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The Dresden Files => DFRPG => Topic started by: Troy on April 20, 2013, 02:11:27 PM

Title: Purview of Evocation
Post by: Troy on April 20, 2013, 02:11:27 PM
Hola!

I'm new to the game and I'm interested in understand more experienced players' take on the various purview of the Elements of Evocation magic. I have read one small article that reminds everyone that, in addition to the obvious literal element, each element covers a sort of symbolic base. Air is tied to thoughts, while Spirit is tied to emotions. Earth is good at strengthening things while Water is good for dissolving things. Fire handles destruction but also purification. All this makes perfect sense to me and I was looking for expansions on these sorts of ideas.

For example: In addition to Air controlling winds and things like that, it is the element of motion and freedom. So any Evocation that might deal with motion and freedom would be an Air Evocation. This might include enhanced speed, flight, acceleration, deceleration, telekinesis-type thing. The book says that Air is suitable for fine manipulations, so it can be used to pick locks. I would say since Air is the element of freedom, an Evocation might not just pick a lock, I might just use it to put the temporary Aspect UNLOCKED on a door, car, or pair of handcuffs. Or use it to escape any confinement that isn't airtight.

Do you think those are appropriate uses of Air Evocations? Might one also use Air Evocations to enhance their senses or memory or perform quick & dirty Psychomancy spells?

What do you think? What do you think about the other Elements?

Thanks so much for your time!
Title: Re: Purview of the Elements
Post by: Haru on April 20, 2013, 02:42:10 PM
I've had a player with an aeromancer who used his magic to pick locks, so yes, I allow it. Though I made it thaumaturgy, not evocation. Using evocation to open a lock would be, in my understanding, to rip it open, since evocation usually doesn't allow for too much fine manipulation. But unless you are in a conflict, that won't differ all that much.

Keep in mind, that there can be a lot of overlap in the elements. If you want to move something, you could, for example create an explosion next to it and move it that way, that would be a fire evocation. Air evocations would use gales of wind to move things around, and those can be quite delicate, like Harry's "ventas servitas", when he moves his staff, for example. Straight up telekinesis is usually spirit.

It all comes down to "how can you justify using your magic to do what you want to do?"

I could, for example, see someone using air magic to enhance their sense of smell, because they make the wind bring in more molecules for them to smell. Or they make the air enhance the slightest noises, before it gets into their ear. But taste? That would be rather difficult. Sight? Well, you could create a lens of compressed air, or even form a telescope out of a contraption like that. If it fits the character, that is. Not every character is using his magic that mechanically.

I'd have a problem with memory enhancement or psychometry spells with air. But then again, in some elemental systems air is linked to thought, and in that case, it will certainly be possible. But again, a complicated spell like that would rather be thaumaturgy than evocation. I can't think of anything that would justify psychometry with air magic though. Spirit could easily do it. But it is kind of moot, since thaumaturgy isn't limited to the elements in the way that evocation is. Ritual(aeromancy) would be limited to air magic, of course.

But you can stretch some elements quite a bit. Fire is, by raw, linked to purification, but you could also link fire to passion, and then reading something about an object that someone else has been passionate about would be totally doable with fire magic.

It's always about what you do with it, and what you can justify before your group. I would take the part from Your Story as inspiration rather than restriction.
Title: Re: Purview of the Elements
Post by: crusher_bob on April 20, 2013, 03:40:37 PM
You'll run into a problem: evocation is already a very powerful ability.  Letting it do 'other stuff' will quickly move it out of the top tier of abilities and into the best of all abilities category.

Sample things you generally shouldn't let evocation do without any extra refresh spent:
Duplicate other powers (examples: flight, supernatural sense, etc)
Do something that a skill roll would normally be needed for (examples: picking locks | note that there is already the rules explicit veil ability, which is problematic enough)

If one of the players wants their character to do something frequently, they should pay refresh to put it on their character sheet.  If they just want to do it rarely, charge them fate points for 'temporary access to powers'
Title: Re: Purview of the Elements
Post by: Troy on April 20, 2013, 05:10:47 PM
You'll run into a problem: evocation is already a very powerful ability.  Letting it do 'other stuff' will quickly move it out of the top tier of abilities and into the best of all abilities category.

Can you elaborate, please?

From what I've been able to find from my research online, most people tend to use Evocation like a magic gun. I'd like it to be something more than that because I'm not interested in blasting people. I'm also not that interested in using each element in exactly the same manner. An example of this is: each example Evocation given in Your Story has been re-written using a different element. I can appreciate the utility of that, but I'm interested in doing more than attacking, blocking, grappling someone.

