Official ICE Forums

Systems & Settings => HARP => Topic started by: NicholasHMCaldwell on July 28, 2016, 02:36:13 AM

Title: Something Wicked: spell wishlist
Post by: NicholasHMCaldwell on July 28, 2016, 02:36:13 AM
"Something Wicked" is the obvious fit for additional spells. Are there spells which you would like to see reincarnated in the new Wicked?

Best wishes,
Nicholas
Title: Re: Something Wicked: spell wishlist
Post by: sunwolf on July 28, 2016, 09:05:03 AM
All of these are from the Codes: Poison Lore, Carnivorous Plant, Grappling Mist, Mist Phantom, Thorn Wall, Web, Spider Climb, Venom Blade
Title: Re: Something Wicked: spell wishlist
Post by: Bruce on July 28, 2016, 08:49:05 PM
What Sunwolf said plus maybe a few off the old Evil Channeling lists, the Sorcerer and Evil Essence lists, and maybe even the Evil Mentalism Lists from RMSS (or other iterations of RM).
Title: Re: Something Wicked: spell wishlist
Post by: WoeRie on July 29, 2016, 11:12:07 AM
I would like to see all the Mentalist/Mystic and Nightblade/Shadowblade spells from the Codex in addition:

- Aura, Create Drink/Food, Elemental Cone, Repel Pests

Of course I like most of the other spells from the Codex (and Grimoire), too, but I doubt they are really neccessary to play a nice game of HARP, so I would be happy with the above ones.
Title: Re: Something Wicked: spell wishlist
Post by: Zhaleskra on July 29, 2016, 09:19:19 PM
Scattershot, Landmine. Magical shotguns and pressure mines.
Title: Re: Something Wicked: spell wishlist
Post by: NicholasHMCaldwell on July 30, 2016, 04:47:13 AM
These are all helpful suggestions. Please keep them coming. Also if you have issues with any of the spells in their current form, please add that. I know a number of the Codex spells were overpowered.

Best wishes,
Nicholas
Title: Re: Something Wicked: spell wishlist
Post by: Zhaleskra on July 31, 2016, 08:12:51 AM
I remember it being mentioned that spells were rebalanced in College of Magics.
Title: Re: Something Wicked: spell wishlist
Post by: sunwolf on July 31, 2016, 09:48:49 AM
One of the few issues I have had with the spell system is that often to use the more powerful options of a spell you have to increase the ranks considerably more than just the additional ranks needed to power that option.  Currently the spell system requires all spells to be designed for the most part with a minimum cost and then add options to power them up, but of course powering them up reduces your chance of casting them.  I would like to see some sort of option that would let you create a higher powered version of a spell so it might actually be able to be cast successfully.  Whether that is done through some talents to allow that spell to be cast at a higher base power without penalty or a system that allows you to create a more powerful version of a spell with certain options already included so it has a higher base cost to begin with.  Perhaps if you have double the ranks needed to cast a spell with certain options you can spend time creating a higher powered version that already includes those options in the base cost and when the spell creation is done you get ranks = 1/4 the ranks in the original spell (at the time creation was started) as part of the creation process.
Title: Re: Something Wicked: spell wishlist
Post by: Glenn_Gould on August 01, 2016, 12:42:24 PM
One of the few issues I have had with the spell system is that often to use the more powerful options of a spell you have to increase the ranks considerably more than just the additional ranks needed to power that option.

The core book and CoM offer some talents to cope with that, but they are relatively expensive limiting their use to relatively few spells in most cases

