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

  • Behold The Unthinkable Present (Time ••••)
    Practice: Patterning
    Primary Factor: Potency
    Withstand: Resolve
    Suggested Rote Skills: Academics, Intimidation, Occult

    The gift of prophecy is more than the ability to see the most likely future, it can also allow one to see discarded and abandoned timelines. This spell picks the worst ones and bombards the targets with them, overloading them with visions of the harrowing fates narrowly escaped.

    Some mages choose to show glimpses of when the target could have failed or died, filling them with dread as they become all too aware of their mortality and limits, inflicting the Beaten Down tilt.

    A few casters are much more cruel, showing visions of how the consequences of these possible past failures and hypothetical future ones would crush all their target cherishes. Loved ones drifting apart or suffering, life legacies being forgotten and dreams shattered are usual sights. This causes the subject to question their very right to wield their agency upon the world, causing a profound existential crisis that inflicts the Broken condition.

    Those afflicted by a Doom also receive visions that strike with the weight of impending ruination, afflicting the target so intensely that their shattered minds try to block out these insights, afflicting them with the Fugue condition on all things related to it.
    Last edited by KaiserAfini; 01-30-2022, 02:29 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


    • Originally posted by KaiserAfini View Post
      Behold The Unthinkable Present (Time ••••)
      Practice: Patterning
      Primary Factor: Potency
      Withstand: Resolve
      Suggested Rote Skills: Academics, Intimidation, Occult

      The gift of prophecy is more than the ability to see the most likely future, it can also allow one to see discarded and abandoned timelines. This spell picks the worst ones and bombards the targets with them, overloading them with visions of the harrowing fates narrowly escaped.

      Some mages choose to show glimpses of when the target could have failed or died, filling them with dread as they become all too aware of their mortality and limits, inflicting the Beaten Down tilt.

      A few casters are much more cruel, showing visions of how the consequences of these possible past failures and hypothetical future ones would crush all their target cherishes. Loved ones drifting apart or suffering, life legacies being forgotten and dreams shattered are usual sights. This causes the subject to question their very right to wield their agency upon the world, causing a profound existential crisis that inflicts the Broken condition.
      Fun! A major existential crisis never fails to build character! I have a feeling the spell could be done easier, but I’m not sure how. Think it would be a benefit to the spell if the subject happens to have a Doom?


      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

        Fun! A major existential crisis never fails to build character! I have a feeling the spell could be done easier, but I’m not sure how. Think it would be a benefit to the spell if the subject happens to have a Doom?
        That is an excellent question, I imagine narratively speaking they would be horrifyed. So I think applying a Fugue condition related to the Doom would be applied. I will edit that in.
        Last edited by KaiserAfini; 01-29-2022, 11:38 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


        • The Player's Guide to the Contagion Chronicle says that opening an existing (dormant) Hedgeway is Fate 3 + Mind 1, and creating a new one is Fate 5 + Mind 2. Maybe it looks like this, then:



          Into the Hedge (Fate ••• + Mind •)

          Practice: Weaving
          Primary Factor: Duration
          Suggested Rote Skills: Persuasion, Occult, Survival

          The witch opens an existing, dormant Hedgeway, bypassing any Keys it may have had. The Hedgeway remains open for the spell's Duration, and when the spell expires becomes dormant once again. A Hedgeway's destination to and from the Hedge is predetermined.

          Add Space •••: The mage may freely reassign the Hedgeway's Key as she opens it. This does not affect a changeling's ability to 'portal' through them, but a non-changeling's Resolve + Composure roll to use the Key gains a (Potency) dice bonus.
          +1 Reach: Once the spell expires, the Hedgeway fades completely beyond dormancy as if a season had passed. Changelings, mages etc. can still establish the Hedgeway from scratch.
          +1 Reach and add Mind ••: Instead of opening a dormant Hedgeway, the mage strengthens its temptations. For the Duration, when any being with a Vice indulges it within the Hedgeway's vicinity, the resulting reflexive Wits + Composure roll suffers a (Potency) dice penalty, and it cannot score an exceptional success.
          +1 Reach: When opening a Hedgeway to the Hedge, the witch may redirect its destination to a location he has visited. This does not take into account any Hedgespinning that may have occured in-between, potentially leading the mage to a location he is still unfamiliar with. The Hedgeway reestablishes its original destination upon becoming dormant, but for a Mana point the redirection becomes Lasting.
          +2 Reach: The mage forcefully throws a victim into the Hedge via a dormant Hedgeway, without opening it. This way, the spell becomes Withstood by Composure.


