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Sanctaphrax:

--- Quote from: Hick Jr on July 19, 2013, 09:47:31 PM ---Hm. Split the difference at a bonus for first impressions and holy touch?
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That's still 2 1-Refresh abilities for the price of one. I think it'd be better to make the limitation harsher.


--- Quote from: Hick Jr on July 19, 2013, 09:47:31 PM ---and after a reread of Flesh Mask, i'm not incredibly sure about it. Echoes of the Beast, for nocturnal animals?
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I dunno, animal Echoes doesn't seem totally fitting.

Though...you could go with Echoes Of The Moon. You get +1 to Alertness/Investigation in situations where the moon's senses would be better than a human's (whatever that means), you can do one minor thing humans can't (like maybe glowing), and you can sort-of talk to moon (it's not much of a conversationalist because it lacks a brain).

If you went that route you could make the day ability into Echoes Of The Sun.

username:

--- Quote from: Hick Jr on July 18, 2013, 05:03:23 AM ---Seeing as how i'm using this in EtA, i figured i'd post it.

ASTROMANCY [-4]
Description: You wield power over the physical and mythological aspects of the Sun and the Moon. This power is generally wielded by priests, witches, and druids.
Sponsor: This power is often self sponsored, gained by heliomancers and menemancers who learn to blend the two arts. However, gods of Day and Night will often grant this power to their followers. If so, it is sponsored by them. Amaterasu, Tsukuyomi-no-mikoto, Apollo, Selune, Helios, Artemis, Horus, Ra, Quetzalcoatl, Svarog, Nut, Sekhmet, Hecate, and Chang’e are all gods or goddesses whose portfolios include the sun or the moon, and thus are capable of granting this power.
Agenda: The preservation of the balance between Day and Night. Protection of both the Sun and the Moon against creatures who would do harm to either, such as vampires who want the sun to go out, Summerfae who would love daylight everlasting, and so on. If granted by a god, that god’s agenda.
Evocation:You can manipulate aspects of the sun and the moon. From the moon, you gain power over darkness, cold, gravity, earth, oceans, blood, time, trickery, and madness. From the sun, you gain power over light, fire, electromagnetism, nuclear forces, radiation, space, growth, battle, and plants.
Thaumaturgy: Rituals cast with Astromancy make use of the same themes as Evocation cast with it, but their applications lean towards the abilities of deities of the day, the night, and the sun and the moon.
Evothaum: Any ritual that can be cast with Astromancy can be cast with evocation’s speed and methods.
Extra Benefits: The power granted by the sun and the moon changes depending on which one of those is in the sky at the moment. During the day, you gain the Sight. During the night, you gain Cloak of Shadows. 


The extremely broad evocation elements are where people might take issue, but that's honestly a flavor thing. Trapping someone in a recursive space loop (Block vs Conviction/Alertness/Lore) isn't much different than imposing your will on someone's motor centers via Spirit evocation (Block vs Conviction/Discipline/Might). They're also fairly accurate representations of the portfolios of the gods mentioned above.

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I remember WoJ that magic doesn't really work when you're beyond the Earth or something. I can imagine the Pro-Nightists using magic smoke or whatever to obscure the sky, but how would the Pro-Sunners reach the moon?

Hick Jr:
I flavor it as drawing power from the elementals inhabiting the stars. Earth's magic-field is helpful, but unnecessary. Which is a useful Compel if your player ever leaves the atmosphere.

Pro-Nightists would probably put something in an orbit as that it was always causing a full solar eclipse. Obscuring the sky would also work.

Keep in mind that "the fabric of space" is one of the evocation and ritual elements of this. Pro-Sun people might literally teleport the Moon away, which would be ecologically devastating and would destroy a healthy chunk of the planet's ocean life.

Hick Jr:
Am I the largest contributor to this list?

TECHNOMANCY [-4]
Description: You wield power over technology itself, the cornerstone of civilization.
Sponsor: The new gods of things like Media and Internet and Highway. Ferromancers and those with metal elementals in their ancestry might naturally develop this power.
Agenda: The furtherance of technology and scientific discovery, the application of rigor and structure to magic as a whole.
Evocation: Technomantic evocations resemble metal evocations, and involve advanced weaponry, like lasers, homing missiles, electricity blasts, and so on.
Thaumaturgy: Technomantic rituals can look through cameras, see through satellites, create golems out of electronics, conjure pieces of technology, and create techno-magical marvels.
Evothaum: Any ritual that can be performed with Technomancy can be performed at Evocation’s speed and methods.
Extra Benefits: You are incapable of accidentally hexing technology, and the technology created via your spells cannot be accidentally hexed. You gain Echoes of the Beast (Machines), which allows you to talk with machines, and grants +1 to Craftsmanship to working with complex machinery.

Sanctaphrax:
Looks good to me, and I think so.

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