action per turn (to indicate concentration) to reduce the characters weight by a factor of seven (210 pound character appears to weigh 30 pounds), the following affects will occur

Why would the art affect the char's weight?  Makes no sense to me.

Star Master:
The Feather Floats to Earth: Changes in terminal velocity divide the damage from falls by 2.5, before any other factors are taken into affect.

I do like using the ability cuts the fall damage, but dividing damage by 2.5 is far different than ignoring the first 20-30 points of falling damage, for instance.

Star Master:
The Grasshopper Leaps to Safety: The number of phases the character remains airborne while jumping is multiplied by 7.

Is the goal here to extend the reach of the jump?  Why not just multiply the distance, rather than the time?

Star Master:
The Monkey Climbs the Beech Tree: The character can climb any normal surface (not teflon or glass) by making an agility save.

This one I really like!  I'd probably want the character to move at normal rate, so they could 'run up' the tree/wall/rooftop/elevator shaft/etc.

Star Master:
The Panther Stalks His Prey: the lighter character steps so quietly that all attempts to detect his footfalls have the success rate reduced by 20%.

I like this concept, but in V&V some char's can have Detects of >80%.  Maybe just say can't be detected by hearing, or doesn't touch the surface, etc?
I've got a character who detects vibration -- this ability would imply that he takes 20% off his detect, but I don't think this ability would affect detect vibration...?

Sorry to quibble, I think the general scope & ideas behind this are great.

Silver Dragon
player, 32 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Wed 16 Jan 2013
at 09:02
  • msg #31

Re: Spells as non-spells

Was thinking,
quote:
The Monkey Climbs the Beech Tree: The character can climb any normal surface (not teflon or glass) by making an agility save.


Why not just skip the AGI save and say they can do it, unless it's some surface which is (for some reason(s)) unclimbable?
Star Master
player, 30 posts
Thu 17 Jan 2013
at 04:22
  • msg #32

Re: Spells as non-spells

All of those affects are based on weight reduction. Karumi-Jutsu is one of those legendary abilities claimed by historic masters of oriental martial arts. The difference in falling damage is based on the difference in terminal velocity that results from weight being divided by seven. The leaping is directly from the leaping calculations, assuming the weight is divided by seven. As we're simply reducing weight, an agility save would be appropriate for climbing; for the same reason the changes of being heard are reduced, but not eliminated.
Besides, the idea was that all of these effects occur at the same time. In addition, the character could be thrown farther by another character, and there should be some increase in the distance the character could be knocked back by attacks. It would also be appropriate to reduce the amount of damage the character could cause in hand to hand combat.
Silver Dragon
player, 33 posts
HP 13/13 - PR 62/61
Breathe. Focus. Strike!
Thu 17 Jan 2013
at 10:17
  • msg #33

Re: Spells as non-spells

Star Master:
All of those affects are based on weight reduction. Karumi-Jutsu is one of those legendary abilities claimed by historic masters of oriental martial arts. The difference in falling damage is based on the difference in terminal velocity that results from weight being divided by seven. The leaping is directly from the leaping calculations, assuming the weight is divided by seven. As we're simply reducing weight, an agility save would be appropriate for climbing; for the same reason the changes of being heard are reduced, but not eliminated.

I guess you pointed out my beef with these spells; they're more like "rules tweaking" than spells which are aimed at the effect.

It's like "Oh, we're playing ShadowRun?  Well, my guy has an implant which gives him 10 extra points of initiative."

Rather than saying Karumi-Jutsu allows someone to do X, Y, or Z, it seems like you're focussing on the way V&V works & trying to 'rules tweak' to make your effect (ie tweaking key variables), rather than a simple spell effect like "jumps an extra 20 feet" or "jumps 2x distance" or "doesn't take damage from falls".

I probably have made spells like this -- my fav's are the "works like Height Stat A for any stat" spells -- but the aim is to represent movable ability 'boosts', and it functions somewhat like other powers.

