The Dresden Files > DFRPG Resource Collection

Sponsored Magic Master List

<< < (12/82) > >>

Hick Jr:
I was considering the change specifically because not everyone's campaign would include the Dreaming. I guess it could go either way.

Mrmdubois:
Technically the Dreaming could just be defined as a Nevernever bubble (like in Grave Peril) possibly loosely connected with other such bubbles for some reason or other.

Hick Jr:
Heh. Dream bubble.

Sorry. Homestuck joke. And as a flawless segue into this, a Sponsored Magic I wrote to represent the First Guardians! I priced it at [-4] because the agenda is absolutely not an option. If have this, you're a daemon, daemon-blooded, or bloody clever and being hunted by daemons.

Green Sun Magic [-4]
Description: The Green Sun is the collected energy of the dead stars in alternate universes that have already ended. In fact, it’s what alternate universes and timelines orbit. The Green Sun is one of the secondary safeguards against the Outside- If you look closely from the Outer Gates, it’s visible in the sky. Green Sun magic tends to be wielded only by daemons (The DV version of Homeland Security vs. the Outside) and is extremely difficult for mortal practitioners to obtain.
Sponsor: Lord English, the daemonic personification of the Sun in the same way Mab is the personification of Winter. Among his lieutenants, usually self-sponsored.
Agenda: The destruction of Outsiders and their agents, the acceleration of entropy, unrestricted destruction and mayhem. The careful manipulations required to facilitate the prevention of spacetime breaches or paradox.
Evocation: The Green Sun is, basically, a star, and it is much more than a star. It’s evocations involve sunlight, solar fire, nuclear reactions and forces, gravity, electromagnetism, space, time, and entropy.
Thaumaturgy:The Green Sun’s rituals are evocative of the mythological image of a sun or sun god- They can heal, inspire, grant power, bring plagues, prophecy, and obliterate foes. The unique abilities of the Green Sun also come into play- It can warp time, bend space, accelerate entropy, and summon or banish demons and Outsiders.
Evothaum: You may employ the full range of thaumaturgical effects with Evocation’s speed and methods, so long as they incorporate one of the above ritual or evocative elements.
Extra Benefits: Gain an automatic +1 to Complexity/Control of Green Sun rituals. You may use these bonuses for Evocation as long as the spell incorporates one of the above elements. Green Sun spells may fully satisfy the Catch for Outsiders and their ilk.

Sanctaphrax:
Looks more or less fine to me.

Hick Jr:
Huh. I must have weird standards.

By the way, i'll repost the sponsored magics from my templates over to here. Or i'll edit my original posts.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version