Like Haru said, the Element of Fire governs passion. In that vein, I think it's feasible to use a Fire Evocation to make someone lose their temper, or the inverse, calm the heck down when they've lost their temper. I'm not suggesting doing anything on a permanent basis, just using the magic to create a moment that can work toward your advantage in certain types of situations. Using a Fire Evocation to make someone angry (or using a Water Evocation to dowse someone's anger to use a different point of view) is within the purview of Evocation, is it not? That's a form of psychomancy.

Thaumaturgy has a variety of uses that can't be outdone or replaced by Evocation. On the other hand, if someone has the Channeling power and they are an aeromancer, as in Haru's contribution, then what need have they to learn the other elements when every element can do pretty much the same thing? I'm not saying that that's a bad thing, it's a perk of the design. It's just, for my purposes, I'm looking for something more. I truly appreciate that flexibility, but I would also like to explore the niche of each Element so that spells a wizard casts aren't so literal. There are concepts behind the elements, personalities, inclinations. This is the message I get from the book. Water magic isn't just about water: it's change and dissolution, it's reflections and depth, it's cool and refreshing, it's dark and drowning. It's formless, it's shapeless. Water can flow or water can crash. (Thanks, Bruce Lee, you're awesome.  ;) )

Say that you are a WIZARD-IN-TRAINING like Molly Carpenter and you have the Evocation Power with Air & Spirit. The conventional wisdom online suggests to me that Molly needn't learn any other Elements because she can already do everything she needs to do with Air & Spirit, it just takes on different forms. But there are themes, too. How else could she have violated the Fourth Law and controlled the minds of her friends with only Air and Spirit Evocations?

Am I completely off-base? There could be something I'm missing since I'm a complete newbie.
Title: Re: Purview of the Elements
Post by: Haru on April 21, 2013, 12:22:06 AM
Yes, mechanically, the only reason would be to be able to get more power into your spells by taking specializations. But while it is true that you can do a lot with only one element, they are still limited in their own way. Especially if you use them in ways they were "not intended", I would want you to take an aspect that reflects why and how you are able to do so. And it is never going to be as powerful as the original. Starting fire with air might be able by using motion and friction, but with air it would be a full ritual, while with fire it would be a flick of your fingers.

Remember that you get fate points for getting into trouble. Not being able to do something will be a greater source of trouble than being able to do everything. So if you limit yourself, you can really shine at it, instead of being able to do everything a little bit. I feel that this is a way cooler way to play.

If you create your wizard so he can induce passion or anger with fire evocations, I would severely limit his abilities to do fireballs and such. I would usually take mental manipulation under thaumaturgy, since it is very delicate work. The book talks about this somewhere, the aspect that describes the wizard's approach to his magic, such as "not so subtle" for Harry or "subtlety is its own power" for Molly. Those describe the areas of magic the wizard is good at, and those he is not so good at. Molly will faint if she tries to throw a fireball, Harry will get things wrong when he is trying to do a veil. A "puppetmaster" wizard would be great at inducing anger with fire or manipulate memories with air, but he would be hard pressed to ever get out a fireball or move a gale of air.

Also, you as a wizard don't only bring color to the elements, usually the elements bring color to your character as well. Common tropes like the hotheaded pyromancer, the aloof aeromancer, the stoic terramancer, and so forth. Of course it doesn't have to be like this, but it is a common trope for a reason, like to like. Look at the Codex Alera, for example.
Title: Re: Purview of the Elements
Post by: Sanctaphrax on April 21, 2013, 03:54:33 AM
From what I've been able to find from my research online, most people tend to use Evocation like a magic gun. I'd like it to be something more than that because I'm not interested in blasting people.

Evocation is generally used as a magic gun because it pretty much is a magic gun. If you're not interested in blasting people, it's probably not the right Power for you.

On the other hand, if someone has the Channeling power and they are an aeromancer, as in Haru's contribution, then what need have they to learn the other elements when every element can do pretty much the same thing?

If you invest all of your resources into being good at air evocations, you will be worse at air evocations than the guy who also learned how to do earth and spirit evocations. Channelling is usually just worse than Evocation once you start buying Refinements.

Elements are usually just cosmetic, but that doesn't mean you should only learn one. It means you should learn three, specialize in one, and never use the other two. (That's an exaggeration, but you get the idea.)

Using a Fire Evocation to make someone angry (or using a Water Evocation to dowse someone's anger to use a different point of view) is within the purview of Evocation, is it not? That's a form of psychomancy.

Psychomancy is form of Thaumaturgy.

I personally wouldn't let you do that stuff with Evocation.

Am I completely off-base?

No.

But you're pretty close to the edge of the base, if you know what I mean.

The book leaves the limits of the elements and the location of the dividing line between evocation and thaumaturgy rather vague. So that stuff varies from game to game.