If I was GM'ing those abilities, I'd push the player to focus less on how V&V rules are supposed to work & more on how the power(s) would affect their character.
The Guardian
GM, 86 posts
Fri 12 Apr 2013
at 00:10
  • msg #34

Re: Spells as non-spells

1) Willpower (A): PR=1
2) Weather Control Device: Magical Staff: See pages 18-19 for a full description of this power. 18 charges.
3) Heightened Intelligence (A): +12
4) Body Power: Retarded Aging: He has magically slowed his aging process.
5) Heightened Charisma (B): +13
6) Pet: Talon: A Peregrine Falcon. Use the stats for an Eagle from page 46 of the rulebook.
7) Magic Spells:
a) Deflection: Save vs. Agility to deflect magical based attacks back at attacker. Only usable from front or side arcs.
b) Thunderbolt: Attacks as Lightning Control. PR=3, R=End x 2 (46”), 1d12 damage
c) Thunderclap: Attacks as Sonic Abilities. PR=4, R=End x 2 (46”), 1d12 damage
d) Fireball: Attacks as Flame Powers. PR=2 , R = End x2 (46“), 1d12 damage
e) Forget: Target must save vs. Int or forgets. R=Int, PR=variable (See table)

1 thought - PR=1
5 min - PR=3
1 hour - PR=5
1 day - PR=7
1 week - PR=12
1 month - PR=20
1 Year - PR=25

f) Sphere of Protection: Affects the user as though he were protected by a Force Field. R=Self, PR=1 per turn, +1 per two points of damage stopped.
g) Shrink: Unwilling targets must save vs. Endurance or be shrunken to 6” in height. R=Int, PR=3
h) Portal: Acts as Dimensional Travel. Special Requirement: Must use a normal doorway as a focus for this spell. PR=5
I) Flight: PR=1 per hour. 115“ (max speed is based on 5 x Endurance).
j) Dispel Magic: PR=6* To successfully dispel a spell cast by another, he must successfully roll his inventing percentage, or lower, on 1d100 - the level of the individual who cast the spell. He may increase his percentage chance by spending additional power. For each additional point spent, he increases his chance to succeed by 2%.
k) Mirror Image: Creates multiple illusions of him. R = Int, PR=3+1 for each additional image.
l) Invisibility: PR=2 per hour.
m) Spirit Drain: Attacks Devitalization Ray, R=Int x 2 (52”),
n) Fickle Fingers: Drains 1d6 Agility. Target must save vs. Endurance to resist effects. Affected characters recover 1 point of Agility per hour. R=Int, PR=4
o) Shield: Defends as though it were force field. R=Int (26”)

http://www.fantasygamesunlimit...3d462281e19484253426
MoSqUiTo
Player, 19 posts
ZzzzZzzz...ZzzT!
HP:40/40 PR:77/77
Mon 27 May 2013
at 06:14
  • msg #35

Re: Spells as non-spells

GM:
And, for training, in reviewing the rules for Magic Spells - it's not something you TRAIN in, it's something you invent.  I had already told another player that he could not train in Magic Spells to gain a new spell each level - I'm afraid the same has to apply to you.  Sorry!


I was under the apparently false impression that if a character had Magic Spells, that when they level up they could train in Magic Spells & get a new spell.  I've played V&V like this forever.

Am I completely lost?  Where did I get this idea?  Does anyone else play it the same?

I'm not trying to 'over-rule' the GM so much as understand where I got the idea?
Maybe it was the 'training - whatever' section?

THANKS
This message was last edited by the player at 08:36, Mon 27 May 2013.
Star Master
player, 36 posts
Mon 27 May 2013
at 07:22
  • msg #36

Re: Spells as non-spells

By the book, the character "may create new spells according to the Inventing procedure (see section 6.3)"
As per the inventing procedure, a description of the spell should be submitted to the GM (who decides if it's predestined to fail, if it's too powerful for the campaign, etc). The procedure mentions the needed skill as possibly requiring research costs. I've always assumed the 'skill' was part of the power, and did not require research costs, or allow assistance from outside sources. I've also assumed the resources for the spell were available, and ignored the implications of this part of the inventing procedure when applied to spells. As it specifically mentions the Inventing procedure, and in the Inventing procedure it specifically lists two types of inventions, I've also allowed 'OneShot Magical Spells'. They consume an inventing point, but do not become permanent additions to the character, however they are 'always good for at least one effective use'.