Especially "Enhancement" (-5 Casting penalty for every two PP spent for scaling for a given spell) might help.
Title: Re: Something Wicked: spell wishlist
Post by: Alwyn on August 01, 2016, 03:32:16 PM
This is not quite a spell request, but any possibility of getting a witch profession and associated spells?
Title: Re: Something Wicked: spell wishlist
Post by: Bruce on August 01, 2016, 06:13:50 PM
One of the few issues I have had with the spell system is that often to use the more powerful options of a spell you have to increase the ranks considerably more than just the additional ranks needed to power that option.  Currently the spell system requires all spells to be designed for the most part with a minimum cost and then add options to power them up, but of course powering them up reduces your chance of casting them.  I would like to see some sort of option that would let you create a higher powered version of a spell so it might actually be able to be cast successfully.  Whether that is done through some talents to allow that spell to be cast at a higher base power without penalty or a system that allows you to create a more powerful version of a spell with certain options already included so it has a higher base cost to begin with.  Perhaps if you have double the ranks needed to cast a spell with certain options you can spend time creating a higher powered version that already includes those options in the base cost and when the spell creation is done you get ranks = 1/4 the ranks in the original spell (at the time creation was started) as part of the creation process.
I have a house rule that uses a -2 per PP for scaling above the base cost of the spell instead of the normal -5 per PP. It works very well and so far I haven't noticed any advantage that gives the mages or any imbalance issues.
Title: Re: Something Wicked: spell wishlist
Post by: NicholasHMCaldwell on August 05, 2016, 11:42:20 AM
This is not quite a spell request, but any possibility of getting a witch profession and associated spells?

There is a Witch/Warlock profession already in the manuscript.

Best wishes,
Nicholas
Title: Re: Something Wicked: spell wishlist
Post by: Vorn Dalael on August 08, 2016, 08:20:31 PM
Some new macabre,warlock, maleficant spells will be nice. Foul changes 1 and foul changes 2 are great.
And my favorite: FATAL INVERSION

Title: Re: Something Wicked: spell wishlist
Post by: Alwyn on August 17, 2016, 12:54:50 PM
This is not quite a spell request, but any possibility of getting a witch profession and associated spells?

There is a Witch/Warlock profession already in the manuscript.

Best wishes,
Nicholas

Cool, thanks!
Title: Re: Something Wicked: spell wishlis
Post by: Gauds00 on August 23, 2016, 04:44:34 PM
There are some awesome source material from the Companion's, a stand out for me is companion 3...Chaotic Lord what an amazing profession, possessing your physical body with chaos demons to become stronger, tougher,
 faster, with a high chance of death, now that's really cool.
Title: Re: Something Wicked: spell wishlist
Post by: munchy on August 29, 2016, 04:48:51 PM
I second that. Chaotic Lord, excellent idea. I have, however, never seen it as a player character but he makes a really interesting NPC to fight against.
Title: Re: Something Wicked: spell wishlist
Post by: munchy on September 02, 2016, 09:26:02 AM
I don't know whether Something wicked is the right book for that but Wyrd Mastery from the Channeling Companion has some really wicked spells in the sense of being powerful. Might be something for the witch

I would also like to see a witch that does not have to be stationary, i.e. being a different type of alchemist creating potion and charms, but one that can be on the move quite easily, using a broomstick, cauldron or house or whatever to travel.
Title: Re: Something Wicked: spell wishlist
Post by: munchy on September 03, 2016, 04:48:41 AM
I think a Frankenstein-ilke profession could be an idea. In RMCVII it was called "Creator", I think. Stitching together flesh golems or weird undead from different body parts might be an idea. I also like the idea of grafts (if that is the correct term) from Dark Space, monster, demonic or even undead part "grafted" (am I using this correctly) into the targets/victims body giving him powers but also making him ... well weird, strange, dangerous, maybe a powerful ally but also a ticking time bomb that then becomes a horrible enemy. I like the idea of having things that have a benefit but also a risk of going horribly wrong, especially if this is something you could then use in your campaign to create interesting situation and twists.
I also always like the Chaotic Lord sort of, good idea.
And then there are these physical alteration options and crits from the old Warlock (I think) those were pretty cool for NPCs ... never saw a PC of that profession.
Talking about wyrd, there should definitely be some sort of profession that is self-taught, a bit like the old Chaotic from RMSS Arcane Companion maybe, but with lots of spell flexibility, maybe not a set sphere but the ability to see, study and then learn spells he has encountered. With more difficult spell casting manoeuvres or some other drawback,
That profession wouldn't be necessarily evil but he would definitely be more Wyld or Wyrd than other ... and therefore might be considered evil in the sense of chaotic and dangerous to the system by spell-users of more organiserd traditions. To be honest, I have no idea how to put such an ability into gaming rules or mechanics ... but then I am not an author of rulebooks.  ;D
Title: Re: Something Wicked: spell wishlist
Post by: ralatorr on January 30, 2017, 04:52:00 PM
honestly i would love seeing a way to maybe use the sleep spell in conjuction with new spells for like dreamwalking or inflicting nightmares. also maybe the spell or ability to inflict insanity would be cool.

