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  • Sharka's Alacrity (Time •••)
    Practice: Weaving
    Primary Factor: Duration
    Withstand: N/A
    Suggested Rote Skills: Crafts, Firearms, Athletics

    When combat is upon a mage, the ability to react quickly and with the least amount of wasted moves is what opens the path to victory. It is the way of the Arrow to teach that magic alone will not solve everything, sometimes a mundane weapon can be far more practical. Utilizing one approach to reinforce the other, however, is devastatingly powerful.

    A weapon enchanted with this spell can fire quicker and be readied with astounding celerity. It becomes capable of being reloaded reflexively and firing using all types of autofire.

    This rote has been known to be adapted by combatants both overt and stealthy. Shotguns and missile launchers that outclass the firing speed of assault rifles, hails of throwing daggers silently taking out unwary foes and crossbow shots simultaneously incapacitating multiple enemies are some of the most common applications.

    +1 Reach: The user is able to quickly find the optimal position to fire in combat, reducing any initiative penalty by [Potency], to a minimum of zero. For another Reach, Potency instead becomes a bonus to initiative.
    Last edited by KaiserAfini; 01-23-2022, 05:28 PM.


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

    The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
    The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

    Comment


    • Seriously, why do people think Forces is the main combat Arcanum again? Good spell, maybe a second reach can remove the cap, and give a initiative bonus?


      To whomever reads this, I hope you have a good day/night. May you be Happy.

      So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

      Comment


      • Originally posted by TempleBuilder View Post
        Seriously, why do people think Forces is the main combat Arcanum again? Good spell, maybe a second reach can remove the cap, and give a initiative bonus?
        Good idea, I edited it in.


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

        The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
        The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

        Comment


        • Originally posted by TempleBuilder View Post
          Seriously, why do people think Forces is the main combat Arcanum again?
          A master of Forces can be flying across the battlefield with no problems, whilst invisible and inaudible (cutting off touch spells and making sensory ones difficult). Even if someone finds them, they can turn anything back at the attacker regardless of size, such as sniper bullets or the giant ship container the Life mage tossed at them.

          They can impose radio and physical silence in the area, shroud it in darkness and command all electronic defenses. They can alter gravity to imprison or disorient you, bring down your entire highly defended sanctum down on you with an earthquake (or sonic resonance). They can set an area on fire and fight you unfazed while you choke and burn.

          As a matter of fact, they don't even need to bother being there in person. With their attuned eyes (Nightvision), hearing (Receiver) and absurd long distance vision (Zoom In), they can attack you from the sky in a sensory range measured in miles. If they have Space (to mix the Outward & Inward Eyes into it) or Matter (to see through walls), its becomes a true nightmare.

          Its an Arcanum with a lot of potential for grandiose effects, especially when leveraging existing forces.

          Every Arcanum is potentially devastating, depending on how you harness it and prepare utilizing it. Technically Matter is also terrifying. A simple Ruling of Matter is enough to float an entire house or building several meters in the air, then you let go of the spell and gravity makes horror ensue.

          The great horror of fighting mages is that they have incredibly flexible and customizable supernatural powers. Plus they are really well equipped to gather and hide the intel to make the most of their moves.
          Last edited by KaiserAfini; 01-23-2022, 08:25 PM.


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

          The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
          The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

          Comment


          • Originally posted by KaiserAfini View Post

            A master of Forces can be flying across the battlefield with no problems, whilst invisible and inaudible (cutting off touch spells and making sensory ones difficult). Even if someone finds them, they can turn anything back at the attacker regardless of size, such as sniper bullets or the giant ship container the Life mage tossed at them.

            They can impose radio and physical silence in the area, shroud it in darkness and command all electronic defenses. They can alter gravity to imprison or disorient you, bring down your entire highly defended sanctum down on you with an earthquake (or sonic resonance). They can set an area on fire and fight you unfazed while you choke and burn.

            As a matter of fact, they don't even need to bother being there in person. With their attuned eyes (Nightvision), hearing (Receiver) and absurd long distance vision (Zoom In), they can attack you from the sky in a sensory range measured in miles. If they have Space (to mix the Outward & Inward Eyes into it) or Matter (to see through walls), its becomes a true nightmare.

