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Custom Spell Compilation Thread

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Rel Fexive:
Okay, here are the thaumaturgy rituals my character has used so far in our game.  He has something of a "hand-made playing card with magical sigils on" theme going on to supplement the magic taught to him by a more traditional magical group who tend to do a lot of chanting in Old English.


Camden Ward - Named after the road where the character's safe house is.

* Complexity 8 anti-magic ward - does not stop physical intrusion, only shields against spells
* Cast in the morning so lasts until next sunrise; duration = "one day" then increased two steps to "one week"
* Simple condition - carrying a hand-drawn playing card inscribed with sigils allows entry without setting a magical alarm off
Total Complexity: 12

Lore: Great (+4)

Declarations:

* Other sigil-cards mark the limits of the ward; Cards Mark The Border (Lore)
* It was a long night last night; Grumpy From Lack Of Sleep (Minor Social Consequence)
* Hold tightly to a mental image of the house layout; Visualise The Rooms (Discipline)
* Check the immediate area for lines of sight, patterns of repetition, the Golden Ratio in the geometry of the roads and buildings, and so on; Find The Mystic Patterns (Investigation)

Capture Essence - find the impression/aura/traces/signature/whatever of certain supernatural beings from the inside of an old flint tower and capture them in a specially prepared crystal.

* GM set base complexity at 10
* I increased it to 13 just in case more power/effort was needed as it was a very delicate working; the mystery creatures had been seen last night and this spell was being cast the following day
Total Complexity: 13

Lore: Great (+4) + Divination complexity bonus (+1)

Declarations:

* Locate the mystical centre of the tower; Finding The Focal Point (Lore)
* Cleansing the crystal with meditation and special ritual powders; Prepare The Crystal (Lore)
* Recite a long chant that resonates in the circular tower; Echoing Old English Chant (Discipline)
* Establish a bond with the tower by cutting palms on sharp flint walls; Hands Cut By Flint (Minor Physical Consequence)

Essence Tracking - spell to use the previously captured essence as the symbolic link for a tracking spell.  The spell almost went BANG! after a bad roll on the last Control attempt but fortunately my final Fate Point was there to save the day; the fact that my character was using a method taught by the magical order he used to be a member of (as specified by the GM!) meant I could use the aspect for it to get a re-roll.

* GM set base complexity at 8 as it was harder than a regular tracking spell due to the fragility of the essence that has been captured
Total Complexity: 8

Lore: Great (+4) + Divination complexity bonus (+1)

Declarations:

* Skipped dinner for this one; Focus Past My Hunger (Discipline)
* Tore up the living room carpet and daubed mystical markings on the walls and a circle on the bare floorboards; Jury Rig A Ritual Space (Lore)

Poker Clairvoyance - This spell has only been designed and not used so far.  It is a spell cast on someone that enables them to see what cards other players at the table have (and what's being dealt next) using manoeuvres; multiple manoeuvres allow multiple free tags, as specified in the rules.  The only thing I am unsure on is whether or not the deck being used would be required as a symbolic link or not.  I don't think it is would be required, and indeed I'd hope not - getting the correct deck that would be used in the game (or linking to every deck in the casino) would be almost impossible!

* Base duration is a scene the length of about half a fairly serious poker game - "a few hours" - boosted up one step to "an afternoon" or approximately six to seven hours
* Manoeuvre - Card Counting Made Easy
* Manoeuvre - Looking Over Your Shoulder
* Manoeuvre - I Know What Cards You Have
* Manoeuvre - I Know Who's Bluffing
* Manoeuvre - I Can See What Will Be Dealt Next
Total Complexity: 11

Lore: Great (+4) + Divination complexity bonus (+1)

Declarations:

* Practice with my own deck of cards; Experiment With Clairvoyance (Deceit? the character has a Card Tricks stunt based off Deceit)
* Hold the image of the cards and suites in your mind; Visualise The Deck (Discipline)
* Set the cards out in mystical patterns to focus the spell; Clock Face Of Cards (Lore)

Mindflayer94:
This is a little something I'm cooking up for a blind wizard in my home game:

See Through The Haze
Type: Spirit evocation, defensive maneuver
Power: 4 shifts
Target: Caster
Duration: Two exchanges
Effect: This maneuver counters the aspect "Wizard P.I Without an Eye" for two exchanges

Freeze
Type: Fire evocation, Offensive Block
Power: 6 shifts
Target: 1 creature within the zone
Duration: Three exchanges
Effect: This is a block: 4 vs. movement as the opponent is engulfed in Ice.

