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Sponsored Magic Master List

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Sanctaphrax:
Okay, I tried to clean everything up for inclusion on the list.

If y'all could read this over, I'd appreciate it. I'm tired and I think I probably made some stupid mistakes.

GIFT OF THE CONFLUX [-4]
Description: Tapping into the Ley-Line construct in Nose Hill Park, you've managed to channel a portion of it's great energy...however now you are bound to be a keeper of that which sleeps beneath it.
Sponsor: The Ley-Line construct that holds a Fomorian Giant beneath Calgary.
Agenda: The prison was constructed to keep the giant imprisoned, and you are now responsible for keeping the prison secure. Occasional dark impulses favouring the Fomorian and its release bubble up as well.
Evocation: The Gift of the Conflux allows you to use water magic in the style of the Fomor. This includes both basic water Evocations and slightly stranger spells that make use of water pressure and other things associated with the depths of the ocean.
Thaumaturgy: The Gift of the Conflux provides the ability to cast Summoning and Binding rituals.
Evothaum: Any Thaumaturgy cast with the Gift of the Conflux can be cast with the speed and methods of Evocation.
Extra Benefits: The Gift of the Conflux gives a +1 bonus to Complexity and Control for Summoning and Binding. Additionally, you may use your Thaumaturgy specializations when using Summoning and Binding with the speed and methods of Evocation even if your GM normally does not allow that.
Note: The Gift of the Conflux provides two sources of Sponsor Debt. Debt incurred using Gift Of The Conflux rituals (with or without Evocation's speed and methods) is accrued with the Ley-Line prison. Debt incurred using Gift Of The Conflux Evocations is accrued with the Fomorian giant that is imprisoned.

AKAI LEGACY [-4]
Description: By drawing on the power of your deceased ancestors you're able to utilize a potent form of spirit magic. In return however you give your ancestors great sway over your actions.
Sponsor: The 20 generations of Akai ancestors who have wielded the family sword before you.
Agenda: See Akai Family code.
Evocation: The Ghosts of the Akai family provide spirit or metal evocations that often emulate sword techniques.
Thaumaturgy: The Akai Legacy allows its user to cast rituals that tap into the legends of dead heroes, as well as rituals that summon spiritual warriors.
Evothaum: Any Thaumaturgy granted by the Akai Legacy can be cast with the speed and methods of Evocation.
Extra Benefits: The ghosts of your ancestor demand that you act with poise and honour at all times. You may use your Discipline skill in place of your Presence skill to determine your Social Stress track.

The Akai Family Code
1.       Never kill a mortal with magic
2.       Knowledge is not only power, it is also a burden
3.       Nothing is ever there to just help you, never stay in debt
4.       Faeries are deal makers, be careful with your words around them
5.       Duty before Love
6.       Ensure the succession of the line
7.       Never make a deal with the demon, or his allies
8.       Honour the way of the sword
9.       Keep bystanders out of your charge
10.   Repay Allies and foes alike each in kind
11.   Respect the dead
12.   There is always another day
13.   Never Trust a Wizard

UNLIMITED BLADE WORKS [-4]
Description: You can call up weapons from a magical realm inside your soul.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda. Compels from its debt generally involve brutal headaches or one's magic going haywire.
Evocation: Unlimited Blade Works Evocations take the the form of spectral swords that appear from nowhere.
Thaumaturgy: Unlimited Blade Works rituals can be used to conjure weapons, including Item of Power weapons. The complexity required to create an Item of Power is determined by the GM. Taking up a conjured Item of Power usually involves the temporary Power rules.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: All Unlimited Blade Works spells get two free shifts of duration. Spells with no duration, like Evocation attacks, leave behind conjured weapons that last for two exchanges. (The number of weapons left behind is up to the caster.)

PLANT MAGIC [-4]
Description: You draw upon the power of the world's plant life. It's a pretty simple form of magic, but a powerful one.
Sponsor: The collective ur-mind of all plants everywhere.
Agenda: Plants are not smart enough to have an actual agenda, but as a general rule plants like growing and dislike dying.
Evocation: Plant evocations work by creating and manipulating plants. Surprise!
Thaumaturgy: Plant Magic can be used to cast rituals that have to do with plants. It can make plants grow, give plants magical properties, create plant matter out of nowhere, turn people into plants, and so on.
Evothaum: Spells that make plants grow can be cast with Evocation's speed and methods using Plant Magic.
Extra Benefits: You get the Echoes Of The Beast Power, with plants as your beast. This adds one to your Alertness and Survival skills in plant-rich areas and lets you talk to plants.

