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Creative Thaumaturgy: Fallen World Edition

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  • You'd probably want Matter as well. And yes, it's complicated.

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    • Originally posted by jmkoontz1980 View Post
      How might one create a spell that would take someone dressed in a costume and turn them into what they are dressed as for the duration? I know you could use Mind to make them think and act they are what they are dressed as, but what I'm looking for is a way to actually turn them into what they are portraying. If they are dressed as a horse, boom, they're a horse. Dressed as a ghost, boom, you're a ghost. Dressed as Superman ... you get the idea. I'm thinking of being able to use it on a number of subjects in an area (a costume party for example) and not have to specify what each target is to become aside from "that which the costume imitates" or something like that

      Would this fall under Life for the transformation quality? Or do you think this kind of thing somehow eludes the abilities of the Awakened?

      I think a "short cut" I'd take is Life 4, Spirit 4, Fate 1 to turn people into materialized spiritual representations of what they were dressed as, also leaves room for abstract or role based costumes. Neat side affect is you could then make the masquerade party now a spirit court. Fate 1 is for the spell for the 'knowing' practice to sort through the meaning of each costume, as I am assuming you will be casting this on a crowd. So Thyrsus hosted Masked Balls can be fairly interesting,


      “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
      "Virescit Vulnere Virtus" ~ Stewart Clan Motto

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      • From the Tamers of Fire legacy conversion thread, with all due credit to Deionscribe:

        Will Of Fire (Mind 3)
        Practice:
        Perfecting
        Primary Factor: Potency
        Suggested Rote Skills: Empathy, Expression, Persuasion

        Effect: Fiery rhetoric can bolster human spirits. And with the right words, a Mage can give a group of friends and followers the will to succeed above and beyond their own capacity. The spell grants one Willpower point to the subject equal to its Potency. These Willpower points can only be used for actions related to the purpose of the spell, and cannot be regained once used.

        + 2 Reach: The Willpower gained from this spell may now be spent without any restriction.


        Stoke the Flames (Mind 2)
        Practice:
        Ruling
        Primary Factor: Duration
        The Mage can urge a given subject towards accomplishing a particular goal of his choosing, This grants him the Inspired Condition for the duration of the spell, or until he chooses to resolve it earlier.

        +2 Reach: By spending a point of Mana, the Mage allows a subject to avail of the Condition a number of times equal to the spell's Potency before it's resolved.


        Burning Bright (Mind 3)
        Practice:
        Perfecting
        Primary Factor: Potency
        The Mage can bless a subject so that a given action he exerts great effort on has a higher chance of success. When he spends Willpower to bolster an action, he may add the spell's Potency as the bonus, instead of the usual +3.

        +1 Reach: The subject may apply the benefits of the spell an additional number of times equal to Reach spent.

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        • The Road Less Traveled (Prime 3)
          Practice:
          Weaving
          Primary Factor: Duration
          The Mage can impose his personal symbolism on a Tool Yantra, making it resonate with his Path.

          +1 Reach: The Mage can impose the symbolism of a different Tool. For example, he can cause a simple stick to have the symbolism of a Coin.

          Clarification (Prime 3)
          Practice:
          Perfecting
          Primary Factor: Potency
          When Focusing his Mage Sight and attempting Revelation, the subject can ignore the penalty caused by Opacity, up to this spell's Potency.

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          • A simple way to make basic potion brewing work.

            Brew Potion (Matter ***)
            Practice: Perfecting
            Primary Factor: Duration
            Suggested Rote Skills: Crafts, Occult, Survival

            Magical potions and unguents are widely recognized as part of the wizard’s trade. This spell prepares a material compound to hold a supernal charge. A mage may then cast another spell into the potion, specifically shaping their Imago and spending a point of Mana. The potion may contain up to its Potency in spells, but using the compound triggers all of them. While within the potion, a spell counts against the caster’s spell control, but its Duration is held.