          Tear Down the Fences (Fate ••••• + Mind ••)

          Practice: Making
          Primary Factor: Duration
          Cost: 1 Mana (optional)
          Suggested Rote Skills: Persuasion, Expression, Intimidation

          The witch targets a closeable doorway (or similar apertures) she could fit through and turns it into a Hedgeway, just like changelings do via Glamour. This Hedgeway remains open for the Duration, and at the moment of casting the mage can choose whether it will become merely dormant or surely close when the Duration expires.

          Also, the mage may ignore a portal's pre-determined destination that it should lead to when it becomes a Hedgeway, instead dictating where it leads to among places she has visited. With Sympathetic Range, she may select locations she has a sympathetic connection with. This forced redirection remains so when the Hedgeway is dormant, but expires when it surely closes. However, for a Mana point the redirection becomes Lasting.

          +1 Reach: The mage assigns a Key to the new Hedgeway as he opens it. He himself automatically succeeds any rolls to use this Key.
          +1 Reach: The caster opens the Hedgway with no need for an exsiting pathway; in thin air, on a flat wall, or the floor someone is standing on. Scale determines the Hedgeway's general size.
          Add Mind ••: Instead of a Vice, the mage may choose particular trains of thought or behavioral patterns that her newly created Hedgeway responds to when tempting people, including Aspirations and Obsessions. This way, the spell becomes Withstood by Resolve.


          MtAw Homebrew:
          Even more Legacies, updated to 2E
          New 2E Legacies, expanded

          Comment


          • Originally posted by 21C Hermit View Post
            The Player's Guide to the Contagion Chronicle says that opening an existing (dormant) Hedgeway is Fate 3 + Mind 1, and creating a new one is Fate 5 + Mind 2. Maybe it looks like this, then:



            Into the Hedge (Fate ••• + Mind •)

            Practice: Weaving
            Primary Factor: Duration
            Suggested Rote Skills: Persuasion, Occult, Survival

            The witch opens an existing, dormant Hedgeway, bypassing any Keys it may have had. The Hedgeway remains open for the spell's Duration, and when the spell expires becomes dormant once again. A Hedgeway's destination to and from the Hedge is predetermined.

            Add Space •••: The mage may freely reassign the Hedgeway's Key as she opens it. This does not affect a changeling's ability to 'portal' through them, but a non-changeling's Resolve + Composure roll to use the Key gains a (Potency) dice bonus.
            +1 Reach: Once the spell expires, the Hedgeway fades completely beyond dormancy as if a season had passed. Changelings, mages etc. can still establish the Hedgeway from scratch.
            +1 Reach and add Mind ••: Instead of opening a dormant Hedgeway, the mage strengthens its temptations. For the Duration, when any being with a Vice indulges it within the Hedgeway's vicinity, the resulting reflexive Wits + Composure roll suffers a (Potency) dice penalty, and it cannot score an exceptional success.
            +1 Reach: When opening a Hedgeway to the Hedge, the witch may redirect its destination to a location he has visited. This does not take into account any Hedgespinning that may have occured in-between, potentially leading the mage to a location he is still unfamiliar with. The Hedgeway reestablishes its original destination upon becoming dormant, but for a Mana point the redirection becomes Lasting.
            +2 Reach: The mage forcefully throws a victim into the Hedge via a dormant Hedgeway, without opening it. This way, the spell becomes Withstood by Composure.


