The Dresden Files > DFRPG Resource Collection

Sponsored Magic Master List

<< < (26/82) > >>

Hick Jr:
I'm actually sort of fuzzy on them myself. where can I reread? And you're supposed to be able to do the "hungry" emotional manipulation thing with ritual too, but if it's unclear i'll change it.

Also, both Extra Benefits are only worth one refresh. Possibly. Again, not super clear on the Companion rules.

Sanctaphrax:
You're only supposed to have 1 Refresh of extra benefits total.

I'm not just talking about emotional manipulation. Famine evocations can manipulate lack in general, Famine rituals apparently can't.

Here's a companion rules summary.

Hick Jr:
Cold and darkness are defined as absences of energy That's what I meant by "strip the world of energy and life".


Hmm. I'd like the Horses to have Wings, Worldwalker or Swift Transition, Supernatural Speed at least, and some kind of stunt that increases the Survival skill of the person riding it for the purposes of riding it. So that seems to be four points of refresh spent? which is too much for a Sponsored Magic. It'd technically work with Wings and Swift Transition if you took No Mortal Home.

Hick Jr:
Here's War and Conquest. I'll start working on Death tomorrow. And yes, Conquest's extra benefit is ridculously powerful depending on how many thralls you have. That's why it's priced up.


WAR [-4]
Description: You are heir to the power of wrath and steel, hate and strife. You are War, or one of it’s Emissaries. War is an elder spirit of Wrath, and his Emissaries are usually lycanthropes.
Sponsor: The part of your mind that tells you to kill indiscriminately, to strike down those who might strike you down first. War lives in the dark, reptile part of your brain that governs the Fight or Flight response.
Agenda: The creation or extension of strife, the instilling of wrath, the slaying of men. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfill the goals of Heaven.
Evocation: War evocations tend to resemble metal, earth, or fire evocations, except used in their warlike forms. Metal attacks, for example, resemble hails of gunfire. Fire attacks look like artillery shelling. Earth blocks or maneuvers create battlements or foxholes.
Thaumaturgy: War rituals tend to push the minds of men away from peace and towards the strife your power loves. War rituals can also create incredibly complex weaponry, things far beyond the scope of normal conjuration. Creating a functioning, magical Howitzer is not outside the realm of possibility.
Evothaum: You can use conjuration and psychomancy at Evocation’s speed, but only for the creation of weapons and armor and the instillment of wrath, respectively.
Extra Benefits: War conjurations can create extremely complex weaponry. Furthermore, the base complexity required to create modern weaponry such as firearms and bombs is reduced by 2 shifts. In addition, this magic is not the will-power of wizards or the elemental power of the Sidhe- it is the strength of your arm, the sharpness of your eye, and the edge of your hate. You may replace Discipline with Guns or Weapons for the control and aiming of spells.

CONQUEST [-5]
Description: You are heir to the power of domination and command, mastery and baleful pride. You are Conquest, or one of it’s Emissaries. Because they are rulers of minds and men, Emissaries of Conquest tend to be psychomancers.
Sponsor: The part of your mind that still respects territory, and demands mastery over other, weaker men, and the destruction of the stronger. Conquest lives in the part of your brain that tells you to dominate.
Agenda: To dominate, in every sense of that word. The creation of thralls, rough or otherwise. To strike down established power and government and put yourself at the top.
Evocation:To the utter surprise of most, Conquest evocations most closely resemble wood or spirit (light)  evocations. Wise men speculate that this is because the Horsemen are forces of nature, and what better representation of man’s desire to rule than wood? Or light? The creeping vine chokes the tree to grow closer to the sun. Arrogant light drives away the darkness.
Thaumaturgy: Conquest evocations resemble psychomancy in essentially every way. Which, considering it’s a type of proto-psychomancy, is reasonable. It’s completely hostile, however- it can be used only to dominate and destroy.
Evothaum: You may use psychomancy with Evocation’s speed and methods.
Extra Benefit: For every thrall (Defined as a person who posesses the CONQUERED consequence) present in the scene with you, you gain the aspect CONQUEROR’S BOON along with one free tag on it.

Sanctaphrax:

--- Quote from: Hick Jr on February 23, 2013, 06:43:57 AM ---Cold and darkness are defined as absences of energy That's what I meant by "strip the world of energy and life".
--- End quote ---

You should probably clarify that.

It's probably worth including the ability to create advanced weapons with conjuration in War's Extra Benefits. It is, after all, an extra benefit.

Conquest rituals seem a bit limited. Ritual (Psychomancy) is probably strictly superior.

I strongly suggest you find a new Extra Benefit for Conquest. Uncapped variables are not a good idea. And consequences are a crummy way to represent enthralment.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version