another thing that would be cool would be if you created a spell that allows for a temporary poison enchantment on a weapon. i understand that creating items is hard, very hard, and time consuming. so the ability to imbue a poison into a blade without having to craft it that way or use a poisoning skill to inject the poison that way would be pretty epic.

demon summoning would be an interesting idea too. summoning demonic legions to do your bidding or lay waste to the land is kinda evil imo so it would be fitting to the theme.

some expansions into the necromancer and maybe cleric spheres are going to be needed.
Title: Re: Something Wicked: spell wishlist
Post by: Zhaleskra on April 24, 2018, 09:31:58 AM
I'm popping in with something that may have already been discussed elsewhere. The previous printing of HARP had a book called The Codex, which introduced the spells Energy Blade and Shadow Blade. Upon further thinking, I wondered why these need to be separate spells when they could reasonably be scaling options for Elemental Weapon. As both spells to become scaling options use the same focus construct, I feel this just just be a new scaling option for Elemental Weapon, which can have all the normal Elemental Weapon scaling options added as desired.
Title: Re: Something Wicked: spell wishlist
Post by: Bruce on April 24, 2018, 09:47:25 PM
I'm popping in with something that may have already been discussed elsewhere. The previous printing of HARP had a book called The Codex, which introduced the spells Energy Blade and Shadow Blade. Upon further thinking, I wondered why these need to be separate spells when they could reasonably be scaling options for Elemental Weapon. As both spells to become scaling options use the same focus construct, I feel this just just be a new scaling option for Elemental Weapon, which can have all the normal Elemental Weapon scaling options added as desired.

From what I remember many (if not all of the spells in that book) will not be included in newer HARP books unless they can find the author and possibly reach a licensing agreement of some kind. But you could always recreate the spells using the spell creation system in the HARP core book. Note that I've made a handy dandy auto PDF sheet that helps a great deal when developing spells. it is in the vault in the Utilities section for HARP, it's called "HARP spell creator".
Title: Re: Something Wicked: spell wishlist
Post by: Mordrig on April 26, 2018, 07:05:12 AM
How about a few Spell lists converted from Holy to Unholy?  As an example the Ceremonies list converted to Dark Ceremonies.

DARK CEREMONIES (Closed Channeling List)
A.   Each spell  on this list requires an additional 1-10 rounds of preparation (random or GM discretion due to deity or circumstances).
B.   Certain spells (marked with a “v”) require that the caster wear a “Vestment (AT2) A caster may only have one vestment at a time, and to be usable it must be clean (i.e. excessive dirt, sweat, etc will make the vestment unusable until cleaned and the vestment is consecrated with the Unholy Vestment spell).

