Announcement

Collapse
No announcement yet.

Creative Thaumaturgy: Fallen World Edition

Collapse
This is a sticky topic.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Originally posted by Tessie View Post

    The effect lingers whether you're removing the Tilt supernaturally or heal it naturally, because that effect is not quite part of the Tilt. It's a consequence of having taken enough aggravated damage to cause the Tilt in the first place.
    If you don't think that is removing the Tilt, then healing it naturally wouldn't remove the Tilt either, despite this: "[..]the Tilt ends when the damage that caused it has healed."

    Once the Tilt is removed you should gain a Persistent Condition that probably imposes the effects of the Tilt in combat, and since it's a physical Condition it can't be Pattern Restored.
    Re reading hurt locker i think you are right, pattern restoration cannot heal aggravated damage and regenerating lost limbs require the damage to be healed.
    So pattern restoration can only heal damaged (lethals) limbs

    Comment


    • Originally posted by EW-Matias View Post
      For that effect I would make it similar to Veil of Moments, in that it stops bleeding and stabilizes someone with their health track full of lethal damage, but doesn't really heal them. Maybe Weaving would be enough for that.
      Stabilizing them is actually a lot closer to what I was going for, I altered the spell to reflect that, thanks.


      New experiences are the font of creativity, when seeking inspiration, break your routine.


      The Agathos Kai Sophos, an Acanthus Legacy of strategists

      Comment


      • Originally posted by KaiserAfini View Post

        Stabilizing them is actually a lot closer to what I was going for, I altered the spell to reflect that, thanks.
        I think is important to emphasize this effect shouldn't be Lasting. When the spell ends, the person goes back to bleeding to death.

        Comment


        • Originally posted by KaiserAfini View Post
          Mana Stitches (Prime ••••)
          Cost:: 1 Mana
          Practice: Weaving
          Primary Factor: Potency
          Withstand: N/A
          Suggested Rote Skills: Crafts, Medicine, Science

          The mage creates threads of mana to stitch together wounds, then sends a pulse of it to invigorate the target's pattern, causing them to agglutinate and stabilizing them.

          It can also be used to reattach severed limbs, but only if they have not started to rot and if they originally belonged to the target, otherwise they risk transplant rejection.

          While it is a less efficient type of healing, this spell has saved countless lives in situations where a Life mage is not available.
          You might as well just make it Prime 3 since it's basically Platonic Form. Sending a pulse of mana through a subject doesn't do anything though unless it's already somehow sensitive to mana.

          Comment


          • Originally posted by Mrmdubois View Post

            You might as well just make it Prime 3 since it's basically Platonic Form. Sending a pulse of mana through a subject doesn't do anything though unless it's already somehow sensitive to mana.
            Forgot to update the dots, good catch, fixed it.


            New experiences are the font of creativity, when seeking inspiration, break your routine.


            The Agathos Kai Sophos, an Acanthus Legacy of strategists

            Comment


            • feedback appreciated

              Reapers March (Death ••)(Fate ••)
              Practice: Ruling
              Primary Factor: Duration
              Suggested Rote Skills: Weaponry, Occult, Expression
              Every Ending is set forth in a new beginning. When under the effects of the spell whenever the subject ends a life they are granted a boon related to their way of bring about the end of the said life. Bonus dice granted by the spell are granted by effect are equal to the potency max +5.

              Comment


              • Originally posted by WalkingEye View Post
                feedback appreciated

                Reapers March (Death ••)(Fate ••)
                Practice: Ruling
                Primary Factor: Duration
                Suggested Rote Skills: Weaponry, Occult, Expression
                Every Ending is set forth in a new beginning. When under the effects of the spell whenever the subject ends a life they are granted a boon related to their way of bring about the end of the said life. Bonus dice granted by the spell are granted by effect are equal to the potency max +5.
                So the essence of the spell is to take the released threads of fate otherwise lost to entropy and append them to the action (or spell, following similar Reach to Exceptional Luck), correct ? The problem is that 5 is an arbitrary number, you need to justify it while providing an incentive over normal blessings.

                So how about taking the Integrity (or equivalent) stat and using it as a measure for bonus dice, 7 Integrity granting 7 dice, for example. A crazed killer won't have a long loom of fate, but an average joe will. For this option, you should probably make Potency mean how many sacrifices you can store at a time (probably the highest values), even if you can only use one per roll. That might give a mechanical advantage while incentivizing a disturbing train of thought for the user.

