Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: Jeeves on <12-01-10/1855:22>

Title: custom spells?
Post by: Jeeves on <12-01-10/1855:22>
I'm trying to come up with new spells that arent in the books. I'm looking for new ideas. If possible, go ahead and post the description of the spell, including what force effects and stuff it has.

The one's I've come up with are called

"Derp" aka "Murphy's Law". Force reduces the number of ones needed to glitch. (not sure if this is possible in the sixth world. let me know.)
Area effect of Derp is Herpdederp

"Brown note." spell causes person to temporarily lose bowel controll, invoking minuses.

"Itchy," spell causes characters to feel uncomfortable itching. Force dictates severety. incurrs a penalty on composure checks.


What do you think? I'm not looking for drain values, i can calculate those myself. feel free to post funny, serious, and so on.
Title: Re: custom spells?
Post by: Kot on <12-02-10/0814:48>
Someone just red Transmetropolitan. Yes, we hate it here too. :)
Have fun with your Bowel Disruptor.


As for my opinion:

1. That would be either a minor annoyance, or a major setback, depending on dis/allowing of critical glitches caused this way. I'd go with: instant effect, each hit after the resistance test turns one die result into a '1' on the victim's next test. So, if you roll good enough, and the target doesn't resist (maybe with Willpower+Edge, as it's a luck-affecting spell), you can make him crit-glitch his attack/defense roll. And i'd make the drain value high.
2. Not touching that one. Too messy. :P
3. A general 'dice pool penalty' spell. Nothing serious, but it has a good effect on target's actions.
Title: Re: custom spells?
Post by: Bradd on <12-02-10/1755:15>
2. Apply the Nausea effect for drugs, with Power equal to Force + net hits.
3. Seems like this is a sense-specific version of the Confusion/Chaotic World spell.
Title: Re: custom spells?
Post by: Dead Monky on <12-03-10/1845:50>
The only custom spell I currently use is one I made a while back called Disassemble.  It does exactly what it says: takes things apart.  It's a permanent, touch range Manipulation spell that disassembles an object into its component parts.  So a toaster becomes a pile of wires, metal plates, and molded plastic knobs; handcuffs fall apart into a pile of metal; and so on.  It does no damage to the item and can't break welds (but I decided solder was reasonable) and the parts are perfectly fine so you could potentially put the object back together again.  If you had the time, knowledge, and skill to do so.  You, obviously, have to overcome the object's resistance.  Especially large and/or complex objects (cars, commlinks, motorcycles, etc) can only be broken down in piecemeal; e.g. a door, then the engine, and so on.  I'm careful with how I rule on it because it's potentially a very powerful.  We mainly use it to "open" doors, remove handcuffs, disabled vehicles, and so on.
Title: Re: custom spells?
Post by: FastJack on <12-03-10/2055:12>
The only custom spell I currently use is one I made a while back called Disassemble.  It does exactly what it says: takes things apart.  It's a permanent, touch range Manipulation spell that disassembles an object into its component parts.  So a toaster becomes a pile of wires, metal plates, and molded plastic knobs; handcuffs fall apart into a pile of metal; and so on.  It does no damage to the item and can't break welds (but I decided solder was reasonable) and the parts are perfectly fine so you could potentially put the object back together again.  If you had the time, knowledge, and skill to do so.  You, obviously, have to overcome the object's resistance.  Especially large and/or complex objects (cars, commlinks, motorcycles, etc) can only be broken down in piecemeal; e.g. a door, then the engine, and so on.  I'm careful with how I rule on it because it's potentially a very powerful.  We mainly use it to "open" doors, remove handcuffs, disabled vehicles, and so on.
NO DISASSEMBLE JOHNNY 5!
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-04-10/1754:04>
The solder is a weld.  Unless you are using some advanced nanotech welding.  That said, most stuff isn't welded in significantly large amounts (most aren't welded at all).