 
Lvl   Spell   Vestment Required   Area of Effect   Duration   Range
1.   Prayer      self   C   self
2.   Unholy Vestment      1 vestment   P   touch
3.   Commit to Sect   v   1 “follower”   P   20’
4.   Disturbed Burial   v   1 “body”   P   20’
5.   Iniate to the Faith   v   1 target   P   touch
6.   Chant   v   2 targets / lvl   C   10’/lvl
7.   Vows/Oaths   v   1 target   Varies   10’
8.   Dedication   v   1 event   P   10’/lvl
9.   Consecration   v   1 object   P   touch
10.   Investiture      1 target   P   touch
11.   Vestment of War      1 vestment   1 min/lvl   touch
12.   Ordination   v   1 target   P   touch
13.   Consecrate Grounds   v   1 foundation   P   touch
14.   Anathametize   v   1 target   P   10’/lvl
15.   Summon Guardian   v   1 target   P   touch
16.   Oath Bind   v   1 target   Varies   10’
17.   Undeath Binding   v   1 target   P   20’
18.   Unholy Water   v   4 oz.   P   touch
19.   Abjuration   v   1 target   1 min/lvl   100’
20.   Dispel Magic      10’R   C   self
25.   Death Prayer   v   1 target   -   10’/lvl
30.   Jihad   v   10 mi R/lvl   1 hr/lvl   self
50.   Invocation   v   1 Diety   varies   varies
1 – PRAYER (U) - Gives caster peace of mind, clarity of purpose, & communion with Deity.  For many channelling list users it is required to obtain power points at the beginning of the day.  Failure to pray cart result in gradual and continual ‘‘alignment’’ shifts.
2 - UNHOl.Y VESTMENT (P) - Consecrates vestment (AT2 10 DB) for usage of many spells on this list.
3 – COMMIT TO SECT (PV) – Dedicates the individual to a sect or secret society.  This spell identifies the individual as a member but does not bind them to the faith or the secret society.
4 – DISTURBED BURIAL (PF) – Prepares a body for undeath.  Bodies with this spell cast on them prior to burial will rise in 2-4 days as undead.  If cast on a recently buried dead they will rise (50% chance) in 4 days from casting (Roll below with a –25 modifier).  If this spell is cast on a body protected by a Burial spell the spells will cancel one another with the caster suffering an A Impact Critical.  If Burial is cast upon a body previously prepared with a Distrubed Burial Spell the caster of the Burial Spell suffers the effects above.  Type of undead will be determined by the following roll.  (1-50 Type 1 Undead, 51-75 Type II undead, 76-85 Type III undead, 86-95 Type IV undead, 96-98 Type V undead, 99-100 Type VI undead).
5 – INIATE TO THE FAITH (PV) - Initiates a follower into the faith (this spell is only available to an ordained priest of the faith).  The follower will then bear the mark of the faith or the secret society.  This spell must be cast by an ordained priest of the faith or a leader of the secret society.
6 - CHANT (D) - For the duration of the Chant, this spell gives a +10 modification to DB. RR, and maneuvers for a number of targets equal to twice the level of the caster. Cleric must raise hands, audibly chant, and concentrate.
7 – VOWS/OATHS (PV) - Required to bind warriors/followers to the faith/secret society (who must meditate all night beforehand). Violations will result in “alignment” change or mission failure as well as a one time ‘E’ impact critical.  Acceptance of the Oath/Vow will give the follower a +5 bonus to a skill category of the GM’s choice.
8 - DEDICATION (PV) - Puts the blessing of the caster’s church and Deity on an important event.
9 - CONSECRATION (PV) - Puts the caster’s Deity’s seal on objects and makes the item holy/unholy (not for combat purposes) - especially those items used in worship or as symbols for crusades etc.
10 - INVESTITURE (FPV) - Target gains access to channeling power points. Does not teach a list or provide power points to one without the necessary stats. All users of Channeling must be invested. This Ceremony requires 4 oz. holy/unholy water.
11 – VESTMENT OF WAR (FV) – The caster’s vestment becomes AT 16, 25 DB (still has movement & maneuver penalties of AT 2). For the duration the vestment cannot be soiled as all dirt, blood, etc will sheet off. Will not clean a dirty vestment.
12 - ORDINATION (PV) - Candidate must have spent all night in vigil. Makes a 6th level or higher user of Channeling the proper leader of a congregation (this spell may only be cast by an Ordained Priest with the approval of the Diety).
13 - CONSECRATE GROUNDS (FPV) - Required before the foundation is laid for a religious structure (church, abbey, monastery, temple, etc). This casting gives a 1% cumulative per year of becoming haunted by a benevolent demon or undead.  If not cast the building has a cumulative 1% per year to collapse. Requires 4 oz. holy water.
14 - ANATHAMETIZE (FPV) - Target excommunicated and a brand like a broken holy symbol is burned on palm, cheek, shoulder or forehead. The target remains out of fellowship with the caster’s Deity and church until Atone¬tnent: this spell can be cast as Atonement to reverse the effects of .4nathametize. This spell may only be cast with due cause and consideration.
15 - SUMMON GUARDIAN (FP) – Summons an intelligent Demon (Level 12+) or Class V or VI Undead that will act as a guardian for the area they have been summoned to protect.
16 – OATH BIND (PV) - As Oaths/Vows except that there is a -30 RR modifica¬tion and the Oath taker is bound to service until released by the Diety or Secret Society they have sworn to serve.  Failure to serve or breaking of the oath will result in 1-5 random ‘E’ Criticals each day until the oath breaker either returns to their oath or is killed.
17 – UNDEATH BINDING (P) -  As Disturbed Burial except that there is a +20 Roll modifica¬tion to determine the type of undead created.  The Undead is bound to serve the caster as an undead slave until released to roam at will or destroyed.
18 - UNHOLY WATER (FV) - Converts 4 oz. of clear spring water to unholy water. Unholy water is used for ceremonies and to combat ‘good’ Entities from Other Planes or Fairy Races: they take “B” heat criticals (or some other type if immune) when splashed. The unholy water should be stored in lead vials intended specifically for unholy water storage.
19 - ABJURATION (F) - Target is held paralyzed and must answer caster’s questions truthfully or suffer 1 “E” critical (Type of the casters choice) per untruthful answer.
20 - DISPEL MAGIC (F) - As Dispel True on the Closed Essence list: Dispell¬ing Ways.
25 - DEATH PRAYER (F) - Target dies and rises within 12 hours as an enslaved undead.  The type of undead is determined by the following roll;  1-30 Type I, 31-50 Type II, 51-70 Type III 71-85 Type IV, 86-95 Type V, 96-100 Type VI.   Lifegiving required to counter effect.
30 - JIHAD (FlV) - Summons Fighters, Knights, Paladins, Rangers, Assassins etc. to fight a Holy War against the infidel (GM discretion). The result is a crusade. RR’s do apply. NOTE: An army of thousands can be raised (and wasted) by this spell.
50 - INVOCATION (FV) - Summons caster’s deity (usually in battle). Spell must be used appropriately and response will vary heavily based on the Deity’s will, desires and personality (requires heavy GM consideration). Results include usually earthquake, mass confusion, panic, etc.

