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Buffy RPG - A Hellmouth in Waterloo [Closed]
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<blockquote data-quote="Herobizkit" data-source="post: 5703781" data-attributes="member: 36150"><p>Optionally, a kind-hearted GM might allow a PC to start with (level of Occultism) spells to start... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Not that I need any, but I did have a few in mind, stolen right from d20 Modern:</p><p></p><p>[sblock=Magic ID]Illusion <strong>Level: </strong>Arcane 0; <strong>Components: </strong>V, S, F; <strong>Casting Time: </strong><a href="http://dmreference.com/MRD/Combat/Combat_Basics/Attack_Actions.htm" target="_blank">Attack action</a>; <strong>Range: </strong>Touch; <strong>Effect: </strong>Illusory identification card; <strong>Duration: </strong>See description; <strong>Saving Throw: </strong>Will disbelief (if interacted with); <strong>Spell Resistance: </strong>No</p><p> </p><p>With this glamer, you make a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. The illusion lasts only as long as you touch the card, to a maximum of 5 rounds.</p><p> <em></em></p><p><em>Focus: </em>A small card or slip of paper.[/sblock][sblock=Haywire]<em><strong>Transmutation</strong></em> </p><p><strong>Level</strong>: Arcane 0, Divine 0</p><p> <strong>Components</strong>: V, S, M</p><p> <strong>Casting Time</strong>: Attack action</p><p> <strong>Range</strong>: Close (25 ft. + 5 ft./2 levels)</p><p> <strong>Target</strong>: One object of up to 100 lb./level</p><p> <strong>Duration</strong>: 1 minute/level</p><p> <strong>Saving Throw</strong>: Will negates (object)</p><p> <strong>Spell Resistance</strong>: Yes (object)</p><p> The haywire spell causes a single device to behave randomly and erratically, defying any attempts to bring it under control. </p><p> </p><p>Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though).</p><p> </p><p>It’s impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly.</p><p> </p><p>Turning off a device subject to a haywire spell doesn’t work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.</p><p> </p><p><strong>Material Component</strong>: A small magnet.[/sblock]... and the traditional Faerie Fire, 'cuz, you know, Fae.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 5703781, member: 36150"] Optionally, a kind-hearted GM might allow a PC to start with (level of Occultism) spells to start... ;) Not that I need any, but I did have a few in mind, stolen right from d20 Modern: [sblock=Magic ID]Illusion [B]Level: [/B]Arcane 0; [B]Components: [/B]V, S, F; [B]Casting Time: [/B][URL="http://dmreference.com/MRD/Combat/Combat_Basics/Attack_Actions.htm"]Attack action[/URL]; [B]Range: [/B]Touch; [B]Effect: [/B]Illusory identification card; [B]Duration: [/B]See description; [B]Saving Throw: [/B]Will disbelief (if interacted with); [B]Spell Resistance: [/B]No With this glamer, you make a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. The illusion lasts only as long as you touch the card, to a maximum of 5 rounds. [I] Focus: [/I]A small card or slip of paper.[/sblock][sblock=Haywire][I][B]Transmutation[/B][/I] [B]Level[/B]: Arcane 0, Divine 0 [B]Components[/B]: V, S, M [B]Casting Time[/B]: Attack action [B]Range[/B]: Close (25 ft. + 5 ft./2 levels) [B]Target[/B]: One object of up to 100 lb./level [B]Duration[/B]: 1 minute/level [B]Saving Throw[/B]: Will negates (object) [B]Spell Resistance[/B]: Yes (object) The haywire spell causes a single device to behave randomly and erratically, defying any attempts to bring it under control. Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons’ account balances on the screen as they spew forth receipts (not money, though). It’s impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly. Turning off a device subject to a haywire spell doesn’t work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell. [B]Material Component[/B]: A small magnet.[/sblock]... and the traditional Faerie Fire, 'cuz, you know, Fae. [/QUOTE]
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Buffy RPG - A Hellmouth in Waterloo [Closed]
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