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  • I would say that if the archmage is channeling their own magic through the vessel, then it's an Imperial spell. If it's just forcing the target to use their own magic, then that could be a Reach effect on the original spell.

    Here's a new spell. This time, from the Space Arcanum.

    Unerring Compass
    • Practice: Dynamics
    • Primary Factor: Duration
    • Cost: 2 Mana
    • Example Quintessences: A compass Artifact from Pandemonium, an original copy of an arrest warrant for the subject.
    This spell provides the archmaster with unerring direction to what they seek. When cast on a subject,...
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  • Here is another one based on descriptions in Imperial Mysteries.

    Conscious Spell (Mind ••••• •)
    • Practice: Dynamics
    • Primary Factor: Potency
    • Cost: 2 Mana
    • Withstand: Resolve
    • Example Quintessences: An Imago, a Paradox created by the subject, Essence from a complex supernatural intelligence.
    The subject can create Imagos that react to conscious thought. While under the effects of this spell, the subject may use an Instant Action to transfer spell control of one more ongoing spells to another mage or a Sleepwalker. If the subject of Conscious Spell is mage, they also gain full...
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  • Sphere? Are you talking about Mage: the Ascension?
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  • projectmoon
    started a topic Creative Imperial Thaumaturgy

    Creative Imperial Thaumaturgy

    My players are on the verge of archmastery (one of them is undergoing the Trials now), so I thought I would start a thread for creating imperial spells that work with 2nd Edition rules. These spells assume that the Arcane Beat and Mana cost from Imperial Mysteries is followed, and that the Practices are pretty much the same as listed in the book. Spells are Withstood instead of contested, of course. I don't expect there to be a ton of spells in here, but I'm curious to see what people can come up with.

    I'm also going with a few guidelines, which people might debate or have different...
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    Last edited by projectmoon; Yesterday, 05:12 AM.

  • I have always interpreted the delivery of a touch spell in combat to be reflexive, especially since aimed spells are reflexive. The touch roll being penalized by Defense is a big enough penalty for me to justify it. It's just not really useful if you interpret it as not being reflexive. Even if the rules very technically specify that it's not reflexive, this is something I would house rule.
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  • That's also a good interpretation... and much simpler to use as a justification....
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  • That is the part where it's a bit up to interpretation. It could technically be argued that Lucky Number bypasses things like Space Veiling spells since it's not targeting you directly. Personally I would probably go with the interpretation that Veiling spells can confuse Lucky Number. But even if you don't go with that interpretation, you may have another thing to fall back on: the Imago. Mages can do basically anything with magic. The key is: they have to know how to do it. A mage can create Vitae with magic. 99% of mages don't know what Vitae is, much less have studied in-depth enough to form...
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  • Veiling spells. Especially if word gets around that he's using Fate spells to find people a lot. Lucky Number is not an Unveiling spell, so any Veiling magic that hides the subject will simply cause Lucky Number to report wrong information. Space would probably be able to do it, as well as maybe a creative thaumaturgy Fate Veiling spell (Warding Gesture itself doesn't really seem to deal with probabilities). Also, I run my games with the idea that the players specifically need to be Unveiling something or be using magic that very directly clashes in order for Clashes of Wills to trigger against...
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  • I like the concept of the spell.

    I'm pretty sure that you're not supposed to use Supernatural Tolerance to Withstand spells. At least not usually. I say this as someone who designed a spell that was Withstood by Blood Potency! If you keep the Withstand as Gnosis, you should technically put "Supernatural Tolerance" as the Withstand trait. Maybe Resolve should be the Withstand trait instead?

    The penalty should affect only a number of rolls equal to Potency. This is from the Creative Thaumaturgy guidelines.