ONEIROMANCY [-5]
Description: You have mastered the powers of Sleep and Dreams. Dreams are far more powerful than most believe; Dreams and Reality are like a wyrm biting its own tail - they both tell each other what they are, all the time.
Sponsor: Psychomancers, nightmare Changelings, and denizens of Dream sometimes have self-sponsored Oneiromancy. When Oneiromancy has an external sponsor, it's usually an ancient god of sleep or the ever-moving moon.
Agenda: Oneiromancy wants to put people to sleep, give them dreams or nightmares, and eat their dreams. Oneiromancers tend to be cold and proud, inclined to punish those who slight them.
Evocation: Oneiromancy evocations involve shadows, sand, reflections, perception, dreams, dreamfire, sleep, and the manipulation of oneiroplasm (psychically charged ectoplasm) to create objects.
Thaumaturgy: Oneiromancy rituals involve putting people to sleep, sending messages in dreams, manipulating perception, and making things from dreams real.
Evothaum: You gain the ability to use dream-related psychomancy, summoning, and conjuration with Evocation’s speed and methods.
Extra Benefits: Oneiromancy grants the Demesne power for the Dreaming. It also allows its user to use Lore in place of Empathy for the Reading People and Social Defense trappings of that skill.

GREEN SUN MAGIC [-5]
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. Some of his lieutenants can self-sponsor their Green Sun Magic.
Agenda: The destruction of Outsiders and their agents, the acceleration of entropy, unrestricted destruction and mayhem. The prevention of spacetime breaches and paradoxes through careful manipulation.
Evocation: The Green Sun is, basically, a star, and it is much more than a star. Its 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, allowing Green Sun rituals to warp time, bend space, accelerate entropy, and summon or banish demons and Outsiders.
Evothaum: Any ritual that can be cast with Green Sun Magic can be cast with Evocation's speed and methods.
Extra Benefits: Characters with Green Sun Magic receive free Evocation and Thaumaturgy specializations in Green Sun Magic Control, Power, Complexity, and Control. As a special exception to the normal rules, a character may have these specializations without having Evocation or Thaumaturgy.
Note: Some Outsiders may have Green Sun Magic as a Catch.

HERO OF TIME [-3]
Description: You are the Hero of Time for your session. You maintain the alpha timeline, prune offshoot "doomed" timelines, and manage stable time loops.
Sponsor: This magic is self-sponsored.
Agenda: Maintaining the Alpha Timeline, creating stable time loops, and preventing Doomed timelines from occurring.
Evocation: Time magic does not grant any form of Evocation.
Thaumaturgy: Time rituals manipulate time, look into alternate timelines, and see the past and future.
Evothaum: All Hero of Time rituals may be cast with Evocation's speed and methods.
Extra Benefits: You gain a Supernatural Sense (using your Lore skill) for sensing temporal anomalies and disturbances.

HERO OF LIGHT [-5]
Description: You are a Hero of Light. Besides the obvious, your powers are knowledge and fortune.
Sponsor: This magic is self-sponsored.
Agenda: The defence of knowledge against the Heroes of Void. Regulation of luck.
Evocation: The manipulation of light and some weird luck stuff.
Thaumaturgy: Heroes of Light can make people lucky or unlucky, bring forth knowledge, create knowledge or illusion, and manipulate perception.
Evothaum: You may use Divination, Entropomancy, Photomancy, and Veils with evocation's speed and methods.
Extra Benefits: Being the Hero of Light gives +1 to Divination Complexity and Control. It also gives a +2 bonus to Alertness and Lore Assessments and Declarations.

CURSE OF THE SEVEN [-4]
Description: You’re one of the Chandrian, the Seven chosen of darkness. Your power is blood and shadow and rot and madness. And hate. Hate like iron and bitter rue. Pretty much everyone wants to kill you, and you probably eat souls.
Sponsor: The Curse Of The Seven is sponsored by the Dead Star, a blue supergiant star that exists deep in the Nevernever. It draws its power from alternate timelines which have ended in the heat death of the universe. This is a secret, though, and even the Chandrian don't know it. People who know about the Curse tend to think it's sponsored by some evil god from before humanity, or by the ancient Wyldfae known as the Cthaeh (a flawlessly malevolent and perfectly accurate oracle).
Agenda: The acceleration of entropy. Destruction of evidence of themselves, remaining secret. The death of good creatures like angels. And the protection of the universe from the agents of the Outside. That last bit is secret to everyone except the Chandrian, though.
Evocation: Curse Evocation manipulate blood, shadows, silence, smoke, the weather, entropy, chill, madness, decay, raw elemental energy, and the void.
Thaumaturgy: The Curse of Seven’s rituals are nightmare things meant only to bend, break, or destroy. They can curse people, accelerate entropy, raise the dead, erase knowledge, control demons, and bend or break the minds of men.  Preservation and protection are anathema to this power.
Evothaum: The Curse allows its user to use entropomancy, necromancy, psychomancy, and divination with Evocation’s speed and methods.
Extra Benefits: You begin to display the Signs; within your presence flames turn blue, wood rots, liquids freeze, iron rusts, animals go mad, and silence falls. Any scene that you are in has the SIGNS OF THE SEVEN Aspect, which you can tag once per scene. Because this power is a curse, it is not without detriment. You take a -2 penalty on all social rolls except Intimidation with beings who know who and what you are, and there is almost no potential for friendly interaction. People get +2 to any check to successfully identify you as one of the Seven if the Signs are obvious or visible.