Or Holy Wrath to Unholy Wrath

Unholy Wrath (Priest Base List)
A.   “Enemies” as defined by this list are those beings considered true enemies of the faith.  This term is up to the GM to define, but those who actively oppose a religion or its deity on a regular basis are certainly enemies.  As an example, for a priest of fire creatures of ice or cold may qualify as enemies. 
B.   This spell list also affects creatures of “Light”, this term is much broader than “Enemies”.  This term is more open to GM decision than enemies, angel type beings, or beings of a rival faith, possibly even agents of rival faiths are definitely considered Creatures of Light.  Other creatures as the GM dictates could also be considered creatures of Light.

 
Lvl   Spell   Area of Effect   Duration   Range
1.   Detect Enemies I   50’ R   1 min / lvl (C)   100’ / lvl
2.   Detect Light   50’R   1 min / lvl (C)   100’ / lvl
3.   Unholy Attack I   Caster   -   Self
4.   Unholy Blast I   1 Target   -   100’
5.   Unholy Strike I   Caster   -   Self
6.   Unholy Attack II   Caster   -   Self
7.   Infidel’s Judgment I   1 Target   1 R / 5% Fail   100’
8.   Unholy Blast II   1 Target   -   100
9.   Detect Enemies IÌ   100’ R   1 min / lvl (C)   500’ / lvl
10.   Unholy Attack III   Caster   -   Self
11.   Unholy Strike II   Caster   -   Self
12.   Unholy Blast III   1 Target   -   100’
13.   Infidel’s Judgment II   1 Target   1 R / 5% Fail   100’
14.   Unholy Attack IV   Caster   -   Self
15.   Idolater`s Judgment   1 Target   1 R / 5% Fail   100’
16.   Unholy Blast IV   1 Target   -   100’
17.   Infidel’s Judgment True   1 Target   1 R / 5% Fail   100’
18.   Unholy Attack V   Caster   -   Self
19.   Detect Enemies True   200`R   1 min / lvl (C)   1000’ / lvl
20.   Unholy Blast True   1 Target   -   100’
25.   Insurgent’s Judgment   1 Target   1 R / 5% Fail   100’
30.   Mass Unholy Blast   1 Target / lvl   1 r / lvl   100’
50.   Divine Wrath   1r / lvl   -   Self
1 – DETECT ENEMIES I (P) – Detects the total number of ‘enemies’ giving an approximate direction and distance.  This spell also reveals the most heavily represented group of enemies (based on total levels) by enemy type.  Caster may move their concentration 50’ / round.
2 –DETECT LIGHT (P) – As Detect Enemies I, except it detects creatures “of Light”.
3 – UNHOLY ATTACK (U) – Adds +15 to the casters OB for the current round.
4 – UNHOLY BLAST (F) – Caster calls down a vertical column of unholy darkness on one being.  Target must suffer an “A” Holy spell critical.  If the creature is an “Enemy” or “Of Light” the critical is level B, and the RR is modified by -20.
5 – UNHOLY STRIKE I (F) – The Casters next attack against a creature of light or an enemy of the casters religion inflicts an additional “Unholy Weapon” critical two levels lower than any normally critical delivered. (An A critical would inflict a critical with a -50 modifier or a B critical would deliver a critical with a -25 modifier, a C is delivered as an extra A)
6 – UNHOLY ATTACK II (U) – As Unholy Attack I except the bonus is +20.
7 – INFIDEL’S JUDGMENT I (Fm) – Target Enemy or creature of light suffers 2d10 hits.  They also operate at -20 to all actions for the duration based on their failed roll.

