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  • Originally posted by 21C Hermit View Post

    Awesome. But wouldn’t it be better to model it after Incognito Presence so that it costs 1 Mana but auto-succeeds in the disguises? At least, that’s how I see Withstand rules working.
    If you want, I prefer it this way given that the spell isn't ultimately on the person, but their clothing.

    If you're composed enough, you should be able to push past the message their clothing is screaming at you, and realize that they're not who their clothes says they are.

    *EDIT*
    Also the focus on Potency ties nicely into the Reach effect that grants a dice pool bonus to social actions when you act in the projected persona.
    Last edited by HerbertIsBestBert; 04-04-2018, 05:01 AM.

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    • Originally posted by HerbertIsBestBert View Post

      If you want, I prefer it this way given that the spell isn't ultimately on the person, but their clothing.

      If you're composed enough, you should be able to push past the message their clothing is screaming at you, and realize that they're not who their clothes says they are.

      *EDIT*
      Also the focus on Potency ties nicely into the Reach effect that grants a dice pool bonus to social actions when you act in the projected persona.
      Withstand only applies to the direct target of the spell.

      I think it would be better to model this spell on Alter Mental Pattern with Potency going to creating a bonus on rolls boosted by Disguise equipment.

      Comment


      • Hmmm, I thought I'd messed something up when I was writing that first Reach option, but I couldn't put my finger on what.
        Ah well, going to scrap the idea because at that point you're either really just using a tool-boosting spell, or Hidden Hoard.

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        • Agonizing Intent
          Life (Compelling)
          Primary Factor: Potency
          Withstood: Stamina

          Each Potency inflicts a cumulative -1 wound penalty as all the nerves and receptive cells in a subject behave incorrectly (misfiring, or other inconveniences causing great pain)

          1 Reach: Can go above the usual -3 limit.
          2 Reach + Time 4: Inflict this agony retroactively from a point of their lives (can be as simple as when they were born) If they know you're the cause gain the potency as a bonus to rolls (# of rolls equal to potency) to coerce or intimidate the subject while the wound penalties are in effect.

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          • Originally posted by Arduras View Post
            Agonizing Intent
            Life (Compelling)
            Primary Factor: Potency
            Withstood: Stamina

            Each Potency inflicts a cumulative -1 wound penalty as all the nerves and receptive cells in a subject behave incorrectly (misfiring, or other inconveniences causing great pain)

            1 Reach: Can go above the usual -3 limit.
            2 Reach + Time 4: Inflict this agony retroactively from a point of their lives (can be as simple as when they were born) If they know you're the cause gain the potency as a bonus to rolls (# of rolls equal to potency) to coerce or intimidate the subject while the wound penalties are in effect.
            This is beyond the effects of Compelling.

            Comment


            • Agreed. At least when it comes to inflicting wound penalties. Instead you should be able to worsen existing wound penalties or lower the threshold for when wound penalties apply, imo.


              Writer for Bloodlines: The Ageless on STV
              Some other stuff I've done: Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)

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              • I wrote that first thing in the morning with a combat scenario in my head. Just about all living things have a system of nerves or other phenomenon that tell them when something distinctly bad is happening. (Flight or fight, pain, and in the opposite direction dopamine and serotonin) a weaving or patterning work could easily take those pieces and make them haywire. A ruling spell could do it on existing systems since it can make them act against their nature.

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                • Arduras you probably can make it work as Compelling, if you cast the spell on a person already suffering from wound penalties.

                  Comment


                  • Pythagorean's Razor
                    Space (Ruling)
                    Suggested Rote Skills: Athletics, Firearms, Academics
                    Primary Factor: Duration
                    Essentially "Quantum Flux" but with Space - pinching it, bending it, calculating ranges and angles, calculating away deleterious factors, instead of any mundane actions it's specifically actions that could benefit from having the distance of travel reduced or the vector nudged to "slightly unnatural" accuracy.
                    Mainly for ranged attacks.