And your particular take goes unusually far towards complex evocation and strictly limited elements.

You could make that work, but...if you really don't want to blast people, you might want to try some more serious houseruling. Because evocation is really good for blasting people, and buying it without wanting to blast people is like buying a car without wanting to drive.

Sure, you could use your car as a storage compartment. But it's not terribly efficient.
Title: Re: Purview of the Elements
Post by: Tedronai on April 21, 2013, 07:49:22 AM
Psychomancy is form of Thaumaturgy.
Except insofar as it might also be available elsewhere, such as indicated by the oft-cited notation in the Spirit section.
Just in case anyone thought this was a case of the RAW being unambiguous, or the community approaching a consensus.
Title: Re: Purview of the Elements
Post by: blackstaff67 on April 21, 2013, 02:49:36 PM
My sorcerer has Chloromancy had a theme for his Thaumaturgy as a way of playing off his name (Duba='oak' or 'oaken').  Sure, I could have taken Geomancy (which covers more than just plants, it covers the earth) or a specialization in Wards or the like, but Chloromancy is more in line with how he sees himself as well as being more limiting (try using Chloromancy in the desert or in winter--not too much plant life around).  That limits him quite a bit.  Industrial parks also stink
Title: Re: Purview of the Elements
Post by: Troy on April 21, 2013, 03:32:46 PM
Thank you so much for your contributions. I appreciate the perspective of experience with the system and the narrative from the Dresden Files novels that help to color the game's system. I was reminded that the magic system is designed to represent what we can see or can know from the fiction in the books, and I also read that one of the limitations of doing things like that is that the writers of the game can only see things from Harry Dresden's point of view. That, and Sanctaphrax's post, puts things in an entirely new perspective for me.

One of my first visualizations of the Evocation Power in use was something akin to Avatar: the Last Airbender. I've been reassured that it's not exactly like that, but there are elements (no pun intended) from that sort of thing that can bleed over into DFRPG. An example of that being what Haru mentioned: a flighty aeromancer, a stoic terramancer (which is very close to my own character concept), a hot-headed pyromancer.

So, here's the next evolution of my inquiry...
Is it feasible for a wizard to have a mystical blind spot so that he or she turns out to be something like an elementalist? Thaumaturgy is not bound by the themes or restrictions of the Five Elements used in Evocation, but isn't it possible that a would-be wizard or an auto-didactic sorcerer might believe in those themes and restrictions and carries them over into her Thaumaturgy practices? Would that be your standard Wizard Template with an Aspect to reflect such a mystical blindspot or would that be a Focused Practitioner or something?

What do you guys think?

Also, what do you think Molly Carpenter was doing magically/mechanically speaking when she violated the 4th Law if it wasn't some repeated use of a subtle, but harmful, Evocation?
Title: Re: Purview of the Elements
Post by: crusher_bob on April 21, 2013, 03:37:17 PM
Can you elaborate, please?

The problem is that evocation is the most powerful (or tied for most powerful with incite emotion) offensive ability plus is the second most powerful defensive ability (is behind enchanted items).  Which means that it's worth 3 points for those abilities alone.  Adding the ability of evocation to do 'other stuff' means that you get both very powerful offensive and defensive abilities, plus whatever other stuff you add to it.

---------------

Now, how to get the effect you want?  Sounds like you might want something like incite emotion or Sanctaphrax's incite effect power, both of which are powers more geared to doing 'other stuff' than evocation is.

Another option is to work out some sort of (refresh costing) expansion of evocation, which allows you to do 'other stuff'

--------------

Here are two of the ideas I've had for allowing evocation to do other stuff:
They are taken from this thread (http://www.jimbutcheronline.com/bb/index.php/topic,32136.90.html) where there's a bit more depth of discussion.
---------------------
idea 1:

While evocation is technically capable of many tasks, many of them require considerably more skill, practice, and luck than most wizards put into it.

So what are these 'other' uses of evocation?
Many skill rolls can be outright replaced by evocations, examples include moving (force jumps, 'tactical' hops through the nevernever, etc), very fine manipulation of objects (lockpicking, eavesdropping, fine craftsmanship, etc), illusions of considerable complexity, etc

In general, the power of the evocation will act as a roll of the appropriate skill.

You can gain access to the 'other uses' of evocation in the following ways:
1
Spend a fate point, to get access to the ability for a single use.
2
spend a point of refresh of a permanent expansion of your evocations to cover one trapping of a skill.

-----------
idea 2:

Basic evocation includes one skill trapping replacement for 'free', Harry's is movement, Molly's is veils, other wizards might have other basic abilities.  For example, if you want to have (some) knowledge of the ways, then maybe you'll take the navigation trapping of driving.