Electrify
Type: Fire evocation, Offensive Attack
Power: 6 shifts
Target: One Zone
Duration: One Action
Effect: this spell creates an arc of lightning attacking all creatures within the target zone with an Attack: 4
Notes: This power taps the "Destruction" spiritual connection to fire

More to come

devonapple:
This one came up in a recent game: how to make a bridge to easily get from two points of high elevation without the risk of falling.

Not sure how this should work, but here was how I ruled it as the GM:

Stone Bridge
Type: Earth evocation
Power: varies; usually 6 shifts (4 for the Athletics check, 2 for duration), but could be more depending on the zone border the caster is attempting to cross.
Target: One zone border up to 4.
Duration: Three exchanges.
Effect: This spell summons nearby rocks to build a temporary bridge across a zone border of at most 4 ranks. This substitutes for the Athletics check of anyone crossing the bridge, allowing them to safely pass. At the end of the spell duration, the rocks lose cohesion and fall.

devonapple:

--- Quote from: Rel Fexive on November 21, 2010, 01:53:15 PM ---Poker Clairvoyance - This spell has only been designed and not used so far.  It is a spell cast on someone that enables them to see what cards other players at the table have (and what's being dealt next) using manoeuvres; multiple manoeuvres allow multiple free tags, as specified in the rules.  The only thing I am unsure on is whether or not the deck being used would be required as a symbolic link or not.  I don't think it is would be required, and indeed I'd hope not - getting the correct deck that would be used in the game (or linking to every deck in the casino) would be almost impossible!

* Base duration is a scene the length of about half a fairly serious poker game - "a few hours" - boosted up one step to "an afternoon" or approximately six to seven hours
* Manoeuvre - Card Counting Made Easy
* Manoeuvre - Looking Over Your Shoulder
* Manoeuvre - I Know What Cards You Have
* Manoeuvre - I Know Who's Bluffing
* Manoeuvre - I Can See What Will Be Dealt NextTotal Complexity: 11
Lore: Great (+4) + Divination complexity bonus (+1)
Declarations:

* Practice with my own deck of cards; Experiment With Clairvoyance (Deceit? the character has a Card Tricks stunt based off Deceit)
* Hold the image of the cards and suites in your mind; Visualise The Deck (Discipline)
* Set the cards out in mystical patterns to focus the spell; Clock Face Of Cards (Lore)
--- End quote ---

Sorry to come to this so late: this ritual may be woefully underpriced. Each of those Maneuvers should cost 4 shifts (total of 20 shifts before Duration is factored in) if they are meant to place a Sticky Aspect that would last the entire Duration.

bestial warlust:
Some spells converted from Ars Magica:

Air

Broom of the Winds
Type: Air Evocation, Attack
Power: 5
Target: 1 Target
Opposed by: Target's Athletics
Effect:  The spell whips up violent swirling winds around the target. The target must make an opposed Athletics roll versus the power of the spell to remain standing. At GM's discretion any objects held in the targets hands may be pulled from their grip.
Variations: Shifts can increase this to a zone to include more than one target

Circling Winds of Protection
Type: Block
Power: 6
Target: Self
Opposed by: N/A or targets Might
Effect: Surrounds you with winds that circle at great speed. Since the winds picks up dust and other small, loose objects you maybe obscured. Anyone attacking you with  hand held weapons may have to  make a Might roll or risk having the weapon ripped from their hand.

Jupiter's Resounding Blow
Type: Offensive Air
Power: 4 (3 for maneuver 1 power)
Target: 1 target
Opposed by: Target’s Endurance
Effect: Creates a loud thunder clap above the target. If the target fails the Endurance the target gains the  “Stunned” Aspect for one exchange.
Variations: Shifts can be added to increase to zone.

Earth

Hands of the Grasping Earth
Type: Earth Offensive (Stone)
Power: 7 (+3 for maneuver, +4 power)
Target: Zone
Opposed by: Target’s Athletics, Then Might
Effect: Hands form the earth and grasp the targets ankles. Once grasped the  target must use might to break free from the grapple against the spells might of 4.

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