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  • Originally posted by espritdecalmar View Post
    Sanctify Space (Prime ••• + Space ••)
    Practice: Perfecting
    Primary Spell Factor: Duration
    Withstand: Safe Place
    Suggested Rote Skills: Occult, Persuasion, Survival

    For the willworker on the go, this spell aligns a location with the mage's mystical practice, granting the Sanctum Merit at a dot rating equal to Potency (to a maximum of five). The spell is Withstood if the affected area encompasses or is part of an existing Safe Place that does not belong to the mage.
    I'd let this roll with just Space 3. Space 2 Shielding to set up a Safe Place.

    Comment


    • The burlesque show

      Patterning matter (matter 4) the tent
      vailing (space 2) to hide it
      perfecting (fate 3) getting the rigth guests
      Patterning (prime 4) servents
      ruling (mind 2) making the servent do simple stuff
      Ruling (life 2) food drinks
      ruling (force 2) music and ligths
      ruling (time 2)

      primary factor : duration

      this spell creates a burlesque show for whenever the need arises, The spill creates a huge party tent with music and everything and room for plenty. The tent is hidden with space The spell also creates the burlesque dancers and the servants The servants are only able to serve the food and drinks thats also created with this spell. Under the influence of this spell it feels like it last for 12 hours but in real time it always ends at midnight, but what’s a party without guests, the fate component of this spell summons the right minded people, people that are fun, party people, if they are nearby.

      Reach 1 : changebthe theme of the show, say a, thunderdome, Opera or the cinima.

      Comment


      • Originally posted by Exkramental View Post
        The burlesque show

        Patterning matter (matter 4) the tent
        vailing (space 2) to hide it
        perfecting (fate 3) getting the rigth guests
        Patterning (prime 4) servents
        ruling (mind 2) making the servent do simple stuff
        Ruling (life 2) food drinks
        ruling (force 2) music and ligths
        ruling (time 2)

        primary factor : duration

        this spell creates a burlesque show for whenever the need arises, The spill creates a huge party tent with music and everything and room for plenty. The tent is hidden with space The spell also creates the burlesque dancers and the servants The servants are only able to serve the food and drinks thats also created with this spell. Under the influence of this spell it feels like it last for 12 hours but in real time it always ends at midnight, but what’s a party without guests, the fate component of this spell summons the right minded people, people that are fun, party people, if they are nearby.

        Reach 1 : changebthe theme of the show, say a, thunderdome, Opera or the cinima.
        This is not one spell, it's many, many spells.

        A simpler way you could do this is to just use Fate 2 to find a tent you can buy, then use Fate 2 to find some staff and customers.

        If you really need the tent to be hidden and to fake a 12 hour duration then you could use separate spells of Space and Time 2 to get that.

        Also, changing the theme of the show shouldn't require any Reach at all. It's just using the tent for something different.
        Last edited by Mrmdubois; 06-07-2020, 05:29 PM.

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        • Originally posted by Exkramental View Post
          The burlesque show

          Patterning matter (matter 4) the tent
          vailing (space 2) to hide it
          perfecting (fate 3) getting the rigth guests
          Patterning (prime 4) servents
          ruling (mind 2) making the servent do simple stuff
          Ruling (life 2) food drinks
          ruling (force 2) music and ligths
          ruling (time 2)

          primary factor : duration

          this spell creates a burlesque show for whenever the need arises, The spill creates a huge party tent with music and everything and room for plenty. The tent is hidden with space The spell also creates the burlesque dancers and the servants The servants are only able to serve the food and drinks thats also created with this spell. Under the influence of this spell it feels like it last for 12 hours but in real time it always ends at midnight, but what’s a party without guests, the fate component of this spell summons the right minded people, people that are fun, party people, if they are nearby.

          Reach 1 : changebthe theme of the show, say a, thunderdome, Opera or the cinima.
          I also have another question (completely unrelated to the mechanics of the spell): why so niche?

          character concept wise, you'd be better off starting a mystery cult and use those Arcana to boost it. With prime you can do a lot of imbuements (temporary, or otherwise).
          If you had a bit more space you could imbue the area the circus is at. Whether to hide it (Space 2), mask the passage of time (Time 2), or make sure only the right kind of guest gets here (Space/Fate)
          You could use space to create a portal to your enchanted location, so you don't have to recreate/recast the spell. Just send the guests to a location and use co-location to bring the show to them, with a ticket that's a Key to the show.
          Or you could imbue the location with Veil of Moments combined with a Time veiling spell that hides the passage of time from the subjects. They won't tire, get thirsty or hungry or even age while in the area. They won't perceive the passage of time either.


          It doesn't work as a spell, but it's an idea with a lot of interesting potential. Imagine having a whole Cabal (you'll need more than one mage for the breath of Arcana needed) themed around Burlesque, running a mystery cult comprised of actors, and you're more in line with what the magic system can do.

          Comment


          • Quick save

            space 2
            time3
            fate 2

            primary factor potency

            the mage places his soulstone in a box, the box is spell worked with the quick save spell, upon death of the caster the spell rearrange time so in the moment before death it send the caster back one round per potency

            reach: One scene per reach
            Last edited by Exkramental; 06-15-2020, 12:51 AM.

            Comment


            • The cult of the doomsday clock had an attainment like that, requiring death 4 and time 3, which rolled back time by one turn (including the damage received) to give the character time to try to avert their death.

              What you've made seems more like an imbued item than a spell. The box is imbued with a sympathetic shifting sands, that triggers upon the soulstone's owner's death.

              If you removed the soulstone part, you wouldn't need space at all, and it would be just a Shifting sands, stored in a hung spell with a fate conditional duration triggered by death.

              Comment


              • Symbol Swallowing (Prime 2)
                Practice: Veiling
                Primary Spell Factor: Duration
                Suggested Rote Skills: Stealth, Occult, Subterfuge

                The mage conceals the Symbols that mystically define the target, rendering them mystically invisible. While still visible to the naked eye, these concealed Symbols mean that without a contesting form of supernatural perception, trying to directly target the Pattern of someone or something under the effect of this spell is impossible. The Imago is simply invalid due to the lack of targeting information. This does nothing against aimed spells or area of affect spells, and can be bypassed with the use of a sympathetic yantra.

                +1 reach the Potency of the spell acts as a Withstand for the Gnosis+Firearms/Athletics roll to aim an Aimed Spell
                Last edited by Lareath; 06-15-2020, 08:32 AM.

                Comment


                • Originally posted by Exkramental View Post
                  Quick save

                  space 2
                  time3
                  fate 2

                  primary factor potency

                  the mage places his soulstone in a box, the box is spell worked with the quick save spell, upon death of the caster the spell rearrange time so in the moment before death it send the caster back one round per potency

                  reach: One scene per reach
                  You could just use Shifting Sands that’s been put in a Hung Spell with the Fate 2 Conditional Duration Attainment if you want this. No need for Space. You can’t bring back the dead without Time or Death 5 though so you may want the trigger to be something else.

                  Ninja’d by MovingMind.

                  Comment


                  • Originally posted by Lareath View Post
                    Symbol Swallowing (Prime 2)
                    Practice: Veiling
                    Primary Spell Factor: Duration
                    Suggested Rote Skills: Stealth, Occult, Subterfuge

                    The mage conceals the Symbols that mystically define the target, rendering them mystically invisible. While still visible to the naked eye, these concealed Symbols mean that without a contesting form of supernatural perception, trying to directly target the Pattern of someone or something under the effect of this spell is impossible. The Imago is simply invalid due to the lack of targeting information. This does nothing against aimed spells or area of affect spells, and can be bypassed with the use of a sympathetic yantra.

                    +1 reach the Potency of the spell acts as a Withstand for the Gnosis+Firearms/Athletics roll to aim an Aimed Spell
                    This seems like it’s doing the work of Supernal Veil and Wards and Signs.

                    I’d have that Reach simply add to Defense against Aimed Spells. That would be new, and useful since you don’t use Withstand to beat out the Gnosis+Athletics roll for Aimed spells. Though Withstand is still useful if the spell lands.

                    Comment


                    • A wholesale protection against touch/sensory range spells is incredibly powerful and I would never accept it if I were the ST. An increase of the difficulty is much more fitting, which is what Wards and Signs already does since the difficulty of a spell comes in the form of Withstand ratings.

                      I also agree that the Gnosis+Athletics roll shouldn't be Withstood because rolls aren't Withstood. Adding Potency as a penalty to aimed spells (rather than as a bonus to Defense, so that you don't lose that protection just because you've sacrificed your Defense for the turn or the enemy mage can ignore Defense on aimed spells) is a great way to handle it.


                      Bloodline: The Stygians
                      Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
                      Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

                      Comment


                      • Maybe rather than forbidding spells, make casting at the warded target cost a WP point, representing the mental effort required to get over the "invisibility".

                        Comment


                        • That's kinda already handled by the Potency/Withstand system. If it's more difficult (i.e. higher Withstand) you're more likely to want to spend a WP point to gain more dice to build your Potency with.


                          Bloodline: The Stygians
                          Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
                          Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

                          Comment


                          • Originally posted by MovingMind View Post
                            Maybe rather than forbidding spells, make casting at the warded target cost a WP point, representing the mental effort required to get over the "invisibility".
                            What you can target with magic is already limited to what you can perceive, so any kind of Veiling that renders its subject undetectable is already impossible to target with spells. The spell doesn’t need to add an extra cost to take action on a subject of the Veil.

                            Comment


                            • Originally posted by Tessie View Post
                              A wholesale protection against touch/sensory range spells is incredibly powerful and I would never accept it if I were the ST. An increase of the difficulty is much more fitting, which is what Wards and Signs already does since the difficulty of a spell comes in the form of Withstand ratings.

                              I also agree that the Gnosis+Athletics roll shouldn't be Withstood because rolls aren't Withstood. Adding Potency as a penalty to aimed spells (rather than as a bonus to Defense, so that you don't lose that protection just because you've sacrificed your Defense for the turn or the enemy mage can ignore Defense on aimed spells) is a great way to handle it.
                              It was never meant to protect against touch range spells.
                              Originally posted by Mrmdubois View Post

                              This seems like it’s doing the work of Supernal Veil and Wards and Signs.

                              I’d have that Reach simply add to Defense against Aimed Spells. That would be new, and useful since you don’t use Withstand to beat out the Gnosis+Athletics roll for Aimed spells. Though Withstand is still useful if the spell lands.
                              The goal of the spell is to be something of a paper tiger: it's a very narrow defense that seems much stronger than it really is. It's seeming invincibility against magic ... right up until the players apply lateral thinking to bypass it.

                              Comment


                              • Originally posted by Tessie View Post
                                I also agree that the Gnosis+Athletics roll shouldn't be Withstood because rolls aren't Withstood.
                                While I agree with the specific sentiment, it is worth noting we have examples of rolls being Withstood, like in the case of Dissonance rolls. Now whether this should ever be used for other rolls is a different question.


                                Politeness is the lubricant of social intercourse.

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