However, as characters get new inventing points each level, and the main reason magical spells are a worthwhile power is the growth potential, most character with the power will spend the first part of each level working out their new spell.
Wraith II
Player, 1 post
Mon 27 May 2013
at 10:24
  • msg #37

Re: Spells as non-spells

Some GMs have their own rules. But magic Spells should allow on average one spell + per level with invention points. If the character had heightened intelligence more.

Magical Spells:
The power to work magic and to create new and unique magical
forces. The character starts with one beginning spell of his own
design (the GM should work with the character to create a useful
and reasonable power). From then on, he may create new spells
according to the Inventing procedure (see section 6.3). The effects,
power costs, etc., of each new spell must be outlined by the
character, and the GM may modify its parameters or refuse to
allow it if the character is asking too much.
Each spell should be
nearly as powerful as a regular super power.

Experience Level Bonuses
A. Training: All players are assumed to be constantly training in their
spare time, and to be consciously attempting to improve some
aspect of themselves, even while in the field. At the start of the
game, and upon attaining each new level of experience, each
player should note under ‘Training’ on his character record sheet
which of the following he is undertaking. The bonus described is
received when the next highest level is attained, whereupon new
training is initiated (or the same training may be continued), etc.

Type of Training: Bonus Received:
Basic Characteristic
(specify which one):
+1 on that characteristic score
Gain Weight: Trade one point of S or E for additional
weight in pounds equal to the value of
the point traded (i.e. S 24 reduced to S
23 yields +24 pounds of weight).
Lose Weight: % Chance of success = (I + E + Level) x
2%. If successful, percentage chance of
success / 10 equals the percentage of
the character's weight that is lost. If the
number of pounds lost exceeds the
player’s S or E scores he may add +1 to
the scores that are exceeded.
Combat Accuracy
(specify weapon/attack):
+1 to the player’s chances of hitting
with the weapon or attack chosen.
Combat Damage
(specify weapon/attack):
+1 to the damage caused by the
player with the weapon or attack chosen.
Education (choose the
skill area to be received):
The player receives background in
whichever occupation area he is being
educated in. An instructor must be
located who has skill in that area. See
the list in 4.3, but new ones can be
made up. See also 6.3.
Animal Training (specify): The animal/creature being trained may
be given one type of training except
Education, or can be taught highly
complex tricks - simple tricks can be
taught in other ways (see 8.5).
Whatever: If the GM allows it (which he should if it
seems reasonable) it’s legal.
This message was last edited by the player at 10:28, Mon 27 May 2013.
SHINER
player, 19 posts
See that?
PR 60/60, HP 13/13
Wed 28 Aug 2013
at 08:41
  • msg #38

Re: Spells as non-spells

Have a new character, SuperFat Man, who's powers derive from his body power 'super fat' (fat which is tougher than steel and stronger than muscle).  He's got magic spells as well, and I've been adding on to his body powers.

So far he's got a few nice spells, namely:
    SuperJump -- he can jump really far (like Hulk)
    Slappity Clap - attack does HTH at range.
    Super-Toughened-Fat - Adaptation & Invuln 10 pts, action + PR cost to activate.
    Regeneration - when food is present

Working on next spells -- might be based on food.  Haven't really figured out good ones.

SFM has decent HTH damage but no bonuses to hit (which requires him to use improvised weapons or thrown stuff), and lots of HP.  I'd like him to be a more effective TANK.  I don't often play tanks, and SFM is supposed to be a big stupid tank.

Thoughts so far:

Jelly Beans - SF Man has special jelly beans, each w/a minor effect, which he can replenish at HQ.
    Blue - SF's super jump works in water.
    Red - SF can eat pure fire as a food, gets a fire-breath attack.  (like absorb Fire)
    Green - SF's skin turns green, giving a bonus to hide in forests/greenery. (invisibility in natural environment)
    Orange - SF can drink large volumes of water/liquid and spray it (ie vs fires).

Do people think this is overpowered?  Thinking Jelly Beans could be STRONGER & work as individual spells, but original thought was they were weak.  Maybe I should make them stronger & just have the jelly beans be more of an 'in game' explanation, rather than linking it to the power?
This message was last edited by the player at 08:42, Wed 28 Aug 2013.
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