            Its an Arcanum with a lot of potential for grandiose effects, especially when leveraging existing forces.

            Every Arcanum is potentially devastating, depending on how you harness it and prepare utilizing it. Technically Matter is also terrifying. A simple Ruling of Matter is enough to float an entire house or building several meters in the air, then you let go of the spell and gravity makes horror ensue.

            The great horror of fighting mages is that they have incredibly flexible and customizable supernatural powers. Plus they are really well equipped to gather and hide the intel to make the most of their moves.
            Wow, this is a much bigger post than I was expecting from my offhand comment. I really appreciate it’s thoroughness. hmm, should we create a new topic so we can debate this at a better location? Or should I summarize my feelings on the matter, and we leave it as is afterwards? (Basically, while everything you said was completely true, the majority of the combat power of Forces can be replicated or overcome by almost any other Arcanum, and Mage combat, while not strictly being over with the first blow to land, plays with rocket tag rules in that there is significant advantage to getting the first move and making a meaningful play with it. That’s why prep time is so important, you are making your moves in advance. I suppose that mage vs mage combat, especially at Master level, has too many variables to make a good analysis.)


            To whomever reads this, I hope you have a good day/night. May you be Happy.

            So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

            Comment


            • Originally posted by TempleBuilder View Post
              Wow, this is a much bigger post than I was expecting from my offhand comment. I really appreciate it’s thoroughness. hmm, should we create a new topic so we can debate this at a better location? Or should I summarize my feelings on the matter, and we leave it as is afterwards? (Basically, while everything you said was completely true, the majority of the combat power of Forces can be replicated or overcome by almost any other Arcanum, and Mage combat, while not strictly being over with the first blow to land, plays with rocket tag rules in that there is significant advantage to getting the first move and making a meaningful play with it. That’s why prep time is so important, you are making your moves in advance. I suppose that mage vs mage combat, especially at Master level, has too many variables to make a good analysis.)

              I think making a separate topic for mage combat would be best. Perhaps it may inspire new spells to post here.


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

              The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
              The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

              Comment


              • Drama Queen (Mind •)
                Practice: Knowing
                Primary Factor: Duration
                Withstand: N/A
                Suggested Rote Skills: Empathy, Subterfuge, Stealth

                This spell permits the mage to detect attention directed towards its subject. The mage knows whenever someone within sensory range of the subject is paying attention to it, and where the attention is coming from (e.g the man sitting behind the counter). If the mage is the subject of this spell, they are nearly impossible to ambush or surprise – any attempts while in sensory range of the mage are reduced to a chance die.

                +1 Reach, Space : The mage can also detect attention from remote observation – through cameras, scrying windows etc.

                +1 Reach: The mage also learns the general emotional overtones of the attention – malicious, lustful, vigilant etc.

                Comment


                • Neat and useful! Was this inspired by stealth video games? A possible reach treats the subjects like they were the mage, and informs them of the attentions of others.


                  To whomever reads this, I hope you have a good day/night. May you be Happy.

                  So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

                  Comment


                  • Originally posted by TempleBuilder View Post
                    Neat and useful! Was this inspired by stealth video games? A possible reach treats the subjects like they were the mage, and informs them of the attentions of others.
                    Stealth video games were definitely a part - I was also just thinking about what kinds of spells would be useful for a spy, since so much conflict in mage is based around information control when the idea struck me.

                    Comment


                    • Endurance of the Ages (Time ••••)
                      Practice: Patterning
                      Primary Factor: Duration
                      Withstand: N/A
                      Suggested Rote Skills: Occult, Intimidation, Survival

                      A rote of mysterious origin, found in an area of the Hedge's Hall of Mirrors where time was shattered and capricious, trapping anyone is a temporal maze of glass. A grimmoire was discovered by examining the rhythmic recombination of certain fractal patterns, providing this rote as means of escape.

                      While under its effect, the subject becomes unable to change in any negative way. They cannot be hurt, age, grow tired, have any new negative conditions imposed on them and any ones currently affecting them are suspended. Supernatural attempts to violate this cause a Clash of Wills.

                      The Arrows utilize it to transform their clothes into indestructible armor or fortify walls into impregnable defenses. Mysterium archeomancers find it indispensable when exploring remote locations, allowing them to walk through lava unscathed, climb to frozen peaks without equipment and swim to the bottom of the ocean unbothered by water pressure. Some members of the Silver Ladder claim they were able to use it to intimidate werewolves into thinking they were invincible. There are even Free Council members that used it to survive unharmed after firing themselves via railgun into space, before proceeding to stay in the vacuum for a few minutes and plunge down into reentry.

                      A lesser know secret is that this was recovered alongside with its sister rote, Erosion of Eternity, which suspends all positive changes on the target (Withstood by Stamina). New positive conditions cannot be imposed and any active ones are suspended, they cannot be healed (they do not recover naturally and mundane medicine does nothing), rest, recover Willpower or regain Mana. Supernatural attempts to do otherwise provoke a Clash of Wills. Because of this, the majority vote of the councilors and Hierarch are required before the Guardians teach it to someone.

                      Observation 1: Erosion of Eternity can technically inflict a worse form of resistant damage.

                      Observation 2: Using the same principle as this spell, objects could be altered to make them just as armor piercing as siderite (I might write down the spell in the future). For a demonstration on what these spells build up to, see Regulus Corneas from Re: Zero.

                      Time Salts All Wounds (Time ••)
                      Practice: Ruling
                      Primary Factor: Duration
                      Withstand: Stamina
                      Suggested Rote Skills: Brawl, Firearms, Melee

                      A fundamental rote in Arrow battle doctrine, created to allow even the slightest wound to have devastating effect. Each level of Potency halves the time needed for negative effects to affect the subject. Poison and disease strike more often, but it's deadliest capacity is to make foes bleed out more quickly.

                      A variation of this rote is a favorite of many a veteran Arrow, who are fond of Weaving it into their weapons. Stories abound of werewolves exploding into red mist when hit by a single lunargent bullet or powerful changelings reduced to dust with a glancing cut of a siderite blade.

                      +1 Reach: Each level of Potency reduces the interval to a quarter.

                      Tantalize Respite (Time ••)
                      Practice: Shielding
                      Primary Factor: Duration
                      Withstand: Stamina
                      Suggested Rote Skills: Academics, Medicine, Science

                      A spell employed by the Guardians when facing extremely dangerous foes, utilizing a combination of the mounting stress and exhaustion to break the psyche of their enemies entirely. It suspends any beneficial effects of advancing time upon the subject for the duration. Negative conditions do not elapse, positive conditions are suspended and new ones cannot be imposed, any supernatural attempts at doing so causing a Clash of Wills. Wounds do not heal naturally, food and water do not provide sustenance, rest does not reduce fatigue, they cannot recover Willpower or mana. Supernatural healing can be employed with no issue.

                      This rote has also proven popular when hunting vampires, forcing them to remain in torpor even as they are staked and set ablaze.

                      Observation 3: The main difference is that this spell only affects beneficial effects that happen over time. So this spell can keep poisons and diseases affecting an individual, but cannot prevent direct action. Erosion of Eternity has no such restrictions, being able to outright deny things such as medicine rolls to stabilize or treat someone.
                      Last edited by KaiserAfini; 01-28-2022, 09:32 AM.


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

                      The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
                      The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

                      Comment


                      • Serpent's Tongue (Prime ••)
                        Practice: Veiling
                        Primary Factor: Duration
                        Withstand: N/A
                        Suggested Rote Skills: Subterfuge, Persuasion, Politics

                        While it is said that the Angels of the Aether cannot lie, the inhabitants of the Fallen World are far more fallible. This spell hides the falsehood in the lies it's subject speaks. Any mundane methods of detecting deception fail. Supernatural attempts trigger a Clash of Wills.The subject gains Potency bonus dice to mundane social rolls to deceive another while the Duration lasts.

                        +1 Reach: The subject gains Potency bonus dice to mundane rolls to deceive another, including physical disguises, while the Duration Lasts.

                        With a Fiery Sword (Forces ••• + Prime •••)
                        Practice: Weaving
                        Primary Factor: Duration
                        Withstand: N/A
                        Suggested Rote Skills: Weaponry, Crafts, Academics

                        It is said that Powers guard the gates of Aether with True Forms and Fire. This spell infuses a weapon created with Platonic Form or Eidolon with fire. Divide Potency between Size and Heat. Exposure to the weapon counts as exposure to fire of that size and heat. The spell fire's size can be no higher than the size of the weapon.

