I personally think one issue is you pretty much have to take the core concept and apply it to the way magic works in the dresdenverse. This means changing at least some of the fundamentals of the core concept.
If applied to dresdenverse magic, you're basically creating something from a piece of literature through your own will. The more complex and intricate the object you're trying to create, the higher the spell complexity would be due to the need to form all of the different functions, and how they all connect into a whole, clearly in your mind.
In the dresdenverse there is a huge difference between using magic to create a rock, and using magc to create a ring that's essentially an item of power that allows you to create complex constructs at evocation speed.
Regardless, it's important that you pay for whatever effect you get.
If it's about items that give you varying superpowers, wouldn't item of power + modular abilities do the trick?
Excalibur could be represented by claws + inhuman strength.
The green lantern ring could be modeled using breath weapons.
Super-Strength pretty much explains itself.
Maybe add ritual("crafting") as a constant power for enchanted items and potions for declaring one trick effects.
No, I understand you.
The thing is, an enchanted item would work as a weapon:x for 1 attack and then vanish, mechanically. If you wanted to draw it out of the book to fight with for an entire scene, that's where modular abilities comes into play. By tying it to the item of power, you make it an item, not a character power.
I never read the books, so it might really not fit, and if that's the case, ignore me. But I think the power is pretty neat to model something like that. I have a character in my campaign who has a bag of magic items that he can draw from, each with a different power. The character itself does not have a single power, he can use the items which store the powers. Mechanically that makes no difference, but narratively, it can be a huge deal.
Something that people seem to miss here is Isaac couldn't actually USE everything he pulled from a book. There's a specific example(click to show/hide)
which would lead me to believe that it'd be GMs discretion to say if he could figure out how (or have the prerequisite ability and aspects, ie Will and Lack of Fear) to actually USE a Green Lantern ring.
Something that people seem to miss here is Isaac couldn't actually USE everything he pulled from a book. There's a specific exampleThat's a good point. It kind of goes along with the games notion of trying to fly with magic. That you could create a spell that lets you fly, but that doesn't mean that you know HOW to fly. That would make for a lot of good compel fodder.(click to show/hide)
which would lead me to believe that it'd be GMs discretion to say if he could figure out how (or have the prerequisite ability and aspects, ie Will and Lack of Fear) to actually USE a Green Lantern ring.
Ritual/Sponsored magic-Libriomancy(Obviously)
Follows the basic rules of Libriomancy as shown in the book. When summoning an item it deals physical and mental stress equal to the total number of item slots the item takes up.-This is in line with the way the books work in that they take caloric energy and cause some sanity issues. It also means calling anything too obscene is unlikely.
(Uses Scholarship in stead of lore.)
Feeding Dependancy(modified)(Food)
For each item used in a scene there is one Feeding Stress. This represents the extra costs to using magic for libriomancers who, as they use magic more burn lots of calories and are repulsed by food. It also creates some very distinct limits on the character in the face of their overwhelming adaptability.
Another question. Say she wants to grab an item that allows flight, whatever that may be. How do enchanted items that simulate low levels powers work(or would I just have her use it as an item that grants the skill (Athletics)Flight 5 for a scene...