While the bad luck spell is interesting, the drain should be pretty heavy.  Even heavier if it is sustainable.  F/2+4 or +5 at a minimum would be my judgement.  Have each hit reduce the number of 1's needed for a glitch by 1 (up to rating in Force).  This puts a big damper on the opposition, as even with larger dice pools to increase the number of 1's required for a glitch, the odds of getting a 1 start ramping up a lot.  It looks cool, and I can even see it being a spirit power.
Title: Re: custom spells?
Post by: Chaemera on <12-04-10/2024:34>
Solder is a braze, not a weld.

In welding, the two subject metals actually melt and fuze together (usually with the help of a filler metal).

In brazing, an alloy of copper, zinc, lead, and/or various other metals with a lower melting point than the two metals being joined is melted and used to bond the two components together.
Title: Re: custom spells?
Post by: Dead Monky on <12-06-10/1716:55>
Gun Nut, I know there isn't much welding in most things, I just thought I'd cover it from the start.  I just figured that the parts welding together would remain stuck together at the weld.  And I ruled solder different mostly because I can pull solder apart with my hands.  At least, I can pull apart the solders I frequently encounter in the electronics I tear apart.  Also, what Chaemera said.   :D
Title: Re: custom spells?
Post by: Rascal on <12-10-10/0954:05>
How about a milder variety of "Turn to Goo", a spell for making your or anotherīs limbs more supple? Perfect for moving through tight spaces or slipping out of handcuffs. Semi-liquid bones, sort of.
And maybe you could use it on that pesky bouncer troll, just a quick touch and presto! "Ham and eggs, you got no legs!" And watch his knees go all spaghetti-like (not even al dente here). *grin*
Title: Re: custom spells?
Post by: FastJack on <12-10-10/1024:03>
How about a milder variety of "Turn to Goo", a spell for making your or anotherīs limbs more supple? Perfect for moving through tight spaces or slipping out of handcuffs. Semi-liquid bones, sort of.
And maybe you could use it on that pesky bouncer troll, just a quick touch and presto! "Ham and eggs, you got no legs!" And watch his knees go all spaghetti-like (not even al dente here). *grin*
Brackium Emendo!
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-10-10/1517:47>
Sounds like the Earthdawn spell bone pudding.  Except without the fun and half the calories!
Title: Re: custom spells?
Post by: Dead Monky on <12-10-10/1908:52>
God I love that spell.  Hell, I just love Nethermancy in general.  What other magic lets you create lifeforms?  Sure, it's long, laborious, difficult, expensive and really, really gross, but it's so cool.   ;D
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-11-10/0917:43>
Any Nethermancer that high Circle who hasn't made him/herself some guilt free sex toys doesn't deserve the title.
Title: Re: custom spells?
Post by: Kot on <12-11-10/1210:54>
Sounds like the Earthdawn spell bone pudding.  Except without the fun and half the calories!
You have more of ED-conversions. Like Bone Dance (Control Actions), and such. They're nice.

And well, you can make a <material>-man. Good thing obsidimen have no gender, eh?
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-11-10/1345:03>
Oh, no.  The Nethermancer spell create life allows the caster to tailor the lifeform based upon whatever ingredients he has inserted into the brew (with all the icky creepiness that little statement entails).  So, if said Nethermancer had a fetish for human sized windling she-males with scaly t'skrang skin...well...
Title: Re: custom spells?
Post by: Kot on <12-11-10/1416:25>
Heh. Good thing i don't have the mental images problem. And by the way, that would be a really good biz in SR. So, you want Nadia, but with a lot of special features, and you're not interested in fakes, or dolls? We have just the thing for you...
Title: Re: custom spells?
Post by: Dead Monky on <12-11-10/1422:44>
Nethermancers: The ultimate in creepy fetish smut peddlers.   :D
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-12-10/0918:43>
Such dolls don't have souls, but nothing says you couldn't bind a spirit to the body to get some really hardcore freak on.
Title: Re: custom spells?
Post by: Kot on <12-12-10/1031:05>
They are sentient, and can use their talents, and abilities. But they cannot be namegivers, so probably yes.
Title: Re: custom spells?
Post by: Dead Monky on <12-13-10/1600:41>
Nut, you're forgetting that Alter Life lets you modify Namegivers pretty much however you want.  (Acid-spitting spider-orks anyone?)  Create Life makes the soulless automatons.
Title: Re: custom spells?
Post by: Kot on <12-13-10/1830:52>
But sentient, smart and cunning automatons. Even if they don't have a soul.
Title: Re: custom spells?
Post by: Dead Monky on <12-13-10/1840:29>
True.  I wonder what would happen if Shatter Pattern or Alter Form was used on them?
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-14-10/0600:26>
They still have a pattern, they just don't have a Namegiver pattern.  So shatter pattern and alter life should still work.

