The Dresden Files > DFRPG Resource Collection
Custom Spell Compilation Thread
jybil178:
--- Quote from: devonapple on January 29, 2011, 01:31:39 AM ---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.
--- End quote ---
Another thing about it though, is not only is it a little under priced, but you may also only Tag each of those aspects once. You'll need to Invoke them after they get tagged... So if he doesn't want to go and spend a lot of fate points, could he cut some of the cost down, by like one per maneuver if he just makes them Fragile aspects? And do i keep coming off as an asshole when I come in and say these things? >.< don't mean to if I do...
devonapple:
--- Quote from: jybil178 on February 01, 2011, 08:04:36 AM ---Another thing about it though, is not only is it a little under priced, but you may also only Tag each of those aspects once. You'll need to Invoke them after they get tagged... So if he doesn't want to go and spend a lot of fate points, could he cut some of the cost down, by like one per maneuver if he just makes them Fragile aspects?
--- End quote ---
He doesn't want them to be fragile - he wants them to be Sticky so they last the entire scene, unless he plans to tag them in the same scene he casts the Thaumaturgy spell. And the purpose of making so many of these Sticky Maneuvers is so that he can expend them, one at a time, as needed, for free tags without resorting to Fate Points.
jybil178:
--- Quote from: devonapple on February 01, 2011, 04:56:49 PM ---He doesn't want them to be fragile - he wants them to be Sticky so they last the entire scene, unless he plans to tag them in the same scene he casts the Thaumaturgy spell. And the purpose of making so many of these Sticky Maneuvers is so that he can expend them, one at a time, as needed, for free tags without resorting to Fate Points.
--- End quote ---
I think I got most of his intentions... The only reason I mentioned letting them stay as Fragile, was because I think I misunderstood what all that entails. I thought that if you made the aspect last a little while, it would stay just fine. I thought being a fragile aspect only means that the aspect could be tagged once, then disappear. I guess it makes sense that a fragile aspect would also have the problem of not hanging around for long after its been placed..
dresdencodex:
i was wondering about asking my GM about adding a growth magic to my half summer changling. basically he super charges the dormant viruses and or germs in an enemies body and for lackof a better comparison poisons them. He could also be used as a healer in a pinch( growing gashes shut hurts like a b!tch). does any of this seem plausible due to summer being assciated with growth magic
Tush Hog:
Well, there was this thread where we started to compile spells
http://www.jimbutcheronline.com/bb/index.php/topic,19090.0.html
But I will post the spells I posted there in this resource thread, too.
Name: Faerie Fire
Type: Spirit or Fire Evocation, Maneuver
Power: 5 shifts - 3 for maneuver, 2 for extended duration.
Duration: 3 exchanges
Area: One target
Resisted by: Athletics
Effect: The target gets engulfed in faerie fire making them very conspicuous and easier to hit. Target has the aspect "Outlined in faerie fire" placed on them.
Name: Rain Ward
Type: Water Evocation, Maneuver
Power: 3 shifts
Duration: One scene
Area: Personal
Effect: even in the strongest of storms, raindrops avoid the spellcaster. The aspect "Rain repellant" is placed on the target.
Name: Cloudkill
Type: Air Evocation, Attack
Power: 8 shifts - 5 weapon, 2 for zone
Duration: One action
Area: One zone
Effect: Produces poisonous cloud (Weapon 5 attack) on an entire zone which will then dissipate.
Name: Stoneskin
Type: Earth Evocation, Block
Power: 7 shifts - 6 for block, 1 for duration
Duration: 2 exchanges
Area: Personal
Effect: Targets body takes on the hardness of stone for the purpose of absorbing damage. Target has Armor of 3 for 2 exchanges.
Name: Zone of Truth
Type: Spirit Evocation, Block
Power: 5 shifts - 3 for block, 2 to effect the entire zone
Duration: 1 exchange
Area: One zone
Effect: spell creates a block against Deceit that encompasses the entire zone.
Name: Springtime
Type: Air Evocation, Maneuver
Power: 7 shifts - 3 maneuver, 2 for zone, 2 for duration
Duration: 3 exchanges
Area: One zone
Effect: Spell causes temperature to warm, ice to melt, the sun to shine brightly and flowers to bloom. Places the aspect "Spring has Sprung" on the zone for 3 exchanges.
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