            Tear Down the Fences (Fate ••••• + Mind ••)

            Practice: Making
            Primary Factor: Duration
            Cost: 1 Mana (optional)
            Suggested Rote Skills: Persuasion, Expression, Intimidation

            The witch targets a closeable doorway (or similar apertures) she could fit through and turns it into a Hedgeway, just like changelings do via Glamour. This Hedgeway remains open for the Duration, and at the moment of casting the mage can choose whether it will become merely dormant or surely close when the Duration expires.

            Also, the mage may ignore a portal's pre-determined destination that it should lead to when it becomes a Hedgeway, instead dictating where it leads to among places she has visited. With Sympathetic Range, she may select locations she has a sympathetic connection with. This forced redirection remains so when the Hedgeway is dormant, but expires when it surely closes. However, for a Mana point the redirection becomes Lasting.

            +1 Reach: The mage assigns a Key to the new Hedgeway as he opens it. He himself automatically succeeds any rolls to use this Key.
            +1 Reach: The caster opens the Hedgway with no need for an exsiting pathway; in thin air, on a flat wall, or the floor someone is standing on. Scale determines the Hedgeway's general size.
            Add Mind ••: Instead of a Vice, the mage may choose particular trains of thought or behavioral patterns that her newly created Hedgeway responds to when tempting people, including Aspirations and Obsessions. This way, the spell becomes Withstood by Resolve.
            I believe that in Tear Down the Fences that you should be able to create Hedgeway anywhere without a Reach. The new gate does not require existing infrastructure to sustain itself, the phenomenon is simply manifested ex nihilo.


            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

              I believe that in Tear Down the Fences that you should be able to create Hedgeway anywhere without a Reach. The new gate does not require existing infrastructure to sustain itself, the phenomenon is simply manifested ex nihilo.
              That’s what I originally had in mind, but I looked up Changeling and it seemed to me that Hedgeways are supposed to be actual doors etc that turn into Irises… as opposed to things like Shadowed Doors and Underworld Gates, which are supposed to exist independent of preexisting gates. A Reach option seemed sufficient to reconcile the differences. (And hey, the Hedge welcomes mages who invite Paradox…)


              MtAw Homebrew:
              Even more Legacies, updated to 2E
              New 2E Legacies, expanded

              Comment


              • Shards of the Hourglass (Time ••••)
                Practice: Patterning
                Primary Factor: Potency
                Withstand: N/A
                Suggested Rote Skills: Brawl, Firearms, Weaponry

                Sometimes called the Invisible Blade of Arcadia, this spell allows Arrows to improvise just about anything in their surroundings into deadly weapons. When cast upon a target, the next [Potency] attacks convert all negative change upon them into a temporal aging field that surrounds them. This grants them an extra [Potency] damage on hit (the caster can choose if the attack inflicts lethal or bashing). Furthermore, the isolation from negative change allows attacks to bypass all obstacles that would stop or slow them down, negating Armor Ratings and Durability entirely. Lastly, because loss of momentum and similar changes are arrested, range penalties are negated for the attacks.

                Typically this is cast on a user, allowing all their attacks to benefit from it, but some prefer to place it upon their weapons, reducing flexibility but allowing them to carry more charges.

                Subtle casters might use thrown sand as a weapon, inflicting damage similar to machine gun fire from an otherwise simple distraction tactic. A few others simply "cut" the air with their hands, the dislocated wind creating a slashing effect from which this technique got its nickname. Martial casters may prefer placing it upon themselves, allowing their fists to pierce and tear through obstacles.

                +1 Reach and a mana: The subject instead causes aggravated damage as the target's temporal field is violently thorn apart.


                Cor Leonis (Fate •••)
                Practice: Perfecting
                Primary Factor: Duration
                Withstand: N/A
                Suggested Rote Skills: Academics, Occult, Politics

                A spell that acts as an exemplar of the Arrow's belief in the significance of oaths, empowering them and their Sleepwalker allies through devoted service. It enhances the ancient covenant between Sleepwalkers and Awakened, allowing them to retain spell control more easily and efficiently.

