The Dresden Files > DFRPG Resource Collection
Sponsored Magic Master List
computerking:
Here's a stab at another, it's overly complicated, I think, and may need a bit of help...
SUPERIOR TRANSFORMATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Self-Transformation that he more than held his own against a Naagloshii in a shifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Both Transformation and Water Evocation in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Transformation does not provide any form of Evocation.
Thaumaturgy: Superior Transformation does not provide any form of Thaumaturgy.
Evothaum: Superior Transformation allows its user to cast Transformation rituals with the speed and methods of Evocation.
Extra Benefits: You may use Superior Transformation Evothaum (and 4 Fate Points) to bestow the “True Shapeshifting” and “Modular Abilities” Powers on yourself for a scene, provided a successful casting of at least 6 successes, with remaining shifts contributing to Modular Abilities’ variable pool, which must be used for Creature Feature powers thematically in sync with any shape the wizard takes.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers. Additionally, Changing one’s own shape may incur additional difficulties to casting rolls, depending on whether the form can speak (+2 difficulty “No Incantations”) or perform proper movements(+2 difficulty “No Gestures”) required for effective spellcasting.
Sanctaphrax:
I don't think this is very good, unfortunately.
For a few reasons.
Firstly, I don't think LtW uses Transformation magic. I think he's a biomancer.
Second, the extra benefit is super clunky and questionably balanced.
Thirdly, the additional difficulty stuff is totally pointless.
Fourthly, I see no reason to require people use water magic for this.
I'm honestly not sure how (or if) this can be salvaged. The second problem looks really hard to overcome.
computerking:
--- Quote from: Sanctaphrax on May 23, 2012, 05:36:33 AM ---I don't think this is very good, unfortunately.
For a few reasons.
Firstly, I don't think LtW uses Transformation magic. I think he's a biomancer.
Second, the extra benefit is super clunky and questionably balanced.
Thirdly, the additional difficulty stuff is totally pointless.
Fourthly, I see no reason to require people use water magic for this.
I'm honestly not sure how (or if) this can be salvaged. The second problem looks really hard to overcome.
--- End quote ---
I think I threw too many things into one questionable power. Let me go through it a bit and pare down.
The Water Magic comes from a WoJ where he once mentioned that Listens to Wind and the Alphas use Water Magic (Presumably to shapeshift). So that can be washed away under the "Thaumaturgy lets you manipulate elements even if you don't have the corresponding Evocation" rule.
I used Transformation magic because it's less technical in theme than biomancy, which would require more working knowledge of the body, instead of a more mystical rearranging of one thing into another. I think that either Biomancy or Transformation could be used for that benefit, honestly. I just prefer using the Functional category rather than the Thematic one.
The added difficulties can (And should) get thrown out, as they're a reference to something that a GM should handle, not the power itself. My bad.
As for the big problem, I may have rushed it making the power, and therefore added too much of what I was thinking. The only real benefit it should give is a Fate point discount to get both powers (And the extra shifts of Modular Abilities). The rest of it is basically bad and making it look clunkier than it should be.
I'll work on it.
computerking:
Here's a new, streamlined version, The Extra Benefit Balance question is fixed, with the removal of Modular Abilities. But now it's leaning toward "Not So Special". Perhaps a different Extra benefit altogether would be best...
SUPERIOR TRANSFORMATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Self-Transformation that he more than held his own against a Naagloshii in a shifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Transformation in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Transformation does not provide any form of Evocation.
Thaumaturgy: Superior Transformation does not provide any form of Thaumaturgy.
Evothaum: Superior Transformation allows its user to cast Transformation rituals with the speed and methods of Evocation.
Extra Benefits: You may use Superior Transformation Evothaum (and 4 Fate Points) to bestow the “True Shapeshifting” Power on yourself for a scene, provided a successful casting of at least 4 successes.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
Sanctaphrax:
--- Quote from: computerking on May 23, 2012, 08:01:04 PM ---Perhaps a different Extra benefit altogether would be best...
--- End quote ---
I think so. What we have here is just permission to use the temporary powers rules.
I honestly don't know what would be best for Superior Transformation.
My first instinct is usually to make Superior magics remove irritating little foibles in the kind of thaumaturgy that they enhance. Like Superior Warding removes the need for thresholds while Superior Conjuration removes the fake-looking-ness of conjured objects.
No idea how to use that approach with Transformation And Disruption.
On a related note, I've been wanting to write Superior Crafting to represent Luccio's Sword-making skills. It'd let you make items with multiple effects, and it'd let you give other people items that they could sustain with their own slots. But I can't think of a fair way to write the latter effect.
You seem like the person to ask here...so how would you go about that?
PS: I'd also be interested in hearing any ideas that you have for Superior Biomancy.
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