                    Gladiator's Glare
                    Life (Ruling)
                    Suggest Rote Skills: Athletics, Brawl, Firearms
                    Primary Factor: Duration
                    The Potency of this spell is applied as a bonus to your next physical roll provided you aim for a turn sacrificing your defense beforehand. Similar to Perfect Timing but in this case it's tuning your senses (including your kinesthetic sense) alongside your reflexes, adrenaline, and any other subtle bodily processes to the task.

                    Fake Ephemera
                    Space (Weaving)
                    Similar to Ban, or other spells that play with the properties of space - only this time it's you or your subject. While under the effects of this spell you can't interact physically with the world or vice versa. You can still sense and speak and move around, but objects appear to pass through you effortlessly.

                    Blunt Blessing
                    Life (Perfecting)
                    Primary Factor: Duration
                    Gain Potency as temporary health for the duration of the spell. Not the same as granting attribute dots or anything drastic, just increasing a trait for a while that might buy you some precious time between you and the great beyond. Likely requires a reach and 1 mana to even use since your health is by nature at it's "cap"

                    Would it be reasonable to say, for 2 reach change "add/subtract" to "multiply/divide" for the spell "Ground Eater" ?
                    Last edited by Arduras; 04-13-2018, 12:08 PM.

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                    • I've been tossing around the idea of introducing a spell like this to my game as a 'quest reward' for the completion of the current story-arc. Has this been done before and/or am I opening a can of worms by breaking the action economy?

                      Spell Steal
                      Prime •••• (Patterning)
                      Primary Factor: Duration
                      Withstand: Arcanum Rating of target spell
                      Cost: 1 mana (Not sure about this)

                      Instead of merely dispelling a spell the mage takes control of an active spell as though they were the one to cast it. (i.e. takes up spell control slots).

                      +1 reach: Alternatively, the mage can use the spell to switch the targets of an active spell or a spell being cast (e.g. a spell that drains the life of everyone in the area will instead funnel the life of the original caster towards everyone in the area).

                      The mage must be able to perceive the spell either through active Mage Sight or other means.

                      Time ••; +2 Reach; 1 Mana: The spell can be cast reflexively.
                      Spirit ••, Mind ••, Death ••: The spell can now steal Numina from the relevant ephemeral entity (Withstand changes to Rank. Cannot be used on Rank 6+)


                      Comment


                      • Originally posted by Enlightened_Milkman View Post
                        I've been tossing around the idea of introducing a spell like this to my game as a 'quest reward' for the completion of the current story-arc. Has this been done before and/or am I opening a can of worms by breaking the action economy?

                        Spell Steal
                        Prime •••• (Patterning)
                        Primary Factor: Duration
                        Withstand: Arcanum Rating of target spell
                        Cost: 1 mana (Not sure about this)

                        Instead of merely dispelling a spell the mage takes control of an active spell as though they were the one to cast it. (i.e. takes up spell control slots).

                        +1 reach: Alternatively, the mage can use the spell to switch the targets of an active spell or a spell being cast (e.g. a spell that drains the life of everyone in the area will instead funnel the life of the original caster towards everyone in the area).

                        The mage must be able to perceive the spell either through active Mage Sight or other means.

                        Time ••; +2 Reach; 1 Mana: The spell can be cast reflexively.
                        Spirit ••, Mind ••, Death ••: The spell can now steal Numina from the relevant ephemeral entity (Withstand changes to Rank. Cannot be used on Rank 6+)

                        Had a similar idea a while ago when thinking about the Timori. Didn’t fully write it, but it was a Prime spell/Attainment that involved assuming Spell Control of relinquished spells. As a spell, Mind 4 could be added to wrest control of a spell still inside someone else’s Spell Control.


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

                        Comment


                        • Feral Grit
                          Life (Perfecting)
                          Suggest Rote Skills: Athletics, Brawl, Survival
                          Primary Factor: Duration
                          Normally you're defense is reduced by 1 per attack after the first. Add the potency of this spell to the number of attacks before you suffer a penalty as you manipulate your reflexes and senses to respond with the speed of an animal, impulsive and unhindered by slow, rational assessment.

