Author Topic: The spirit element  (Read 2958 times)

Offline bestial warlust

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The spirit element
« on: February 09, 2011, 11:06:32 PM »
So reading over the description for this element to me it seems it would also encompass what Mage the awakening uses the Prime arcanum for ---pure magical force and structure so raw magical energy. I was thinking of porting this spell :

Celestial fire:
Type: Spirit Evocation
Power: 4
Target: 1 target
Opposed by: Athletics
Effect: The mage flings a ball of glowing, fiery energy at a target. This projectile is large enough that the targets gain their
Athletics against it.
Variations:Note that “celestial fire” is not the same thing as mundane fire. it won't ignite flamable objects,etc
 
« Last Edit: February 10, 2011, 06:29:46 PM by bestial warlust »

Offline Kommisar

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Re: The spirit element
« Reply #1 on: February 09, 2011, 11:11:44 PM »
Normally, it takes 3 shifts to create a taggable aspect from a spell maneuver.

Offline bestial warlust

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Re: The spirit element
« Reply #2 on: February 09, 2011, 11:16:26 PM »
Fixed the typo thanks.

Offline bitterpill

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Re: The spirit element
« Reply #3 on: February 09, 2011, 11:27:22 PM »
As if spirit was not already just better it can now do the things fire can do.
"Apathetic bloody planet, I've no sympathy at all"  Vogon Captain

Offline bestial warlust

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Re: The spirit element
« Reply #4 on: February 09, 2011, 11:34:11 PM »
Wasn't really thinking of it as better since it can't set things on fire more of an energy burst. Trying to come out with other things besides the kinetic blow, fits of force etc...
« Last Edit: February 09, 2011, 11:41:17 PM by bestial warlust »

Offline bitterpill

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Re: The spirit element
« Reply #5 on: February 09, 2011, 11:38:31 PM »
Massive Spacial Hammer and Illusions are fun. 
"Apathetic bloody planet, I've no sympathy at all"  Vogon Captain

Offline Saedar

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Re: The spirit element
« Reply #6 on: February 10, 2011, 02:25:55 AM »
Additionally, the form of the spell is just flavor. Having it look like fire just means it looks bitch'n.  ;)

Offline Drachasor

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Re: The spirit element
« Reply #7 on: February 10, 2011, 05:10:16 AM »
Normally you can't have an evocation both do damage and a maneuver, right?  Or did one of the devs say that was ok?  From the book it says you pick Block, Attack, Maneuver, or Counterspell and you only pick ONE (it's quite clear on that).

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Re: The spirit element
« Reply #8 on: February 10, 2011, 05:16:59 AM »
Normally you can't have an evocation both do damage and a maneuver, right?  Or did one of the devs say that was ok?  From the book it says you pick Block, Attack, Maneuver, or Counterspell and you only pick ONE (it's quite clear on that).

Actually their is the Dev endorsed spin rule, where if you beat the roll by several shifts (say 3) you can apply an appropriate aspect as a result, sort of a reward for a really good roll.

Offline Drachasor

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Re: The spirit element
« Reply #9 on: February 10, 2011, 05:37:40 AM »
Actually their is the Dev endorsed spin rule, where if you beat the roll by several shifts (say 3) you can apply an appropriate aspect as a result, sort of a reward for a really good roll.

Right, but you can't add 3 power to an Attack spell and have it ALSO apply a Maneuver.  You could do that with a Thaumaturgy spell (or an enchanted item), but not an evocation.

Edit:  Not that I am at all sure it would be problematic to allow this sort of thing, mind you, just pointing it out.
« Last Edit: February 10, 2011, 05:51:39 AM by Drachasor »

Offline bestial warlust

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Re: The spirit element
« Reply #10 on: February 10, 2011, 03:36:16 PM »
I've corrected the spell to refelct the spin rule.

Offline luminos

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Re: The spirit element
« Reply #11 on: February 10, 2011, 04:24:05 PM »
Actually their is the Dev endorsed spin rule, where if you beat the roll by several shifts (say 3) you can apply an appropriate aspect as a result, sort of a reward for a really good roll.

Could you tell me where I can find this rule?  Thats not what the books spin rule is, so I'm assuming that a dev said something on the forums or in an e-mail.
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Offline devonapple

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Re: The spirit element
« Reply #12 on: February 10, 2011, 05:47:47 PM »
Could you tell me where I can find this rule?  Thats not what the books spin rule is, so I'm assuming that a dev said something on the forums or in an e-mail.

I distinctly remember this as an option, but after a search on "extra shifts" I couldn't find anything to substantiate this. Also hoping someone knows where the rule is.
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Offline bestial warlust

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Re: The spirit element
« Reply #13 on: February 10, 2011, 06:31:40 PM »
Doens't look like it exists in the Dresden RAW so I've removed it. It's found in Strands of Fate though. I may incorporate it into my house rules.

Offline devonapple

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Re: The spirit element
« Reply #14 on: February 10, 2011, 06:38:01 PM »
The closest thing I could find was about Assessments and extra shifts (YS 314): "At your discretion, extra shifts on an assessment roll might reveal more than one aspect—the character does so well that he notices details beyond what he was looking for. A good rule of thumb is to give an extra aspect or fact at 3 shifts, at 5 shifts, and every +2 shifts thereafter."

Also, Will and Harry are chatting on YS 200:
Harry: "What if the attack connects, but inflicts no stress? It seems like something should happen when a hit connects, even if it doesn’t do damage."
Will: "You could treat it as a maneuver, dropping a temporary aspect on the defender. Look at you, getting all rulesy. It makes me proud!"

A tacit endorsement of allowing the attacker to switch from an Attack to a Maneuver after the fact in situations when the attacker has Weapon:0. I'm not sure if we can extend this to the question at hand, but it may be a start.
« Last Edit: February 10, 2011, 06:48:16 PM by devonapple »
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets