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  • Ophidimancer
    started a topic Creative Thaumaturgy: Fallen World Edition

    Creative Thaumaturgy: Fallen World Edition

    With the advent of Awakening's Second Edition. I want to once again create a new thread in which to create, discuss, and critique new spells. Let this be that thread. I think the previous incarnations of this thread were pretty useful, and I hope it will be so again.

    The purpose of this thread is to serve as a repository for your ideas for new spells using the Creative Thaumaturgy system in Mage the Awakening 2nd Edition, as well as a place to workshop ideas that you don't quite know how to represent mechanically. Together we can harness the gestalt of our collective minds to hammer out issues of balance, theme, and overall coolness. Post here is you want to share your cool ideas or to get, and give, critiques. I will do my best to organize and use this first post to collate our finished products, so that other fourmites and new players can reference your ideas in their own games.

    Please be civil.

    Let's make some magic, folks!
    Last edited by Ophidimancer; 05-04-2016, 04:11 PM.

  • KaiserAfini
    replied
    Backrooms of History (Time •••••)
    Practice: Unmaking
    Primary Factor: Duration
    Withstand:Composure
    Recommended Rote Skills: Larceny, Stealth, Subterfuge

    The time will come when the mage faces a truly daunting challenge, where discretion and absolute precision are key. In those times, one’s own history and connections can make one’s opponents too guarded to defeat. When presented with these situations, the Guardians have learned to forego their place in history to go into the deepest type of cover possible.

    This spell erases the mage’s presence on history for the duration. The subject will be unknown from all who meet them, no records, histories or evidence about their life will exist. Alternatively, the caster can choose to have their actions been performed by someone else, allowing them to have a perfectly clean record.

    Any mundane attempts to investigate their past before this spell was cast automatically fail and any supernatural ones provoke a Clash of Wills. Once the durations end, their history reasserts itself, appended with whatever actions they took while it was active. This leaves enemies baffled with how the mage was working with them or right under their noses, with no one reacting appropriately.

    Observation: Constant Presence would probably be the way the mage could exclude certain targets, making it so cabalmates and other key contacts remembered them. Utilizing conjunctional Fate 2 could allow them to be affected by certain aspects, that way the full cabal can benefit from the spell without forgetting about each other.

    The Unerring Eye (Time •••)
    Practice: Perfecting
    Primary Factor: Duration
    Withstand: N/A
    Recommended Rote Skills: Brawl, Firearms, Weaponry

    When dealing with a deadly opponent or one that is surrounded by allies, being quick and precise can make the difference between success and being overwhelmed. A sniper that takes too long to shoot risks their position being discovered and an assassin that cannot disable their target quickly risks backup arriving. Arrows carrying operations deep within enemy lines created this rote to minimize risk.

    It allows the subject to quickly take stock of the factors in combat and adjust their attacks, making them able to fully aim an attack in a single turn. In addition, whether in a shootout or in the chaos of close quarter combat, they become able to quickly adjust their attacks to account for minute changes in the target’s movement, reducing all penalties for attacks aimed at specific body parts by [Potency].

    +1 Reach: The subject’s maximum Aim bonus is increased by [Potency].

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  • Cauthon
    replied
    Maintenance spell, giving you a chance to save your hard-earned Enhanced Items before they're Dissonanced into the Abyss.

    Spackle (Prime ●●●)
    Practice: Perfecting
    Primary Factor:Potency
    Cost: 5 Mana per Potency
    Recommended Rote Skills: Academics, Crafts, Occult

    Sleepers are detrimental to the health of spells - this can be a problem for vital things like Enhanced items. This spell exists as a stop-gap against the day the Abyss is finally closed, a way to press Mana into the Imago of a spell corroded by Dissonance.

    This spell repairs a spell affected by Dissonance, at a rate of 1 spell-factor step per point of Potency. This explicitly may not alter the repaired spell, only restore it to the state it was cast in.

    +1 Reach: This spell can restore Dissonance-erroded Reach effects, at a rate of one Reach per two points of Potency.

    +2 Reach: The effects of this spell are Lasting
    Last edited by Cauthon; 07-05-2022, 04:58 AM.

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  • KaiserAfini
    replied
    Void Prison was updated to be closer to the inspiration. Before it wasn't implied that the subject cannot expire in containment, which is now clarified. It should work as a way to inflict a fate worse than death, which showcases the depth of insanity Seers can reach. The logic behind the spell was fleshed out as well.

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  • KaiserAfini
    replied
    Temporal Buffer (Time ••••)
    Practice: Patterning
    Primary Factor: Duration
    Withstand: N/A
    Recommended Rote Skills: Medicine, Occult, Science

    Sometimes despite a mage's best efforts, avoiding a deadly threat is impossible. In such situations, buying a few moments allows one last hand to be played to reverse one's fate.

    This rote was developed by the Mystagogue Dr Typhon, a specialist in bioengineering. When cast upon a subject, it delays the application of any negative changes by [Potency] turns after they were inflicted, whether they are unwilling temporal alterations, damage, Conditions or means of instant death. Utilizing this, Dr Typhon was able to subject his creations to multiple deadly situations, being able to collect more data from each failed experiment before they expired.

    One curious property of this spell allows one to heal the damage buffered before it takes hold, either through magic or medicine. However, being able to quantify the damage normally requires an Unveiling of Time, Prime or Life.

    When Dr Typhon's cruel experiments lead to his inevitable Rapture, he relied on this rote to stay alive. Normally he could use it to heal himself from any catastrophic wounds. Occasionally some unsavory employers or persistent Sentinels were able to overwhelm even his ability to heal, causing him to go back in time to try to avoid the scenario entirely. Because of this, he was considered one of the most resilient Rapt on record.

    +1 Reach: The negative changes become more evident, manifesting as temporal echoes around the subject, who is able to instinctively feel the severity of the incoming damage. With conjunctional Fate 1 or Mind 1, these are only revealed whenever the subject (or a caster that retains spell control) wants them to be.

    The Sentinel's Ears (Prime •••)
    Practice: Perfecting
    Primary Factor: Duration
    Withstand: N/A
    Recommended Rote Skills: Investigation, Occult, Survival

    When delving into unavoidable danger, only the most vigilant stand a chance at survival. This maxim was attributed to Cerberus, a Thunderbolt Guardian renowned for her successful hunt of Reapers. She attributed development of this rote as a fundamental pillar in her success.

    This sharpens the Peripheral Mage Sight of the target, allowing them to detect supernatural abilities that are currently active, even if they were not activated in their presence. A werewolf, for example, will not be perceived for merely existing, but one under the influence of a Sacred Hunt will draw attention. Ambient spells or mages that walk around with various enchantments will stand out, but supernaturally concealed abilities will not be detected as normal.

    Furthermore, the subject has an idea of the general direction where the effect came from, although not the distance.

    With conjunctional Space 1, the subject also knows the distance to the origin and/or center of the effect.

    With conjunctional Fate 1 or Mind 1, they know the intent behind the effect. They would be aware, for example, that an ability was activated as bait to any mages in a crowd. But what the ability does or even who used it would require further investigation.

    +1 Reach: The mage's supernatural senses are fine tuned enough that they pick up even the most nuanced effects of phenomena, granting them the Keen Periphery merit.

    +1 Reach: The mage gains an uncanny facility for bringing all their focus into actively seeking out supernaturally concealed secrets, granting them [Potency] dots of the Piercing Glance merit.

    Temporal Dispellation (Time •••••)
    Practice: Unmaking
    Primary Factor: Potency
    Withstand: Arcana rating of the subject spell’s caster or dot rating of the supernatural ability’s user
    Recommended Rote Skills: Academics, Intimidation, Occult

    A spell created by the Libertine Altjira, who had accidentally fallen into the Hedge while navigating the inner realms towards the Dreamtime. The Hedge embodies stories and narratives, so he reasoned that just like all stories eventually end, so must its spells. By carefully choosing which supernatural effects to end and which to continue, he was able to prune the narrative much like one does a bonsai tree, directing its progress towards him finding a way out.

    This ends any spells or supernatural abilities that it targets, unmaking the time they have left to exist and all changes they would have applied during that interval. In order to do this, the mage needs to be able to perceive the ability in some way, which is usually simple for Awakened magic or more explicit powers, such as a chess spirit animating a knight’s suit of armor with its Influence. A popular method of achieving this for more subtle effects is by Unveiling the perception the user has of them using Mind magic.

    This spell cannot end an archmage's spells or abilities of Rank 6+ entities.

    Observation: A similar effect to Temporal Dispelation can be replicated by using a Making of Death to create an end to the spell or, alternatively, by using Death 2 and Prime 1 to decay the spell (although it only works on Awakened magic without conjunctional Arcana).
    Last edited by KaiserAfini; 06-20-2022, 11:15 AM.

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  • KaiserAfini
    replied
    Originally posted by Cauthon View Post

    Reminds me of that Black Mirror episode "White Christmas". So it's effectively the default Pocket Dimension with a Time sub-component to extend subjective perception of time?
    It uses elements of each of them, creating the effect can be accomplished by using either Pocket Dimension with Time to allow the subject to only perceive the flow of time (plus your own thoughts) or, alternately, using Mind and Time to create a much more extreme version of an isolation tank.
    Last edited by KaiserAfini; 06-15-2022, 05:14 PM.

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  • Cauthon
    replied
    Originally posted by KaiserAfini View Post
    Void Prison (Time •••••, Space ••••• / Mind ••••)
    Reminds me of that Black Mirror episode "White Christmas". So it's effectively the default Pocket Dimension with a Time sub-component to extend subjective perception of time?

    Leave a comment:


  • KaiserAfini
    replied
    Void Prison (Time •••••, Space ••••• / Mind ••••)
    Practice: Making
    Primary Factor: Duration
    Withstand: Composure
    Recommended Rote Skills: Brawl, Intimidation, Occult

    A cherished belief of the Praetorians is that in order to build someone up into cannon fodder for the General, one first needs to break them down completely. Brainwashing spells have limited duration, and making a mind suitably malleable for conditioning can take weeks, this spell was designed to solve this issue quickly and efficiently.

    The subject becomes trapped in a total sensory deprivation void, experiencing nothing but emptiness while being forced to remain conscious . They cannot scream, sleep, speak, move, not even perceive darkness (since perceiving the absence of light is still perceiving something). This is accomplished by either fully shutting down the mind's ability to process the senses while trapping the body in temporal stasis, or trapping them in an empty pocket of space while only allowing them to retain their ability to perceive time, without being able to interact with it. Because of this, subjects do not age, nor do they require rest or sustenance.

    Time is created for the subject according to the duration of the spell, making it appear to outside observers that the effect happens in a single turn.

    Every day spent within this void constitutes a breaking point. A especially cruel feature of this spell is that it loopholes the Lie. Having nothing around means there is nothing to Disbelieve and nothing that can be used by the Quiescence to rationalize it away. Because of this, Sleepers, Sleepwalker, Proximi and similar often emerge from it panicked, crying and screaming in despair.

    In addition, the absence of sensory stimuli for long periods causes the mind to break down its thought processes in an attempt to mitigate stress, causing each breaking point to apply a Derangement rather than a Condition. Common ones include Nyctophobia (fear of the dark), Sciophobia (fear of shadows), Photophobia, Agoraphobia, Claustrophobia and Somniphobia.

    The utilization of this spell is usually banned in Consilia by Bronze Laws and even sanctioned use is considered cruel and unusual punishment. Seers known for utilizing it are normally terminated after all their useful knowledge is extracted.

    +1 Reach and a mana: The spell can affect the minds of supernatural creatures, causing a breaking point in their equivalent morality system (rolling for their current level of Wisdom/Harmony/Clarity/etc).

    Observation 1: Inspired by Dr Bob's presentation of SCP-2701, one of the most low key and horrifying anomalies.

    Observation 2: For practical purposes, the different phobias act according to the generic Phobia derangement described on World of Darkness page 97, meaning characters must roll Resolve + Composure to even approach the object they fear. Each successful roll adds a -1 penalty to the next roll, up to a maximum of -5. Afterwards, the next consecutive success will require rolling for a breaking point (or equivalent). The character can opt to not roll in order to break the success streak. These are resolved when the character gains a point of Integrity. This secondary effect was created by adapting the Strained condition from page 318 of the core book.
    Last edited by KaiserAfini; 06-25-2022, 01:58 AM.

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  • GibberingEloquence
    replied
    Nihilum AKA Nothing After Nothing Crawled Into The World (Prime •••••, Befouled)
    Practice: Making
    Primary Factor: Potency
    Suggested Rote Skills: Occult, Intimidation, Expression
    Withstood: Resolve
    Cost: 1 Mana

    Your belief in the Supernal is distorted and distant, like a repressed memory of something unspeakable. You are overwhelmed by a creeping, uncanny sense that nothing is real. Polite and dripping voices infest your Oneiros, whispering insane delusions and empty epiphanies that sound perfectly True. Your Mage Sight becomes a cracked mirror that reflects anti-symbols reveling lethargically in your imprisonment-transcendence.

    Apathy is love, the future is remembered in prophecy that already happened, all roads lead nowhere and everywhere. You wake up in a cold sweat at 11:59 PM and time has stopped. Lingering nightmares are falling out of your broken soul and filling your bedroom. A long lost friend emerges from an empty corner and reassures you that everything will be wrong.


    This spell was devised by a Scelestus who wanted to enlighten other Mages about the liberating potential of the Abyss. He theorized that all of Awakened society is ultimately a gilded crib for frightened children who cannot bear to exist in an universe devoid of cosmically-ordained meaning and purpose. This spell forces the target to confront that existential fear by manifesting a reality in which their magic is hollowed out and filled with unreality.

    In other words, each point of Potency makes the target suffer a Paradox Condition [Mage 2ed Core 116], whose effects and methods of Resolution are designed by the spellcaster. Use the target's Wisdom to determine how long it takes for these Paradox Conditions to lapse on their own.

    +1 Reach: Whenever someone attempts to Pattern Scour any Paradox Conditions caused by this spell, they must also lose Mana equal to the spell's Potency, or upgrade the Damage into 1 Resistant Aggravated. If the target dies as a result of this Resistant Aggravated Damage, their soul is used as an entrance into reality by an Abyssal Entity with a Rank up to the spellcaster's [Gnosis/2 Rounded Up]. This Abyssal Entity is chosen by the spellcaster when forming the Imago.

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  • KaiserAfini
    replied
    Originally posted by Cauthon View Post

    It seems like a scaled down version of 1e's Ochema, so maybe something along those lines? Both are passively aware of what happens to one another, but the main body needs to concentrate to notice any emotional bleed from the duplicate?
    In that case, you might want to look at the Converging Potentiality spell. Creating discount Ochema was the intention when designing it.

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  • Cauthon
    replied
    Originally posted by KaiserAfini View Post

    I thought you wanted to create an antagonist that could be eerily good at being in multiple places at once. But for leading a double life, I think your approach sounds pretty sensible. The key challenge is real time updates and multitasking. Because otherwise you could make, for example, a lifelike Golem and animate it with a Mind copy of the original, effectively an ushabti. The main issue would be that, at some point you would need to download the new memories and trust the choices they made.
    It seems like a scaled down version of 1e's Ochema, so maybe something along those lines? Both are passively aware of what happens to one another, but the main body needs to concentrate to notice any emotional bleed from the duplicate?

    Leave a comment:


  • KaiserAfini
    replied
    Originally posted by Cauthon View Post

    Oh jeez, I was just thinking of ways to lead a double life. Like, if you have a date to keep but need to do some legwork for the local Hierarch. You went right for the bioweapon!
    I thought you wanted to create an antagonist that could be eerily good at being in multiple places at once. But for leading a double life, I think your approach sounds pretty sensible. The key challenge is real time updates and multitasking. Because otherwise you could make, for example, a lifelike Golem and animate it with a Mind copy of the original, effectively an ushabti. The main issue would be that, at some point you would need to download the new memories and trust the choices they made.

    Leave a comment:


  • Cauthon
    replied
    Originally posted by KaiserAfini View Post


    That might work, another way could be if they utilize a Patterning of Life and Mind to transform the subject into a biomass manipulating virus with a shared Oneiros. The virus would have a severity of Potency and would rewrite the thought processes of the infected in order to match those of the original host. When the virus reproduces and infects someone else, the host gains one more body to act as an additional agent. The you could use a separate Making of Life to create a central processing unit biocomputer, which would draw information in, come to some conclusions and then feed it as surface thoughts to the Oneiros. Think of it as something similar to how the infected hive mind works in Prototype.
    Oh jeez, I was just thinking of ways to lead a double life. Like, if you have a date to keep but need to do some legwork for the local Hierarch. You went right for the bioweapon!

    Leave a comment:


  • KaiserAfini
    replied
    Originally posted by Cauthon View Post
    How hard would it be to make yourself into a pseudo-Hive Souled? Life 5 with a Mind component to create the additional bodies that you're puppeteering, plus One Mind Two Thoughts to make simultaneous actions between all bodies?

    That might work, another way could be if they utilize a Patterning of Life and Mind to transform the subject into a biomass manipulating virus with a shared Oneiros. The virus would have a severity of Potency and would rewrite the thought processes of the infected in order to match those of the original host. When the virus reproduces and infects someone else, the host gains one more body to act as an additional agent. The you could use a separate Making of Life to create a central processing unit biocomputer, which would draw information in, come to some conclusions and then feed it as surface thoughts to the Oneiros. Think of it as something similar to how the infected hive mind works in Prototype.

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  • Cauthon
    replied
    How hard would it be to make yourself into a pseudo-Hive Souled? Life 5 with a Mind component to create the additional bodies that you're puppetting, plus One Mind Two Thoughts to make simultaneous actions between all bodies?

    Leave a comment:

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