VULCANOMANCY [-4]
Description: The ancient power that lurks beneath the Earth’s crust. It's primarily concerned with lava, but it also governs other tectonic forces.
Sponsor: Volcano and forge gods, like Pele, Vulcan, Hephaestus, and Goibniu. Skilled terramancers and people with volcanic bloodlines can sometimes use self-sponsored Vulcanomancy.
Agenda: Volcano gods tend to look favourably upon sudden destruction and the forging of tools and weapons. If self-sponsored, this magic lacks an agenda.
Evocation: Vulcanomantic evocations generally involve lava, heat, ash, obsidian, basalt, earth, tectonics, earthquakes, fire, or metals.
Ritual: Vulcanomancy rituals are used to create things, particularly weapons and armour and wards. It can also be used to destroy things with lava and tectonic force, but few Vulcanomancers are strong enough to start earthquakes or awaken volcanoes.
Evothaum: Vulcanomancy can be used to cast wards and conjurations with Evocation’s speed and methods.
Extra Benefits: Vulcanomancers can use invest shifts in Power when conjuring melee weapons. The weapon rating of a conjured weapon is 1.5 times its Power if it would otherwise be lower. Weapons with at least one shift of Power determine their duration according to the rules for Evocations, and they turn to ash if they leave the possession of their creator. The ashes left behind when a weapon with at least one shift of Power disappears may be used in place of a threshold for a Vulcanomancy ward if sprinkled in a circle.

STORM MAGIC [-4]
Description: The furious, unending power of the thunderstorm. Extends to most other types of weather. Subtlety is almost impossible with this power-even its veils are massive fog banks.
Sponsor: Storm Magic can be self-sponsored, sponsored by a weather deity, or sponsored by a thunderbird ancestor. Other sponsors may also be possible.
Agenda: No matter who its sponsor is, Storm Magic is inclined towards uncontrolled destruction and the creation of storms.
Evocation: Storm evocations generally involve what you’d expect. Lightning, tornado-force winds, sonic booms, rain, water, fog, mists, ice, air pressure.
Thaumaturgy: Storm rituals destroy things. Violently. They’re also capable of altering the weather. Can also be used to scry through clouds and rain, and on storms.
Evothaum: Storm Magic can be used to create entropomancy and divination effects with the speed and methods of Evocation.
Extra Benefits: Add +2 to the power/complexity and control of any Storm spell if the caster is outside during a storm.
Note: The costing of this Power assumes that storms are fairly uncommon. Its effects and/or costs may have to be changed in a game with an unusual number of storms.

TIME MANIPULATION [-4]
Description: This is power granted by Kronos, the God of Time.
Sponsor: Kronos, the God of Time, who grants his scions the ability to move freely throughout time (within reason).
Agenda: Kronos works to keep the timestream in working order. He uses scions who have the ability to travel along the timestream to prevent temporal anomalies from occurring.
Evocation: Time Manipulation evocations work by slowing down and speeding up the flow of time. This provides the normal set of Evocation effects, but with some funky desciptions; attacks might work by causing time to flow unevenly across the target's body while blocks might work by creating narrow slices of space where time barely moves.
Thaumaturgy: Time Manipulation rituals manipulate time. Straightforward time travel is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Time Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Time Manipulation have a Lore-based Supernatural Sense for temporal anomalies. It can be used to detect disruptions to the timestream and to determine whether an action will cause such a disruption to occur. Some scions of Kronos use this ability to collect souvenirs from the past without changing history.

Hick Jr:
The Chandrian do understand that their purpose is the destruction of Outsiders, but other than that I have no problems with those.

Theonlyspiral:
The Akai Legacy and the Gift of the Conflux both look great!

Hick Jr:
Hmm. Upon review, Diabolism makes more sense than Divination for Curse Evothaum. I suppose it could be both, but it's already immensely broad and i'd rather not raise the cost.

Sanctaphrax:
Edited the Curse accordingly.

Also added Time Manipulation.

If the revised Time Manipulation gets Lavecki's approval, I'll update the list tonight.

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