    Normally spells that affect spellcasting...
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  • Isn't it semi-vaguely-sorta-canonical that the Watchtowers are the Cintamanis of the Oracles?
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  • projectmoon
    replied to Spellcasting in the Supernal
    Here's another thing I was thinking about. Verges, Demenses, and Emanations do not have Paradox risk unless you cast out of them into a realm that does have Paradox risk. Does it not make sense that casting within the Cintamani would also not have Paradox risk? Only casting across the Abyss would cause Paradox. I think the sacrificing of a Willpower dot (i.e. spending 1 XP) and the risk of aponoia may be enough to argue that a Paradox roll is not necessary unless casting across the Abyss. I would perhaps increase the aponoia risk in this case.

    Here is a reworked version of the Tilt...
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  • projectmoon
    replied to Spellcasting in the Supernal
    The Paradox roll, if it occurs, has rote quality. With these rules, it's possible to cast spells on targets in the Cintamani, which means they're not across the Abyss. Magic originates in the Supernal, so unless you Reach too much or cast sympathetically across the Abyss into the Fallen, you wouldn't cause a Paradox in my view....
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    Last edited by projectmoon; 01-15-2018, 05:17 PM.

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  • projectmoon
    replied to Spellcasting in the Supernal
    I took your idea and tweaked it a bit. I added the possibility of casting spells directly within the Cintamani as long as the subject is something whose origins lie in the Fallen World, which will usually mean either yourself or another archmage. I also kept the rote quality on the spellcasting roll. I modeled the Tilt after the Shattered Time tilt from Dark Eras - Sundered World. Here are the proposed rules:...
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    Last edited by projectmoon; 01-15-2018, 04:23 PM.

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  • projectmoon
    replied to Spellcasting in the Supernal
    Supernal natives, other archmages or ascended in the Supernal, sympathetic casting out of the Supernal (which is probably a Wisdom violation and definitely a Pax violation due to the Abyss possibly entering the Supernal). In some ways, casting spells in the Supernal would be similar to symbolically manipulating the Astral. Except way more powerful. Which at that point might as well just be Imperium.

    It is probably better to only allow Imperium in the Cintamani. But it would be nice if it had at least one mechanical use besides that....
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  • projectmoon
    started a topic Spellcasting in the Supernal

    Spellcasting in the Supernal

    An archmage enters his Cintamani. Normally this is used for Imperium rites, but let's say he wants to cast a spell (Imperial or regular). Imperial Mysteries doesn't seem to touch on the idea of casting spells while in the Supernal Realms, but wouldn't it still be possible? My current thought is to treat the Cintamani as a +1 Environment Yantra that also gives rote quality on the spellcasting roll. However, the mage must also roll a rote dice pool based on their Gnosis-derived Paradox. Every success on that roll causes 1 point of Aponoia.

    Thoughts?
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  • The closest answer to this I've found in the core material is that it's possible to go beyond the Astral Solar System, but the things that lay beyond it are strange and not understood, and tend to devour/destroy mages. The Chronicles of Darkness is very human-centric, and anything that comes from beyond Earth is ill-defined at best. Then again, the books make various references to the possibility of aliens existing. I think this is something that is basically left to the Storyteller.
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  • You should change Reflexive to Instant, since actual Reflexive spells are rare. Also wouldn't it make some sense to incorporate at least Prime 3 as well, since Yantras sort of fall under that purview?
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  • Good news: this is already in the spell description. "Add Death ••, Sprit ••, etc: By adding •• in an Arcanum whose purview includes another realm of existence (e.g. the Underworld or the Shadow), the mage may move things from that realm into the physical world, or vice versa." So you would need to add 2 dots of the relevant Arcanum....
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  • Imperial Mysteries translates fairly well to 2e, but you need patch rules. These are fairly complete: https://docs.google.com/document/d/1...Y1fCa7UHI/edit

    To affect the entire world is not possible as a single regular mage. Forces 6, with the Practice of Dynamics, could make a spell that propagates around the world and dynamically alters conditions of global warming on an international scale.

    Imperial Mysteries isn't really a separate game per se, but the way archmasters are played are fundamentally different from regular mages because...
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  • projectmoon
    replied to Path to Jerusalem CoW
    Where was the spoiler with this spell posted?
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projectmoon
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