Announcement

Collapse
No announcement yet.

Grimoire of Cursory Dissection [A Thread for Personal Musings]

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    It's a lot of spells and it's hardly op, but you can play a mastigos inspired by Bradley Cooper in Limitless.


    https://www.youtube.com/watch?v=swOuQBjbiLU


    [2E] Moinen's Homebrew Hub

    Comment


    • #17
      Originally posted by Moinen View Post
      Also remember to boost number of WP you can hold.
      The Power of the Will (Mind •••)
      Practice: Perfecting
      Primary Factor: Duration
      Suggested Rote Skills: Academics, Expression, Survival
      The mage raises the subject's Willpower dots by Potency up to the subject's maximum amount of Willpower for the duration of the spell. This maximum is twice the subject's attribute maximum minus lost Willpower dots, or ten for ephemeral entities.
      +1 Reach: By spending a point Mana, the mage may raise the subject's Willpower dots above their maximum rating.
      +1 Reach: The subject also gains a number of Willpower points equal to Potency. The subject loses just as many Willpower points, to a minimum of zero, once the spell ends.

      Can't be bothered to format the text on phone.
      Last edited by Tessie; 03-20-2017, 09:34 PM.


      Bloodline: The Stygians
      Ordo Dracul Mystery: Coil of Smoke

      Comment


      • #18
        Originally posted by Tessie View Post

        The Power of the Will (Mind •••)
        Practice: Perfecting
        Primary Factor: Duration
        Suggested Rote Skills: Academics, Expression, Survival
        Temporarily raises the character's Willpower dots by Potency up to the subject's maximum amount of Willpower for the duration of the spell. This maximum is twice the subject's attribute maximum minus lost Willpower dots, or ten for ephemeral entities.
        +1 Reach: By spending a point Mana, the mage may raise the subject's Willpower dots above their maximum rating.
        +1 Reach: The subject also gains a number of Willpower points equal to Potency. The subject loses just as many Willpower points, to a minimum of zero, once the spell ends.

        Can't be bothered to format the text on phone.
        Nice one. Though I get the feeling that the second reach option should cost 1 mana cause it's ridiculously cool.


        [2E] Moinen's Homebrew Hub

        Comment


        • #19
          Eh. It's not Lasting, comes with a drawback, and mages are already masters of regaining WP. This basically cuts down on time spent regaining WP via Praxes (or that spell that grants 1 WP through a Reach) at the price of it being temporary. And if you're in such a stressful situation where you can't spend a few turns on Praxes you won't be able to use that many yantras and gain much Potency anyway.

          Quick edit: If you want an additional drawback you could have it deal one Bashing if that Reach brings WP points down to zero from sudden and extreme mental exhaustion.
          Last edited by Tessie; 03-20-2017, 07:54 PM.


          Bloodline: The Stygians
          Ordo Dracul Mystery: Coil of Smoke

          Comment


          • #20
            The tagline of the edition is "Addicted to Mysteries," but mystery is not a substance — it's an activity. More specifically, it's gambling; playing card suites are the historical antecedent of the predominant mnemonic device for remembering Path tools, pushing your limits expressly works by lowering a spell's likelihood of success without actually negatively impacting what you can get away with, a Praxis literally allows you to wager the invested Mana for an n + 1 return with better-than-normal odds, among other things like how self-imposed Conditions are a relatively common practice and using Abyssal magic has mechanics that expressly mean you're pushing your luck taking advantage of it.

            The nature of spells that create Irises (and accompanying Keys) is such that they're at their most useful in Verges and Demesnes, where the extra Reach is a non-issue. The nature of Sanctums (and Demesnes by extension) is such that many of the aforementioned spells can be sustained without negatively impacting their owners' open slots until they exceed their expanded total, which means there's less reason to worry about relinquishing those spells compared to instances cast in the field. The nature of Sleepwalkers (and Merit-enshrined Banner-Bearers in particular) provides similar conditional benefits with a more mobile focus. The nature of relinquishing spell control (and its interaction with death especially) is such that a well-connected mage is often more trouble to her enemies dead than alive, especially if she happened to be a Master with a lot of dragons to chase — given enough resources, a Master who suddenly drops dead could well leave a parting complication big enough to rival some Wendings.


            Resident Sanguinary Analyst
            Currently Consuming: Changeling: the Lost 1e

            Comment


            • #21
              Good call on comparing mages to gamblers. I now have one more metaphor to drive home how mages really are divorced from normal people.


              MtAw Homebrew: Even more Legacies, updated to 2E

              Comment


              • #22
                Originally posted by Tessie View Post
                Eh. It's not Lasting, comes with a drawback, and mages are already masters of regaining WP. This basically cuts down on time spent regaining WP via Praxes (or that spell that grants 1 WP through a Reach) at the price of it being temporary. And if you're in such a stressful situation where you can't spend a few turns on Praxes you won't be able to use that many yantras and gain much Potency anyway.

                Quick edit: If you want an additional drawback you could have it deal one Bashing if that Reach brings WP points down to zero from sudden and extreme mental exhaustion.
                I think that I would use my mechanics of Strain from previews spell. Why? Firstly brain can take you only so far, secondly you can go away with basically two spell effects in one with this reach.
                It's only my opinion and do whatever works at your table, though.


                [2E] Moinen's Homebrew Hub

                Comment


                • #23
                  Originally posted by Satchel View Post
                  The tagline of the edition is "Addicted to Mysteries," but mystery is not a substance — it's an activity. More specifically, it's gambling; playing card suites are the historical antecedent of the predominant mnemonic device for remembering Path tools, pushing your limits expressly works by lowering a spell's likelihood of success without actually negatively impacting what you can get away with, a Praxis literally allows you to wager the invested Mana for an n + 1 return with better-than-normal odds, among other things like how self-imposed Conditions are a relatively common practice and using Abyssal magic has mechanics that expressly mean you're pushing your luck taking advantage of it.

