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idirex:
 ;D Hi . Thank you for all your hard work and collective efforts . Love it
(click to show/hide)This is a intended to be used with the IoP Catalyst ( Posted in IoP ) , but can easily be Sponsored Magic .
... please comment...
This is power granted by " a Sun God " . His agenda is "pro humanity" but strangely seems to feed on the life energy of its followers...
...The user can have at most 1 focus item combining all bonuses ( power and control) . It is limited by Lore
[-4] Blessed by Blood , Fire and Shadow : The Catalyst transforms your Life energy into Magical energy .
Evocation : Take physical stress in order to cast that many shifts of power in obvious and direct effects ( fire , light , heat...) . Take mental stress for shifts for subtle and indirect effects ( Veils , shadow summoning , mind magic...) . Summoning requires the user to tale at least a mild consequence and is usually handled by evothaum . No control roll is required but if power is greater than attack/aim roll , the difference is treated as fallout .
Thaumaturgy : Take physical and mental stress to power your ritual . At least 1 appropriate stress and at least 1 mild consequence must be taken. No control roll is required . The maximum shifts allowed are twice the complexity of the ritual itself . Base complexity equals your Lore . You can increase it by offering your blood as sacrifice (consequences) .
Evothaum: The user is allowed thaumaturgy with the speed and methods of evocation . Maximum complexity is capped at your Lore but you don't have to take consequences . ( Exception is summoning )
Extra Benefits: By spending a fate point , the user can request a meeting with any major " pro humanity " force ( including the Sidhe Courts ) and have the opportunity to temporarily wield their power . Their respective restrictions will apply and can sometimes lead to conflicting situations .
[-X] Refinement / Attunement slots : By increasing the power , the user gets fixed bonus in shifts (evocation and thaumaturgy ). At least 1 appropriate stress must be taken . By increasing accuracy , the user gets a bonus at "aiming" the effect with his  chosen skill . The item plays the role of all focus items and is limited by Lore .
[-X] Enchanted Item slots . Anything goes here , but you must still uphold the Purpose . If another uses your items against the Purpose you are held responsible ...( clean the mess quest)
The user can be granted inhuman speed , strength and toughness powers each major milestone . their cost must be paid normally . These powers are susceptible to Necromancy (catch)

Sanctaphrax:
I'm not quite sure I understand what you're going for here. It looks like you're departing from the standard mechanics in quite a few places and I'm not sure why. Moreover, I'm not sure exactly how the altered rules are supposed to work.

For example: you say you must take a mild consequence for every ritual, but it's not clear whether that consequence counts for complexity or not. And you say that you can increase complexity by taking consequences, but that's standard...so are you try to say that you can't increase complexity through Declarations?

There are other similar areas of confusion that I'm glossing over here. If I were you I'd probably use less interesting and more standardized mechanics for most of this, just to make things easier to understand.

idirex:

--- Quote from: Sanctaphrax on June 09, 2014, 01:54:20 AM ---...I'm not sure exactly how the altered rules are supposed to work.

For example: you say you must take a mild consequence for every ritual, but it's not clear whether that consequence counts for complexity or not...so are you try to say that you can't increase complexity through Declarations?

--- End quote ---
I edited your original comment a bit...

(click to show/hide)<The idea came because our focused practitioner ( pyromancer ) blasted everything without impunity using rote spells . When not using them , he frustrated everybody by throwing lots of dices around for control and whatnot . When it came to rare thaumaturgy situations , everybody was impotent to act , necessitating subplots to hire extraneous personnel . We came with the idea to have all spells as rote ( by sacrificing enchanted items slots for each extra rote...they weren't used anyway) . ( pure convenience) . We also allowed him "once" to lift a barrier by "purifying the area" in an impromptu ritual . He liked it very much...He was specializing as a melee to conserve his stress track , so he ended with a jack of all trades character...>   < Re modelling was in order >

The model obviously needs refining but it did work for us . It is suited for a melee character who can use thaumaturgy once in a while...> this is the reason why you must take at least a consequence to use thaumaturgy , to prevent abuse . The consequence does count toward complexity bonus . The complexity-power limitation is just flavor , and a way to prevent the super easy Mega-Rituals . Also our summoning systems considers complexity as the refresh of the creature and shifts as the rest (found it somewhere here in the forum )
We had issues with the declaration thing and limited it to 1 per participant (mini quests) , it helped with immersion but limited the fast rituals in battle . In any other setting or group you are free to use them , of course...