                Like all oaths, it must be willingly sworn by the Sleepwalker. This allows them to carry spell control for anyone specified by the terms of the agreement. Furthermore, the Sleepwalker can hold [Potency] additional spells for any contracted mage, up to the normal limit of two. Any [Potency] beyond this grants dots in the Banner-Bearer merit, up to its limit.

                When situations are truly dire, additional preparation spells or heavily augmented Sleepwalkers might be indispensable for victory. Masters of Fate tend to additionally enhance the power of those under this effect, allowing them to bear a far greater amount of Imagos. In truly desperate situations, their Sleeper contacts may be called upon to become Sleepwalkers and follow this process.

                +1 Reach and a mana: The Banner Bearer merit can exceed its limits.
                Last edited by KaiserAfini; 02-07-2022, 10:35 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




                • Display Halo (Prime •••)
                  Practice: Perfecting
                  Primary Factor: Potency
                  Cost: 1 Mana
                  Withstand: Composure
                  Suggested Rote Skills: Expression, Occult, Academics

                  To the uninitiated, it is for good reason that the inhabitants of the Aether often say "do not be afraid", for the burning Truth evident in their holy radiance rattles lesser souls. This spell emulates the glory and terror of the Angel's Halos by empowering a subject's Nimbus Flare into a Nova. When the spell is cast, the subject's Nimbus is drawn out in a spectacular manner, and add Potency success to the Gnosis roll for the Nimbus strength. The Nimbus continuously flares until the spell ends.

                  Such a bright light burns deeper, and those subject to the Nimbus Tilt gain a appropriate condition relating to the Nimbus, such as Awestruck, Swooned, Inspired or Shaken. They also become valid subjects for the Mage's Long-Term Nimbus to affect.


                  +1 Reach: The conditions resulting from being subjected to the Nimbus Tilt may change based on context of who the Mage is. A Thyrsus's aura of being hunted by predators may inspire allies who know that the Thyrsus is on their side.

                  A spell that resulted when I asked what happens when one perfects a nimbus flare. This is intended to be similar to to tier 3 Dreams of Dead Gods with the ab component, but using the nimbus. Should the additional conditions be a reach effect? Should the current reach require Fate?

                  Produce Tass (Primes •••)
                  Practice: Weaving
                  Primary Factor: Duration
                  Cost: 1 Mana per subject
                  Withstand: N/A
                  Suggested Rote Skills: Occult, Crafts, Socialize

                  This rote is older variant of the more well known Mana Battery, that has fallen into disuse. The spell imbues it's subject with one point of Mana, that can be extracted by symbolically consuming the subject. If the Duration runs out and and the Mana hasn't been absorbed, then it detaches from the Subject and and fades away, presumably to the nearest Hallow.

                  +1 Reach: The mage may select a Hallow Feature to imbue the created tass with.

                  +2 Reach: The effect is lasting.


                  Tainted Source (Prime •••)
                  Practice: Weaving
                  Primary Factor: Duration
                  Withstand: Hallow Rating
                  Suggested Rote Skills: Weaponry, Intimidation, Subterfuge

                  Hallows are sacred to the Awakened, and many draw upon them for strength. Poison them, and and weaken the Awakened as a whole, making this spell a favorite among Banishers and Scelesti. Technically, this rote can be used for positive means, but far too many have been hurt, and too many Hallows lost for this rote to have anything but a sinister reputation. The subject for this spell must be Hallow. The spell adds a Hallow feature. If this rote is Befouled, the Hallow becomes a Nigissu.

                  +1 Reach: The spell may include another Hallow feature. This reach can be used multiple times.

                  +1 Reach: The spell reaches even the Mana produced from the Hallow. Directly harvesting the mana with a Oblation or spell still inflicts any curses or condition caused by harvesting Mana. The effects last on the Mage who harvests the Mana until the Tainted Mana is purged from their system. A unique Hallow Feature is available for a second reach: Spending the tainted Mana causes 1 point of lethal damage.