                          Interpose
                          Space (Weaving)
                          Primary Factor: Duration
                          Take damage in place of another at the caster's choice a number of times up to Potency while the spell lasts by manipulating space between the "supposed point of impact" and the subject. This only works for melee and ranged combat. Spells cast for direct damage can't have their wounds redirected.
                          1 reach + Prime 3 - can redirect damage spells.
                          2 reach - cast this spell reflexively

                          Duplicate
                          Time (Making)
                          Primary Factor: Duration
                          For a number of actions equal to potency, create a small temporal warp the span of seconds in which time repeats itself for a subject.
                          Any duplicated action performed by the subject will be doubled
                          as though they had performed the action twice.
                          Any expenditure required by the repeated action must
                          be paid for twice, and any penalties accrued by that
                          action will be inflicted twice.

                          Actaeon's Blessing
                          Space (Perfecting)
                          Primary Factor: Potency
                          This spell grants 8-agains to ranged attack rolls equal to potency.

                          1 reach - For one point of Mana, the object grants the rote
                          action quality on a number of ranged attack rolls equal to the spell’s Potency.
                          As long as the spell’s Duration lasts, the subject may spend one
                          point of Mana at any time to “recharge” this effect, granting
                          the rote action quality on an additional number of rolls equal
                          to the spell’s Potency.
                          Last edited by Arduras; 04-15-2018, 10:01 AM.

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                          • Hi guys ! Just a reminder that I keep uploading finalized rotes in the Google doc here. Don't hesitate to check it out and say if I missed something !

                            Comment


                            • Okay, this spell is funky. People have been wanting to get Lasting matter transmutations.
                              And really, given the Free Council's methodology, here's how I thought it should go.
                              It'll either requires Forces 3, Matter 3, and an advanced understanding of Science, and some time to kill.
                              Or Forces 4, Matter 4, and a general idea of what you're doing.

                              Subatomic Matter Suspension (Forces •••, Matter •••)
                              Practice: Weaving
                              Primary Factor: Potency
                              Withstand: Durability
                              Suggested Rote Skills: Crafts, Investigation, Science
                              Modern science teaches that atoms are constitued of various sub-atomic particles, and that the phenomenal expression of the nature of matter is defined by how many of these particles, and in what proportions they are combined. Through an advanced understanding of the relationship between Matter and Energy (Forces), a Mage may learn how to temporarily weaken the forces holding together both atoms, and mollecules, allowing enhanced flow of atoms, and subatomic particles, while maintaining the cohesion of the subject-matter.
                              In mechanical terms, should the spell affect a physical substance, then any Science or Crafts roll relating to its use as a reactive element will be provided a dice pool bonus equal to the spell's Potency.

                              +2 Reach, and a Point of Mana: Beyond merely ensuring the increased reactivity of a substance, the Mage may weaken the bonds between atoms in such a matter that he may, with the use of other Magic, transfer sub-atomic particles throughout the subject matter, effectively unlocking the nucleus of the atom and allowing an entirely 'mundane' transformation of matter from one element into another. In such a manner, lead might be turned into gold, ashes into diamonds, or air into helium, just to name a few applications.
                              To do this requires either a Matter 4, Forces 4 Patterning spell to wholly rearrange the structure of the subject matter, and a Potency equal to the durability of the Matter you seek to craft, or a Matter 1, Forces 1 Compelling spell and an extended Intelligence + Science spell (as well as Forces 2 "Zoom In" with the Reach effect for mollecular bond levels to see what you're doing), achieving a set number of successes as set by the ST. The ST should feel free to set the number of successes equal to the complexity of what is to be created.
                              The interval for this test should be no shorter than 1 hour. Invariably there will be 'runoff' particles that are not usable to create more of whatever you are intending to make, these can usually be safely released from the structure of the subject as your extended test continues, with minimal side effects.

                              *EDIT* Yes, there's an argument that the requirements could be lower. No, I don't think they should be.

                              Comment


                              • Another approach to lasting transfiguration would be to have said transfiguration be a side effect of the magic, and not the direct result.

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