The inhuman power bit should be considered with care , maybe one at a time . GM should not allow shenanigans with them...

The user can also spend "attunement" in power and gain an almost normal wizard template . ( note the absence of The Sight , removed to limit abuse ) . This model hopefully also allows the justification for a vanilla mortal to became a wizard-facsimile without a normal sponsored power . ( note the absence of sponsor debt , it can be incurred if not fulfilling the loaned power mini quests ) The user is fulfilling the role of an emissary of power ( easily detectable IoP ) . We allowed the invocation of the IoP aspect as a way to balance the refresh cost , without paying for it permanently . It can also easily be stolen or confiscated...(quest material)
Conclusion : The character using this template will be weaker but will have an incredible versatility and "mystique" <Melisandre in GoT>

Additional notes : The user does not have "free" enchanted item slots and the like (limit power) . This model is not suitable with a normal wizard template and will not ( if at all) integrate with it
I eagerly await further questions and ideas . :)
 

Sanctaphrax:
Why does this power need all of these anti-abuse mechanisms? Do you feel that standard spellcasting is broken?

idirex:
In our game , players found ways to distort and abuse the official rules... You are right to be skeptic since i started with the wrong assumption that others would intuitively understand / implement our home brew rules . My mistake  :-[
I started from scratch and edited another "standard" sponsored magic template . I used these references for the cost : evocation , thaumaturgy , "alternate magical paradigm" stunt , emissary of power , activation cost discount , limited power discount . You can change it if it seems inadequate .

(click to show/hide)Blessed by Fire , Shadow and Blood [-6]
Description: You have earned the blessing of an ancient Sun God .
Sponsor: The remnants of this ancient Sun God are faded but it is an immortal after all . It deals in Power and its preferred currency is blood . All power granted to you must be employed in accordance with its agenda . Failure to do so will incur its wrath .
Agenda: Its agenda seems to be "pro humanity" and will aid you in your efforts to uphold it . Its sworn enemies are Dark Beings and Necromancy . Its servitors are Fire Elementals and Shadows .
Evocation: In accordance with Its duality you have access to  Sunfire (active during day) and Shadowheart (active during night) . By accepting a consequence you can have both powers active for as long as that consequence is in place .
Sunfire : Fire light and heat can be generated  by offering your physical energies to this ancient being . (These spells are cast with your physical stress track )
Shadowheart : Subtle and insidious powers (veils , mind magic and spirit manipulation) can be accessed by offering your mental energies to this ancient being . (These spells are cast using your mental stress track )
Thaumaturgy: Rituals cast by the power of this ancient being must uphold its agenda . Effects that can be employed are : Fire , light , heat , item crafting (thematic) , biomancy and healing , mind magic , wards (thematic) , illusion and veils , shadow and elemental summoning and divination (summoning based) . Effects not stated above can be achieved only by doing quests for It , or by contacting Its allies . Both physical and mental stress tracks can be employed but the final results will depend  on their participation .
Evothaum: Blood-magic : By using your blood as a link ( marking object or person ), you can cast thaumaturgy with Evocation's speed and methods. This power  is active , and can be used multiple times , for as long as that consequence is in place .
Extra Benefits: By spending a Fate point , the user can request a meeting with any major " pro humanity " force ( including the Sidhe Courts ) and have the opportunity to temporarily wield their power . Failure results in your Fate point being lost , if successful you can spend additional Fate points and extend this privilege further . Their respective restrictions will apply and can sometimes lead to conflicting situations . You are an Emissary of Power (including the allies whose favor you currently have) and will be recognized as such .

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