                  I decided that the poisoned Mana spells really could be poisoned Hallow spells, under a particular curse from a particular kind of volatile Mana. The slowed spending of mana curse in particular makes sense under this format.
                  Last edited by TempleBuilder; 01-31-2022, 01:18 AM.


                  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 KaiserAfini View Post
                    Shards of the Hourglass (Time ••••)
                    Practice: Patterning
                    Primary Factor: Potency
                    Withstand: N/A
                    Suggested Rote Skills: Brawl, Firearms, Weaponry

                    Sometimes called the Invisible Blade of Arcadia, this spell allows Arrows to improvise just about anything in their surroundings into deadly weapons. When cast upon a target, the next [Potency] attacks convert all negative change upon them into a temporal aging field that surrounds them. This grants them an extra [Potency] damage on hit (the caster can choose if the attack inflicts lethal or bashing). Furthermore, the isolation from negative change allows attacks to bypass all obstacles that would stop or slow them down, negating Armor Ratings and Durability entirely. Lastly, because loss of momentum and similar changes are arrested, range penalties are negated for the attacks.

                    Typically this is cast on a user, allowing all their attacks to benefit from it, but some prefer to place it upon their weapons, reducing flexibility but allowing them to carry more charges.

                    Subtle casters might use thrown sand as a weapon, inflicting damage similar to machine gun fire from an otherwise simple distraction tactic. A few others simply "cut" the air with their hands, the dislocated wind creating a slashing effect from which this technique got its nickname. Martial casters may prefer placing it upon themselves, allowing their fists to pierce and tear through obstacles.

                    Cor Leonis (Fate •••)
                    Practice: Perfecting
                    Primary Factor: Duration
                    Withstand: N/A
                    Suggested Rote Skills: Academics, Occult, Politics

                    A spell that acts as an exemplar of the Arrow's belief in the significance of oaths, empowering them and their Sleepwalker allies through devoted service. It enhances the ancient covenant between Sleepwalkers and Awakened, allowing them to retain spell control more easily and efficiently.

                    Like all oaths, it must be willingly sworn by the Sleepwalker. This allows them to carry spell control for anyone specified by the terms of the agreement. Furthermore, the Sleepwalker can hold [Potency] additional spells for any contracted mage, up to the normal limit of two. Any [Potency] beyond this grants dots in the Banner-Bearer merit, up to its limit.

                    When situations are truly dire, additional preparation spells or heavily augmented Sleepwalkers might be indispensable for victory. Masters of Fate tend to additionally enhance the power of those under this effect, allowing them to bear a far greater amount of Imagos. In truly desperate situations, their Sleeper contacts may be called upon to become Sleepwalkers and follow this process.
                    I somehow managed to miss that you posted these spells yesterday, and these are pretty clever, and thematic. I especially like Cor Leonis, that’s not something I would have thought of a as a use for Fate. But it works and is great. When you use the phrase “their Sleeper contacts may be called upon to become Sleepwalkers and follow this process”, do you mean by casting Cor Leonis on them first, or by casting Stealing Fire, the casting Cor Leonis? Or did you mean exposing them to magic until they either awaken or become Sleepwalkers? Because with a reach I think it’s possible to grant sleepers Banner-Bearer as long as they swear the Oath. I believe that would temporarily make them Sleepwalkers as well, but possibly without the normal amount of held spells.


                    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
                      I somehow managed to miss that you posted these spells yesterday, and these are pretty clever, and thematic. I especially like Cor Leonis, that’s not something I would have thought of a as a use for Fate. But it works and is great. When you use the phrase “their Sleeper contacts may be called upon to become Sleepwalkers and follow this process”, do you mean by casting Cor Leonis on them first, or by casting Stealing Fire, the casting Cor Leonis? Or did you mean exposing them to magic until they either awaken or become Sleepwalkers? Because with a reach I think it’s possible to grant sleepers Banner-Bearer as long as they swear the Oath. I believe that would temporarily make them Sleepwalkers as well, but possibly without the normal amount of held spells.