            Potions come with certain limitations. Whomever imbibes the potion becomes the subject of its spells, although a cream or oil might be spread or splattered. If Brew Potion’s Duration runs out while it still contains spells, the held spells are lost and the potion visibly spoils.

            Usually this spell is cast on a liquid that resonates with the spell effect, but it could also be cast on a piece of fruit to be eaten, a powder to be inhaled, a breakable object to be tossed like a grenade, etc. “Ingredients” act as Sacrament Yantras.

            +1 Reach: The mage may add a Key to the activation of the potion. Perhaps it will only work once a certain reagent is mixed in, or it only has an effect on a certain person.

            +1 Reach: The potion’s ingredients lose any effect they may have had on an imbiber; so an Acceleration potion of quicksilver won’t inflict mercury poisoning.

            +1 Reach: The potion may contain multiple doses. If the same spell is cast into it multiple times, each adds an additional use to the potion.

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            • Since there's no requirement for ingredients of a potion there's no point for the Reach clause that negates deleterious effects of the ingredients.

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              • You can use an ingredient as a Sacrament. Yeah, using ingredients with adverse effects isn't required, but the Reach effect opens up the option.

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                • Battle Body (Life •••)

                  Practice: Perfecting
                  Primary Factor: Potency
                  Suggested Rote Skills: Medicine, Athletics, Intimidation

                  The subject’s body becomes better at withstanding attempts to hamper or harm its functionality. Attempts to inflict most physical Tilts must overcome the usual resistance (usually Stamina) + the spell’s Potency.

                  Edited: +1 Reach: The subject becomes more resistant to cruder attempts to harm it. Add the spell's Potency to its health.
                  Edited: +2 Reach: The subject’s senses and reflexes becomes enhanced to such a degree that it allows them to land precise blows and react to opportunities. It gains a dice bonus to Brawl rolls equal to the spells Potency. This is not a weapon bonus.

                  Note: The Health Reach could maybe be tweaked and the Brawl bonus Reach I am unsure off if it is to strong. But I found it fitting for the spells theme.

                  The Translucent Barrier (Spirit •)

                  Practice: Unveiling
                  Primary Factor: Duration
                  Suggested Rote Skills: Occult, Survival, Streetwise
                  Withstand: Gauntlet Strength

                  Looking across the Gauntlet is a key ability in every Shaman’s life. This spell allows the subject to perceive what is on the other side of the Gauntlet without having to cross it. All of the subject's senses, except for touch, is cast to the other side so the subject will be unaware of things around it's body. The subject cannot interact with the spirit world with spell, only observe.

                  +1 Reach: The subject's senses are split and it can perceive both the Shadow and the material realm at the same time with no ill effect..

                  Note: Me and my player was tired of having to spend extra Reach just to see through the Gauntlet and we figured she should be able to do so without the need to be able to speak with spirits.

                  Safety Between (Spirit ••••)

                  Practice: Patterning
                  Primary Factor: Duration
                  Suggested Rote Skills: Science, Larceny, Empathy
                  Withstand: Gauntlet Strength

                  The subject becomes wrapped into the very fabric of the Gauntlet, existing neither in the material world nor the Shadow. When inside the Gauntlet, the subject is kept in stasis until the spell ends. This means the subject cannot take any actions or be further affected by Conditions or Tilts it may currently be suffering from.
                  When the spell ends the subject reappears where they entered the Gauntlet. If a large object is in the way when they reappear, the subject will end up with the Knocked Down Tilt at the objects closest edge from the exit point.

                  +1 Reach: the mage can choose that the subject doesn’t have to reappear on the side it entered from when casting the spell.
                  +2 Reach: the subject can take mental actions like thinking and casting spells. These spells however will first take effect when the subject leaves the Gauntlet, but Paradoxes can still occur inside the Gauntlet. For 1 Mana, the subject may take physical actions at a -2 penalty and move around at a speed equal to their Gnosis within the Gauntlet. If the subject moves, it will reappear where it has walked to.