                        +1 Reach: The size of the Fire can be greater than the size of the weapon.

                        Substitute Matter •••: The subject may instead be a material weapon.

                        This is my first attempts at creating a spell. Please don't hold back any criticisms. I specifically wonder if I should have specified the blade's size instead of merely the weapons size of limiting how big the fire can be.
                        Last edited by TempleBuilder; 01-29-2022, 08:18 PM.


                        To whomever reads this, I hope you have a good day/night. May you be Happy.

                        So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

                        Comment


                        • Originally posted by TempleBuilder View Post
                          Serpent's Tongue (Prime ••)
                          Practice: Veiling
                          Primary Factor: Duration
                          Withstand: N/A
                          Suggested Rote Skills: Subterfuge, Persuasion, Politics

                          While it is said that the Angels of the Aether cannot lie, the inhabitants of the Fallen World are far more fallible. This spell hides the falsehood in the lies it's subject speaks. The subject gains Potency bonus dice to mundane social rolls to deceive another while the Duration lasts.

                          +1 Reach: The subject gains Potency bonus dice to mundane rolls to deceive another, including physical disguises, while the Duration Lasts.


                          With a Fiery Sword (Forces ••• + Prime •••)
                          Practice: Weaving
                          Primary Factor: Duration
                          Withstand: N/A
                          Suggested Rote Skills: Weaponry, Crafts, Academics

                          It is said that Powers guard the gates of Aether with True Forms and Fire. This spell infuses a weapon created with Platonic Form or Eidolon with fire. Divide Potency between Size and Heat. Exposure to the weapon counts as exposure to fire of that size and heat. The spell fire's size can be no higher than the size of the weapon.

                          +1 Reach: The size of the Fire can be greater than the size of the weapon.

                          Substitute Matter •••: The subject may instead be a material weapon.

                          This is my first attempts at creating a spell. Please don't hold back any criticisms. I specifically wonder if I should have specified the blade's size instead of merely the weapons size of limiting how big the fire can be.
                          Those are some pretty cool spells, they suit the Obrimos' themes well.

                          I think that Serpent's Tongue is using Alter Mental Pattern as a reference point, correct ? Since Mind can alter their self perception, but not physical tics and body language (that would require conjunctional Life 2). But truth is the purview of Prime, so by the guidelines of page 126, it should be able to deny all mundane truth detection entirely. Supernatural ones would provoke a Clash of Wills.

                          Since With a Fiery Sword is essentially condensing the same amount of thermodynamic energy as Control Heat into something and isolating it from being hurt by the effect, I would argue its possible to use it with just Forces 3 to affect anything. That means not only platonic objects would be affected, but blazing swords, fiery fists and scorching bullets should all be within its purview.
                          Last edited by KaiserAfini; 01-29-2022, 07:18 PM.


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

                          The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
                          The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

                          Comment


                          • Originally posted by KaiserAfini View Post

                            Those are some pretty cool spell, they suit the Obrimos' themes well.
                            Thanks!

                            Originally posted by KaiserAfini View Post
                            I think that Serpent's Tongue is using Alter Mental Pattern as a reference point, correct ? Since Mind can alter their self perception, but not physical tics and body language (that would require conjunctional Life 2). But truth is the purview of Prime, so by the guidelines of page 126, it should be able to deny all mundane truth detection entirely. Supernatural ones would provoke a Clash of Wills.
                            *facepalms* oh right, that is spell that exists. Whoops.I searched the forums for a similar spell and didn’t find anything, so I figured I was good. I actually was thinking about boons, and how they work, and a how Prime spell should work better. I see now that I was a bit conservative with how well the spell would work. I’ll make the necessary corrections.
                            Edit: should I keep the persuasive boost with it? I feel like it shouldn’t open doors like Words of Truth, but it still should help with talking.