                      Thank you, glad you liked them. Cor Leonis can be comboed with Forge Destiny, since if you have Integrity, you qualify for this supernatural merit. It makes it the only other Arcanum that has a way to grant them the ability to see past The Lie (at least that I can think of).

                      First you use some boons to get high Potency, then cast a combined spell of Cor Leonis and Forge Destiny. Forge Destiny will grant them the Sleepwalker merit alongside boosting Banner Bearer above its limit. Then Cor Leonis grants them Banner Bearer and the ability to hold spells without a Medium connection or better. Since they are a combined spell, the Imagos are built to occur at the same time. This means that you can, even with Potency 5, make any Sleeper into a Sleepwalker capable of holding up to 10 spells for any mage designated in the terms of the agreement. It still requires willing cooperation to take the oath and probably extra negotiations for every spell held (or just a lot of goodwill). However, this can be a very valuable tactic for a cabal with a member with skill in diplomacy.

                      Forge Destiny can be terrifying. You can boost Shadow Names to give huge constant yantra bonuses, combo it with Occultation to transform the mage into a nightmare to scry unless the other side rolls an exceptional success. Guardians can get extra Masques, the caster can gain Familiars and powerful Hallows with ease or receive that one Imbued Item that is just what you need at that moment. Don't want to make a soul stone to use for summoning? It can give you a Demesne. Its an incredible multitool.
                      Last edited by KaiserAfini; 01-31-2022, 05:00 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
                        Forge Destiny can be terrifying. You can boost Shadow Names to give huge constant yantra bonuses, combo it with Occultation to transform the mage into a nightmare to scry unless the other side rolls an exceptional success. Guardians can get extra Masques, the caster can gain Familiars and powerful Hallows with ease or receive that one Imbued Item that is just what you need at that moment. Don't want to make a soul stone to use for summoning? It can give you a Demesne. Its an incredible multitool.
                        Afini, I realize that Mage 2e Core doesn't define "Supernatural Merit," but anyone who's read other 2e books that do define the term can tell you that that is very obviously not what Forge Destiny is for.

                        Inexplicable insight into the minds of serial killers? Sure. Telekinesis? Fine. Pool of supernatural good fortune with an attached mystical bane? In the name. Magical effects premised on spells with casters or items with makers or real estate that someone has to cut out mystical insight or storm Heaven to create? Nah. Chronicles doesn't do diegetic free-infinite-money without a cost.
                        Last edited by Satchel; 01-31-2022, 08:28 PM.


                        Resident Lore-Hound
                        Currently Consuming: Demon: the Descent 1e

                        Comment


                        • Illogical Procession (Fate 4)

                          Practice:
                          Patterning

                          Primary Spell Factor: Duration

                          Withstand: Composure

                          Suggested Rote Skills: Computer, Intimidate, Persuasion

                          The known universe is composed of a fractal, near-infinite, mindbogglingly complex series of if-then statements setting all things in perpetual and reciprocal cosmic motion, the greatest compilation of code ever to be written. An Adept of Fate can add in their own joiners and clauses as they see fit.

                          The mage chooses a specific condition, such as "when the subject is struck by an arrow," "when the door on the far side of the room closes," or "when I speak the word for 'rainforest' in High Speech," as well as the outcome that the subject will perform, such as "she will speak an uncomfortable truth about her brother," "the window next to it will open," or "the Rose of Neptune will bloom." Unless the condition involves the subject's being directly acted upon, the spell's Subjects factor must incorporate both actor and actee. The next time during the spell's Duration that the condition comes to pass, the subject will perform the action. A given action can have up to Potency in discrete components, though if not completed before the Duration expires, the subject is under no compulsion to continue (though sentiment or inertia may cause them to follow through anyway). In combat, the subject performs the action on their Initiative count. The subject must be capable of performing the action, though the realm of possibility should be interpreted widely here: A given window might not normally be able to open on its own, but the magic of the spell arranges events so that it does so this one time, for instance. In the same way, a subject can be made to reveal a fact that they might not otherwise consciously know, although they must still have some potential for knowing such.