                  Note: I figured with spirit that a mage also would be able to manipulate the Gauntlet itself. I just hope that it isn't to powerful, but I really liked the idea of wrapping one-self in the Gauntlet.
                  Last edited by Neros; 07-30-2016, 05:53 AM.

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                  • Originally posted by Neros View Post
                    Battle Body (Life •••)

                    Practice: Perfecting
                    Primary Factor: Potency
                    Suggested Rote Skills: Medicine, Athletics, Intimidation

                    The subject’s body becomes better at withstanding attempts to hamper or harm its functionality. Attempts to inflict most physical Tilts must overcome the usual resistance (usually Stamina) + the spell’s Potency.

                    Note: I wanted to have more Reach options, but I am not sure what these should be. I was thinking a bonus to Brawl attacks, but that seemed it would "override" spells that gave claws and such.
                    +1 Reach: The mage becomes more resistant to cruder attempts to harm him. Add the spell's Potency to his health.

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                    • Justin Sane That sounds like it could be a fitting Reach for something that would improve the body.

                      But after looking at it, I am not sure if it is a viable spell since Honing the Form does the same thing, except it actually increases Stamina. But since Battle Body doesn't actually increase the subject's Stamina, would it then be affected by the Attribute limit like Honing the Form's is?

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                      • Originally posted by Neros View Post
                        Justin Sane That sounds like it could be a fitting Reach for something that would improve the body.

                        But after looking at it, I am not sure if it is a viable spell since Honing the Form does the same thing, except it actually increases Stamina. But since Battle Body doesn't actually increase the subject's Stamina, would it then be affected by the Attribute limit like Honing the Form's is?
                        Increasing Stamina does have some other benefits [citation needed], which you wouldn't get with Battle Body, so I'm guessing not having the attribute limit would be fine. Alternatively, limit it to half the target's size, with an additional +1 reach to ignore said limit.

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                        • I'm curious if this is okay or if it is broken:

                          Veil Truth (Prime ●●)

                          Practice: Veiling
                          Primary Factor: Duration
                          Suggested Rote Skills: Crafts, Occult, Subterfuge

                          By disguising the Truth of something, the Mage may make it seem to be something else.

                          System: The subject appears to be something else similar; a person appears to be a different person, an animated statue of Cerberus appears to be an ordinary dog, a ratty old outfit appears to be an expensive outfit, etc. This deception need not make something look more normal or nicer; any of those examples could go the other direction. It is almost always possible to conceal the supernatural nature of a subject even if doing so would necessitate making it appear to be very different; for example: a humanoid creature of living fire could be disguised as a human with a burning flameproof suit. Supernatural senses allow a Clash of Wills against the effect. Additionally, when casting the Spell, the Mage may choose to make the veil so weak that it only deceives sleepers.

                          +1 Reach: The Mage may veil the subject as something completely different.
                          +2 Reach: The Mage may veil the subject as nothing at all, concealing it, or veil nothing as something creating an illusion.
                          Last edited by Custos Tenebrarum; 07-23-2016, 12:35 AM.

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                          • Justin Sane Since it already does less than Honing the Form, I don't think there should be a limit to, or at least, not that big a limit as half the targets size. But using the Size could be a good limit if needed.

                            Custos Tenebrarum There is already kinda a spell that hides the truth in this thread called Casandra's Curse. However it doesn't physically change the apperance. Also, yours can be used on any subject. So a universal Shapechange spell. I think that would be to strong... Not sure about it though when it at higher dots since you are in essence at that point, actually changing the Truth. Also, it seems like you can do allot with this spell.

                            But the idea of changing the truth is rather coool. Maybe, as an example, more like making a cat be a dog or a burger is cyanide. They still see a cat and a burger and these things will act and work as such. But they believe what they are seeing to be these things.

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                            • Waterway [Space 2 + Matter 2] - open a small portal from some liquid rich environment and into enemies mouth. They drown.

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                              • Not a valid spell. Wouldn't need Matter if it was.

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