 
8 – UNHOLY BLAST II (F) – As Unholy Blast I except the criticals are 1 level more severe (a B or a C)
9 – DETECT ENEMIES II (P) – As Detect Enemies I except for range and duration.
10 – UNHOLY ATTACK III (U) - As Unholy Attack I except the bonus is +25.
11 – UNHOLY STRIKE II (F) – As Unholy Strike I except the critical is only 1 level lower (An A receives a -25).
12 – UNHOLY BLAST III (F) - As Unholy Blast I except the criticals are 1 level more severe (a C or a D)
13 – INFIDEL’S JUDGMENT II (Fm) - Target Enemy or creature of light suffers 4d10 hits.  They also operate at -40 to all actions for the duration based on their failed roll.
14 – UNHOLY ATTACK IV (U) - As Unholy Attack I except the bonus is +30.
15 – IDOLATOR’S JUDGMENT (Fm) – As Infidel’s Judgment I, except the target suffers 8d10 and is Paralyzed.
16 – UNHOLY BLAST IV (F) - As Unholy Blast I except the criticals are 1 level more severe (a D or an E)
17 – INFIDEL’S JUDGMENT TRUE (Fm) -  As Infidel’s Judgment I, except the target suffers 6d10 and operates at -60 for the duration.
18 – UNHOLY ATTACK V (U) - As Unholy Attack I except the bonus is +35.
19 – DETECT ENEMIES TRUE (P) - As Detect Enemies I except for range and duration
20 – UNHOLY BLAST TRUE (F) - As Unholy Blast I except the criticals are 1 level more severe (a E or two E)
25 – INSURGENT’S JUDGMENT (F) - As Infidel’s Judgment I, except the target suffers 10d10 and is Unconscious.
30 – MASS UNHOLY BLAST (F) - As Unholy Blast IV except it may affect 1 target per level of the caster.
50 – DIVINE WRATH (F) – Caster exposes all within the area of effect to the raw power of their deity.  All within the Area of Effect must make a RR.  Failure means 1 “E” Holy critical per 10% failure.  The Caster is immune to the damage, creatures of light and enemies suffer a -20 to their RR.
Title: Re: Something Wicked: spell wishlist
Post by: Zhaleskra on April 26, 2018, 10:14:53 AM
@Mordrig, Did you mean to convert these lists to HARP spells with scaling options? If so, a few of those spells are existing HARP spells.
Title: Re: Something Wicked: spell wishlist
Post by: Mordrig on April 26, 2018, 10:24:56 AM
Yes, I was unsure of they were the same as the existing.  I tend to steal from across all of the various systems and modify them to fit my current game as required.
Title: Re: Something Wicked: spell wishlist
Post by: NicholasHMCaldwell on April 27, 2018, 11:35:33 AM
Once I have updated all the spells in the existing Something Wicked manuscript, I will then check through Codex and subject to author permissiom Grimoire.

Best wishes,
Nicholas