                          The stated condition and outcome must be more or less comparable in probability: The mage speaking a word to make a dog bark, the subject winning a claw game to find a fifty-dollar bill, a meteor strike causing the subject to suffer a stroke.

                          This spell cannot kill a target without qualification, but any hazards introduced affect the subject as they normally would. Alternatively, this spell can function as an attack, dealing Potency in the mage's choice of bashing or lethal damage when the condition comes to pass, or instead impose a predesigned Hex or Boon on the subject.

                          +1 Reach: The condition and outcome can be within one degree of probability of one another.

                          +1 Reach: The outcome can be achieved a number of times equal to the spell's Potency during the Duration.

                          +2 Reach: As above, but the mage can specify a number of individual/outcome sets equal to Potency.

                          +2 Reach: The condition and outcome can be within two degrees of probability of one another.

                          Add Arcanum 1: The subject may reveal information that could be learned by casting a Knowing spell of the included Arcanum. Traditionally, subjects of this spell where Time is included are referred to as Sybils, and a few censored Grimoires detail how to make this effect permanent and recurring, an Act of Hubris on par with creating a Servitor.
                          Last edited by espritdecalmar; 02-01-2022, 09:11 PM.

                          Comment


                          • Originally posted by Satchel View Post
                            Afini, I realize that Mage 2e Core doesn't define "Supernatural Merit," but anyone who's read other 2e books that do define the term can tell you that that is very obviously not what Forge Destiny is for.

                            Inexplicable insight into the minds of serial killers? Sure. Telekinesis? Fine. Pool of supernatural good fortune with an attached mystical bane? In the name. Magical effects premised on spells with casters or items with makers or real estate that someone has to cut out mystical insight or storm Heaven to create? Nah. Chronicles doesn't do diegetic free-infinite-money without a cost.

                            I think I understand what you are trying to say, that such effects as Imbued Items or Demesnes suddenly and spontaneously happening are way outside of even a Making of Fate. I agree, I had forgotten of the immediacy of the spell's effect. I had more in mind something like suddenly falling into an abandoned Sanctum with a Demesne or finding a journal that leads to an Imbued Item, which isn't truly instant and perhaps closer to the kind of effect a variation of Strings of Fate could provide.


                            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


                              I think I understand what you are trying to say, that such effects as Imbued Items or Demesnes suddenly and spontaneously happening are way outside of even a Making of Fate. I agree, I had forgotten of the immediacy of the spell's effect. I had more in mind something like suddenly falling into an abandoned Sanctum with a Demesne or finding a journal that leads to an Imbued Item, which isn't truly instant and perhaps closer to the kind of effect a variation of Strings of Fate could provide.
                              Uhh.. I think it’s not about the immediacy. ‘Supernatural Merits’ are a completely different category from ‘Merits accessible by supernaturals.’

                              Unless we get a belated errata or something, Forge Destiny grants the former. It’s about the we’ve-seen-it-somewhere tale of the village’s old wise man saying to a village kid “Listen to your heart. Feel the flames inside.” and the kid developing pyrokinesis.


                              MtAw Homebrew:
                              Even more Legacies, updated to 2E
                              New 2E Legacies, expanded

                              Comment


                              • Originally posted by 21C Hermit View Post

                                Uhh.. I think it’s not about the immediacy. ‘Supernatural Merits’ are a completely different category from ‘Merits accessible by supernaturals.’

                                Unless we get a belated errata or something, Forge Destiny grants the former. It’s about the we’ve-seen-it-somewhere tale of the village’s old wise man saying to a village kid “Listen to your heart. Feel the flames inside.” and the kid developing pyrokinesis.

                                So things like access to Occultation, Shadow Name and some of the non-major-template abilities such as the ones psychics from Second Sight would have. But not things like Imbued Item or Demesne. Does that sound correct ?


                                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

                                Working...
                                X