The Dresden Files > DFRPG
How Do You Get Effect 'X'?
Odd Man Out:
I've been messing around with magic in a white room style so far and have hit a few concepts that I like but don't have a deep enough understanding to pull off. If anyone else wants to ask questions in a similiar vein, go right ahead.
Alright, scenario number 1; I've got a focussed practitioner who specializes in Biomancy or Self-Enhancement Spells. How do most of these work if I want to; temporarily increase her speed/strength or alter her senses? I can see a few ways to handle short term boosts, what if I want it to last longer?
Scenario number 2; A Sorcerer decides that containing a lightning bolt in his hand for awhile might be more useful than tossing it as a single strike. How could this be played out to; add damage to his Fists/Weapon attacks (would it just be a weapon of the power value, aimed with a relevant skill?) or keep it contained for an exchange or two to be released when the timing is right?
Scenario number 3; Harry gets sick of his poor Latin Skills landing him in awkward situations with the White Council and develops a spell that's literally nothing but a translator. Do I just treat this as a spell that boosts his Scholarship, does it add an Aspect, what?
Madmacabre:
Very interesting...
I am also wondering how to create spells that boost skills and abileties...
Also, could you copy effects sur as Inhuman/Supernatural STR or Toughness?
I'll sure follow this tread...
Belmonte:
Well, 1 Fate Point is generally equal to 2 shifts. I would probably handle it by, for Evocation, using that as a baseline. Want Inhuman Strength [-2]? Need 4 shifts on the Evocation, base. Plus duration of course.
I'd probably be -really- nasty with backfires and such though, as such magic is dangerous. Only one we've seen really is Injun Joe.
Not sure if it's balanced but it feels okay.
JosephKell:
--- Quote from: Odd Man Out on April 09, 2010, 04:41:18 PM ---Alright, scenario number 1; I've got a focused practitioner who specializes in Biomancy or Self-Enhancement Spells. How do most of these work if I want to; temporarily increase her speed/strength or alter her senses? I can see a few ways to handle short term boosts, what if I want it to last longer?
--- End quote ---
I think this is Thaumaturgy and takes the form of enchanted items. The reason why is because without storing the power somewhere it fades away pretty quickly (and remember, you craft as part of Thaumaturgy), so by the time you get to your car (from your magic space)
So if you wanted a "bull strength belt buckle" to function like Inhuman Strength for a few exchanges you probably need to devote 2 strength to the inhuman strength, then another strength for every extra exchange it functions for. So a 3 exchange belt might require a Lore of 5 (or an extra enchanted item slot per level of Lore under that).
--- Quote ---Scenario number 2; A Sorcerer decides that containing a lightning bolt in his hand for awhile might be more useful than tossing it as a single strike. How could this be played out to; add damage to his Fists/Weapon attacks (would it just be a weapon of the power value, aimed with a relevant skill?) or keep it contained for an exchange or two to be released when the timing is right?
--- End quote ---
Sounds a lot like the kinetic ring(s). Only maybe it is a string tied to a key that you keep in a jar (this is a Benjamin Franklin reference).
--- Quote ---Scenario number 3; Harry gets sick of his poor Latin Skills landing him in awkward situations with the White Council and develops a spell that's literally nothing but a translator. Do I just treat this as a spell that boosts his Scholarship, does it add an Aspect, what?
--- End quote ---
I don't think this would work. You need something that understands the language to help (Lascial did this for Dresden at least twice).
I can see a ritual to translate something, just not a real time usage. In this case I would see something like an appropriate dictionary acting as a component.
I think it is easier to just up Scholarship (take a second correspondence course).
Korwin:
I thought about an Anti-Gravity Spell, directly out of an eastern.
Anti-Gravitas [Earth Magic]:
You turn off Gravity, while its turned off you can make jumps like in an eastern space station.
You need 3 Shifts (Maneuver rules say 3 shifts is basic) for one exchange, more shifts gain you longer Anti-Gravity.
Also usefull if you find yourself falling from an plane bridge.
Workable? Did I miss something?
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