The Dresden Files > DFRPG Resource Collection
Sponsored Magic Master List
Hick Jr:
The biomancy/psychomancy thing is weird. The character I wrote this for had this whole myth arc where she was the descendant of the Horseman of Conquest, except that Conquest also bears the mantle of Pestilence. So she's got super biomancy from Pestilence, and super psychomancy from Conquest. Theyre also linked to her Sponsor Debt compels.
dragoonbuster:
After looking through just about every power on this thread and comments on them for research, I put together a Self-Sponsored magic for my wizard Sergio over at RagnarokNYC. This wound up being fairly similar to a Dresden-y version of Aleran Metalcrafting, but it's not intended to be exactly the same, either. I was curious what others think of it, and figured I would drop it here for criticism and in case someone else wanted to use it. Unlike some of the other Superior Spellcasting powers, I personally wouldn't limit this to only wizards, regardless of wording below that implies otherwise.
Superior Ferromancy [-4]
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. PCs with evocation taking this power must be able to evoke with metal and have a specialization in it, or the cost is not reduced by 1 for having Evocation.
Sponsor: This magic is self-sponsored. (Though finding an outside Sponsor could be easily achieved...)
Agenda: As self-sponsored magic, this power lacks an agenda. Drawing on ferromancy makes the user more withdrawn, cold, and resolute/stubborn. They become harder people in every way, the deeper they draw on the magic (i.e. take Sponsor Debt).
Evocation: Directly manipulating metallic objects—‘telekinetically’ moving metal—is the most common, such as by having a bunch of cooking pots fly across a room, wrapping someone up in steel cables, or making a pipe-wielding enemy’s weapon whack him in the face. Degrading metal with entropy is possible, as is making it very hot through inducing vibration (the opposite effect, cold, can also be achieved). Weapon strikes guided by ferromancy are more powerful and more precisely aimed.
Thaumaturgy: Divination when related to assessing metal in some way (the strengths/construction/history of a sword, the weak points in a building’s skeleton, the exact alloy composition of a support beam, etc). Summoning may be used to call upon spirits/beings related to blacksmithing, metal, armor, weapons, etc. Transformation may be used to combine individual metals into alloys, separate alloys into their components, or even create metal sculptures/weapons; complex manipulation of metallic structures can also be performed.
Rituals with ferromancy also often take the form of internalized, ‘subtle’ spellcasting; a combination of transformation, aeromancy and ferromancy (ultimately it's all still Transformation)—increasing speed and reaction time when using or defending against metal weapons, reinforcing and sharpening weapons to withstand the abuse a ferromancer can put on them, and hardening oneself against pain are all possible, as well as hardening oneself psychologically against things like intimidation and persuasion. Legends have it that the most powerful Ferromancers can surround their bodies in a metallic “skin” that renders them impervious to nearly all attacks.
Evothaum: All Transformations associated with Superior Ferromancy may be used with evocation’s methods and speed.
Extra Benefits: The character’s connection with metal means they have the equivalent of Supernatural Sense: Metal. They may set this power aside to be able to use Discipline in place of Guns or Weapons (not both) when wielding a metal weapon of some kind. Ferromancers specializing in different metals may have a different extra benefit; discuss w/ GM.
Sanctaphrax:
Looks more or less fair. Not quite sure about that extra benefit, though; do you have to choose which benefit you get when you take the Power? Or can you swap during a session?
dragoonbuster:
I'd intended it to be a one-time choice upon choosing the power. Doesn't make much sense to me to be able to swap it on the fly; you've either developed a broad overall sense of metal or managed to focus and hone that inherent sense into one very specific application of it to the point of excluding the other aspects that would go along with the ability to "sense" metal. At least for a self-sponsored "superior wizardry" style power.
With an outside Sponsor, I might be more lenient and say you could swap on the fly (probably for a point of sponsor debt).
Sanctaphrax:
--- Quote from: dragoonbuster on September 06, 2014, 04:10:32 AM ---I'd intended it to be a one-time choice upon choosing the power.
--- End quote ---
Sounds good.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version