                            Originally posted by KaiserAfini View Post
                            Since With a Fiery Sword is essentially condensing the same amount of thermodynamic energy as Control Heat into something and isolating it from being hurt by the effect, I would argue its possible to use it with just Forces 3 to affect anything. That means not only platonic objects would be affected, but blazing swords, fiery fists and scorching bullets should all be within its purview.
                            Hmm. So my problem with that is that it sounds like a combined spell, and probably is Ruling and Shielding. A different version, instead works like Kinetic Blow but instead enchants the subject’s force from a blow to also have burning properties instead of focusing the force. I think this works better overall, since it only applies during a blow and is slightly more subtle. Do you think this version should have reach options like Kinetic Blow?

                            Edit: I’m going to make those tass and mana spells soon, but these spells wouldn’t clear out of my head, so they got to go first.
                            Last edited by TempleBuilder; 01-29-2022, 08:12 PM.


                            To whomever reads this, I hope you have a good day/night. May you be Happy.

                            So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

                            Comment


                            • Originally posted by TempleBuilder View Post
                              Thanks!

                              *facepalms* oh right, that is spell that exists. Whoops.I searched the forums for a similar spell and didn’t find anything, so I figured I was good. I actually was thinking about boons, and how they work, and a how Prime spell should work better. I see now that I was a bit conservative with how well the spell would work. I’ll make the necessary corrections.
                              Edit: should I keep the persuasive boost with it? I feel like it shouldn’t open doors like Words of Truth, but it still should help with talking.

                              Hmm. So my problem with that is that it sounds like a combined spell, and probably is Ruling and Shielding. A different version, instead works like Kinetic Blow but instead enchants the subject’s force from a blow to also have burning properties instead of focusing the force. I think this works better overall, since it only applies during a blow and is slightly more subtle. Do you think this version should have reach options like Kinetic Blow?

                              Edit: I’m going to make those tass and mana spells soon, but these spells wouldn’t clear out of my head, so they got to go first.

                              Regarding Serpent's Tongue, the bonus with a Reach makes sense. I think any Reach options from the flame weapon would have to make sense for thermal attacks, whereas Kinetic Blow focuses on using force to disorient and disable. I agree that the suggested flame weapon effect would be combined, otherwise the weapon would burn away or deform from thermal stress.


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

                              The Agathos Kai Sophos, an Acanthus Legacy of strategists (Mind/Time)
                              The Szary Strażnik, an Obrimos Legacy whose invisible hands guide through the Glyphs of Fate (Fate/Prime)

                              Comment


                              • How’s this?

                                Serpent's Tongue (Prime ••)

                                Practice: Veiling
                                Primary Factor: Duration
                                Withstand: N/A
                                Suggested Rote Skills: Subterfuge, Persuasion, Politics

                                While it is said that the Angels of the Aether cannot lie, the inhabitants of the Fallen World are far more fallible. This spell hides the falsehood in the lies it's subject speaks. Any mundane methods of detecting deception fail. Supernatural attempts trigger a Clash of Wills.

                                +1 Reach: All forms of falsehood are hidden, including physical disguises, while the Duration Lasts.

                                +1 Reach: The subject gains Potency bonus dice to mundane rolls to deceive another while the Duration lasts.

                                With a Fiery Sword (Forces •••)
                                Practice: Weaving
                                Primary Factor: Duration
                                Withstand: N/A
                                Suggested Rote Skills: Weaponry, Crafts, Academics

                                It is said that Powers guard the gates of Aether with True Forms and Fire. This spell infuses the force of the subject’s blows with the heat of divine fire. Divide Potency between Size and Heat. Exposure to the blow counts as exposure to fire of that size and heat. The spell fire's size can be no higher than the size of the weapon, or ammunition,

                                +1 Reach: The size of the Fire can be greater than the size of the weapon or ammunition.

                                I decided against using the Kinetic Blow reaches for weapon and bullet, since that really seems like something that would be determined by subject. I considered adding a +2 reach + Mana option to treat the flames like perfected fire, but frankly that seems like a bad idea. I think a combined spell would be better.
                                Last edited by TempleBuilder; 01-29-2022, 09:57 PM.


                                To whomever reads this, I hope you have a good day/night. May you be Happy.

                                So, I made some Mage Legacies here, with some help. They vary in quality, but I hope you take a look at them. Every one contains pieces of me, for better or worse.

                                Comment

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