                This way with high Potency, a mage that kills with AoE spells will stay on a roll, even if his Wisdom and reputation take a nose dive afterwards. With conjunctional Spirit/Mind, the bonus becomes [Potency] + the entity's Rank when destroying the respective ephemeral entities.


                New experiences are the font of creativity, when seeking inspiration, break your routine.


                The Agathos Kai Sophos, an Acanthus Legacy of strategists

                Comment


                • Originally posted by KaiserAfini View Post

                  So the essence of the spell is to take the released threads of fate otherwise lost to entropy and append them to the action (or spell, following similar Reach to Exceptional Luck), correct ? The problem is that 5 is an arbitrary number, you need to justify it while providing an incentive over normal blessings.

                  So how about taking the Integrity (or equivalent) stat and using it as a measure for bonus dice, 7 Integrity granting 7 dice, for example. A crazed killer won't have a long loom of fate, but an average joe will. For this option, you should probably make Potency mean how many sacrifices you can store at a time (probably the highest values), even if you can only use one per roll. That might give a mechanical advantage while incentivizing a disturbing train of thought for the user.

                  This way with high Potency, a mage that kills with AoE spells will stay on a roll, even if his Wisdom and reputation take a nose dive afterwards. With conjunctional Spirit/Mind, the bonus becomes [Potency] + the entity's Rank when destroying the respective ephemeral entities.
                  Good stuff. Thanks for the notes.

                  Comment


                  • Decouple (Prime •••• Fate ••)
                    Cost:: 1+ Mana
                    Practice: Patterning
                    Primary Factor: Duration
                    Withstand: N/A

                    Decouple Must be cast as a combination spell with another effect. Each Subject of the spell effected by decouple is treated as a separate subject by spells that target spell effect. Meaning if someone dispels or in anyway affects one instance of the spell only that subject of said spell is affected remaining subjects not in the dispellation effect continue to have their spell effects continue for its duration or as long as the mage controlling it wills. For each instance of scale applied to this effect cost 1 mana including the initial scale.

                    +1 reach The mage is able to remove individual subjects of the spell reflexively

                    Comment


                    • Originally posted by WalkingEye View Post
                      Decouple (Prime •••• Fate ••)
                      Cost:: 1+ Mana
                      Practice: Patterning
                      Primary Factor: Duration
                      Withstand: N/A

                      Decouple Must be cast as a combination spell with another effect. Each Subject of the spell effected by decouple is treated as a separate subject by spells that target spell effect. Meaning if someone dispels or in anyway affects one instance of the spell only that subject of said spell is affected remaining subjects not in the dispellation effect continue to have their spell effects continue for its duration or as long as the mage controlling it wills. For each instance of scale applied to this effect cost 1 mana including the initial scale.

                      +1 reach The mage is able to remove individual subjects of the spell reflexively
                      Don’t want to bum you out, but this is already covered by Supernal Dispellation.

                      Comment


                      • Originally posted by Mrmdubois View Post

                        Don’t want to bum you out, but this is already covered by Supernal Dispellation.
                        How? Supernal Dispellation suppresses or destroys a spell this effect makes a spell compartmentalize so dispelling a single subject does not end the entire spell.

                        Comment


                        • Originally posted by WalkingEye View Post
                          How? Supernal Dispellation suppresses or destroys a spell this effect makes a spell compartmentalize so dispelling a single subject does not end the entire spell.
                          Look at the Fate 1 add-on.


                          Resident Lore-Hound
                          Currently Consuming: Hunter: the Vigil 1e

                          Comment


                          • Originally posted by Satchel View Post

                            Look at the Fate 1 add-on.
                            yes but this spell effect segments spells so one subject is considered a separate spell for all effects meaning if an enemy mage tried to dispel your spell if they target a single subject that is all they could dispel not all subjects of the spell everywhere.

                            Comment


                            • Originally posted by WalkingEye View Post
                              yes but this spell effect segments spells so one subject is considered a separate spell for all effects meaning if an enemy mage tried to dispel your spell if they target a single subject that is all they could dispel not all subjects of the spell everywhere.
                              Ah, so it’s a Spell to defend your spells from being affected, not a spell to turn off other spells then. In that case it’s my bad. I’d suggest that you not require that it be cast in combination with another spell, but yes, that works and is pretty neat.

                              Comment


                              • Instead of requiring it to be used as a conbined spell, I would model it similarly to Hung Spell.

                                Comment

                                Working...
                                X