                  The nature of spells that create Irises (and accompanying Keys) is such that they're at their most useful in Verges and Demesnes, where the extra Reach is a non-issue. The nature of Sanctums (and Demesnes by extension) is such that many of the aforementioned spells can be sustained without negatively impacting their owners' open slots until they exceed their expanded total, which means there's less reason to worry about relinquishing those spells compared to instances cast in the field. The nature of Sleepwalkers (and Merit-enshrined Banner-Bearers in particular) provides similar conditional benefits with a more mobile focus. The nature of relinquishing spell control (and its interaction with death especially) is such that a well-connected mage is often more trouble to her enemies dead than alive, especially if she happened to be a Master with a lot of dragons to chase — given enough resources, a Master who suddenly drops dead could well leave a parting complication big enough to rival some Wendings.
                  So, could this mean that you might actually get rivals that go out of their way to try to keep their rival alive? If so, VERY interesting!

                  Comment


                  • #24
                    Originally posted by Falcon777 View Post
                    So, could this mean that you might actually get rivals that go out of their way to try to keep their rival alive? If so, VERY interesting!
                    At the very least it means a dead mage's Sanctum isn't a place you go into unprepared, particularly if it's just recently come to light that they died a while ago. But yes, mage politics can get weird between the distorted priorities Obsessions bring to the table and the realities of what keeping a lid on dangerous magic entails.


                    I've highlighted it elsewhere, but it bears mentioning as a rider on the earlier note on Spirit as the Essence-oriented Arcanum: having a couple dots in Spirit complements Mastery of Death quite neatly, because the ability to instantiate a Resonant Condition and the ability force ghosts to Manifest (most commonly used to make them Possess a corpse) synchs up really well with the ability to refill said revenants' Essence, particularly given how Possession works — in addition to being more cognizant than simple animated corpses, a revenant with fuel to burn can restore its body and/or overclock its capabilities to the level of ghostly Attributes (to say nothing of how Quicken Ghost can factor into this).


                    Resident Sanguinary Analyst
                    Currently Consuming: Changeling: the Lost 1e

                    Comment


                    • #25
                      Yeah, Sanctum-dives can be as dangerous as Temples-of-Time-Before dives.

                      Comment


                      • #26
                        What would it mean that something (item, place, creature) has NO resonance? What would be the implication percieved by mortals and supernaturals?
                        Do interactions in the Astral Temenos have similar implications with alterations of Reasonance? How do they corelate if at all?

                        Comment


                        • #27
                          Imagine eating perfectly tasteless, smell-less, texture-less food. Capture feelings that this image conjure. Got it?
                          Now imagine yourself in situations where food is part of the deal - maybe a movie night with your friends, maybe a romantic dinner with your True Love, maybe PROTEIN SHAKE OF POWER YEAH!!...and replace these dishes with the all-less food I asked you to imagine. And no, you cannot refuse and stop eating it. You must go through the motions. You also cannot complain about it.
                          How do you feel? How is the mood changed? Is it the same?
                          Last edited by WHW; 03-26-2017, 08:52 PM.

                          Comment


                          • #28
                            Popcorn with no butter or salt does suck, doesn't it?


                            A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

                            Comment


                            • #29
                              Originally posted by Shadowjim12 View Post
                              What would it mean that something (item, place, creature) has NO resonance? What would be the implication percieved by mortals and supernaturals?
                              It's an unremarkable instance of the thing with no real outstanding qualities. It meets expectations (barely) and doesn't elicit further comment in the narration; nothing really engages with it on a mystical level. It's filler content of no importance in the life story of its surroundings.

                              Do interactions in the Astral Temenos have similar implications with alterations of Reasonance? How do they corelate if at all?
                              The Temenos doesn't really do much to directly alter Resonance in the material world — moving the deep archetypes of human consciousness might inspire someone to change something to evoke a particular Resonance, but instilling the mystical qualities of Loneliness in a stretch of mountain pass is more the bailiwick of goetia on par with spiritual nobility in Rank.


                              A notable thing: Forming an Imago isn't just imagining what you want to happen — the process interacts with the symbolism of your Path. Combined with 2e's take on High Speech and the Nimbus, that should hopefully help with portraying magic in an evocative manner; this is where you get your characters' angelic commands and fae bargains and demonic confrontations and the like, which in turn may prove useful for putting together complications of Focused Sight.


                              Resident Sanguinary Analyst
                              Currently Consuming: Changeling: the Lost 1e

                              Comment


                              • #30
                                Kind of an old observation by this point, since it came to mind weeks ago during the discussion of how Area Scale changes a spell and I've since alluded to it in one or two other contexts, but…

                                Spells inherently have to be understood differently from most other splats' powers even without the division between Arcana and Rotes or Praxes as purchases; rather than a change to your character that gives you an ability or modifies the way they can do something, spells are objects — they exist in the world as expressions of a mage's symbolic acumen, each one designed and constructed with the factors and components that instigated its casting in mind.

                                A quintessential Ventrue possessing somebody does so as a function of their mastery of Dominate and the cursory groundwork that ability requires, but a Master of Mind who possesses a person does so by smothering their will with the Nimbus and taking over the unattended body through a metaphysical construct formed for that express purpose. In practice the process and outcome are similar, but the functional necessity of ritual for the mage stands in stark contrast to the vampire's built-up monstrosity defining them as A Creature That Can Possess People instead of A Person Who Can Call Up A Possession Relay From Pandemonium.


                                Resident Sanguinary Analyst
                                Currently Consuming: Changeling: the Lost 1e

                                Comment

                                Working...
                                X