Of course, this starts delving into the question "just what does it take to make a Namegiver?"  The dragons could probably answer that, but they may become upset if one of the smaller races starts producing a few abominations as by-products of their experiments.

Hmmm, I think I just got the plot to another adventure!
Title: Re: custom spells?
Post by: Kot on <12-14-10/0859:42>
Of course, this starts delving into the question "just what does it take to make a Namegiver?"  The dragons could probably answer that, but they may become upset if one of the smaller races starts producing a few abominations as by-products of their experiments.
I can answer that. Two Namegivers*, or a Liferock. :D

But seriously, you could use a Namegiver spirit. One of those who were stranded after death and did not go mad during the Scourge. Like a Ghost Master.

* Off course they have to be from both sexes.
Title: Re: custom spells?
Post by: Dead Monky on <12-14-10/0913:01>
Nut, in the case of Alter Form, I'm more curious about what the effects of re-Naming would be on an artificial, yet intelligent, lifeform.  I suppose I could just try it on a drake.

Kot, I made a magic item by killing a rival Nethermancer, taking his skull, and binding his own spirit to it.  What can I say?  I'm a bit of a dick.  ;D
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-14-10/0924:27>
I thought that was SOP for Nethermancers.
Title: Re: custom spells?
Post by: Dead Monky on <12-14-10/0937:17>
Hmm.  Good point.  I suppose my Nethermancer isn't the only one that carries around a sack full of skeletons so he always has a convenient means of casting Animate Skeleton either, is he?
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-14-10/0945:52>
Why wouldn't you carry around the bones of your enemies?
Title: Re: custom spells?
Post by: Kot on <12-14-10/0947:21>
Hmm.  Good point.  I suppose my Nethermancer isn't the only one that carries around a sack full of skeletons so he always has a convenient means of casting Animate Skeleton either, is he?
Gross. Use Astral Pocket instead. Or a threaded Bag.
Title: Re: custom spells?
Post by: Dead Monky on <12-14-10/0952:10>
Quote
Why wouldn't you carry around the bones of your enemies?
Laziness?  Loaded up with gold instead?  I'm sure there are other reasons, but they all come from non-Nethermancers.  :D

Quote
Gross. Use Astral Pocket instead. Or a threaded Bag.
Pshaw.  Gross is when I reanimate one of the scorchers I killed to find out whether a room has any traps in it.  Or several dozen of them to fill up a pit I need to cross by making a squishy, squishy walkway.
Title: Re: custom spells?
Post by: Kot on <12-14-10/1002:37>
Nah, that's just creative.
Title: Re: custom spells?
Post by: Dead Monky on <12-14-10/1004:35>
And fun!  Like making them dance jaunty little jigs before hurtling themselves into the pit.  Good times.  Good times.
Title: Re: custom spells?
Post by: The_Gun_Nut on <12-14-10/1050:51>
You don't send animated bodies to set off traps, you throw chickens into them.

I, and a few others, are going to Hell for figuring that out.
Title: Re: custom spells?
Post by: Kot on <12-14-10/1119:30>
Chicken hell, no doubt. With frying pans, and the Colonel.
Title: Re: custom spells?
Post by: Dead Monky on <12-14-10/1209:46>
I'll send animated bodies to set off traps if I want.  Besides, taking chickens with you gets cumbersome.  My method just makes use of the materials at hand.   ;D

But yeah, have fun in chicken hell.