This means that the RAW can stand almost exactly as written, with most wizards being assumed to take veils as their default.

This removes spirit as the most equal element, puts slight hedge on free veils, explains why Harry doesn't do them until several books in, and hedges in other skill trapping replacements of evocation.

It's not really perfect, but does seem to solve some slightly irritating issues, (somewhat) hedge in free expansion of wizard power, and is easy.

-----------------

Both of those ideas have potential problems, but both do attempt to draw a line around how you get evocation to do 'other stuff' and what 'other stuff' you can and can't do.  Otherwise it's just 'whatever you can talk the GM into' which is a pretty bad idea, especially with evocation being as powerful as it is already.
Title: Re: Purview of the Elements
Post by: crusher_bob on April 21, 2013, 03:44:29 PM
Also, what do you think Molly Carpenter was doing magically/mechanically speaking when she violated the 4th Law if it wasn't some repeated use of a subtle, but harmful, Evocation?

On the order of power 4-9 thaumaturgy.

Evocation really isn't useful for that sort of subtle work.  A bit like asking how much surgery you can do in 30 seconds with an axe.

That's also one of the notable abilities of sponsored magic, the ability to do some aspects of thaumaturgy at evocation speeds and methods.
Title: Re: Purview of the Elements
Post by: Troy on April 21, 2013, 03:55:57 PM
On the order of power 4-9 thaumaturgy.

Evocation really isn't useful for that sort of subtle work.  A bit like asking how much surgery you can do in 30 seconds with an axe.

That's also one of the notable abilities of sponsored magic, the ability to do some aspects of thaumaturgy at evocation speeds and methods.

I wasn't aware of that aspect of things. It shines some light on the sorts of things that informed my thinking on this issue.
Title: Re: Purview of the Elements
Post by: Sanctaphrax on April 21, 2013, 08:50:14 PM
Is it feasible for a wizard to have a mystical blind spot so that he or she turns out to be something like an elementalist? Thaumaturgy is not bound by the themes or restrictions of the Five Elements used in Evocation, but isn't it possible that a would-be wizard or an auto-didactic sorcerer might believe in those themes and restrictions and carries them over into her Thaumaturgy practices? Would that be your standard Wizard Template with an Aspect to reflect such a mystical blindspot or would that be a Focused Practitioner or something?

Either could work.

You could take an Aspect or you could just swap out Thaumaturgy for Ritual. I wouldn't expect any real problems with either approach.
Title: Re: Purview of the Elements
Post by: Bedurndurn on April 21, 2013, 09:41:50 PM
I think a good guideline is that magic can do anything that will keep the game moving and that another player hasn't already taken as a niche. Can you hex open a lock? Well if another player wanted to be 'lock guy' enough that he's got Burglary at Great, then no. If you don't have an understanding like that, the wizard can Thaumaturgy literally any problem the table has by using his Lore skill in place of *anything*, which is handy for a single protagonist of a book, but ball-hogging in a group of 4 or 5 players who are supposed to be more or less mechanically equal.
Title: Re: Purview of the Elements
Post by: Haru on April 21, 2013, 09:46:28 PM
I think a good guideline is that magic can do anything that will keep the game moving and that another player hasn't already taken as a niche. Can you hex open a lock? Well if another player wanted to be 'lock guy' enough that he's got Burglary at Great, then no. If you don't have an understanding like that, the wizard can Thaumaturgy literally any problem the table has by using his Lore skill in place of *anything*, which is handy for a single protagonist of a book, but ball-hogging in a group of 4 or 5 players who are supposed to be more or less mechanically equal.
Well said.
Title: Re: Purview of the Elements
Post by: Troy on April 21, 2013, 10:18:51 PM
Yes, indeed. Very well said.

Thank you!
Title: Re: Purview of the Elements
Post by: Sanctaphrax on April 22, 2013, 04:46:20 AM
Eh, I don't like adjusting people's abilities based on what the rest of the group can do.

And while thaumaturgy is powerful, it requires a time-consuming ritual. It's not universally useful. (It does have balance issues, though.)
Title: Re: Purview of the Elements
Post by: Vairelome on April 22, 2013, 07:00:09 AM
I think a good guideline is that magic can do anything that will keep the game moving and that another player hasn't already taken as a niche. Can you hex open a lock? Well if another player wanted to be 'lock guy' enough that he's got Burglary at Great, then no. If you don't have an understanding like that, the wizard can Thaumaturgy literally any problem the table has by using his Lore skill in place of *anything*, which is handy for a single protagonist of a book, but ball-hogging in a group of 4 or 5 players who are supposed to be more or less mechanically equal.

I think this is quite excellent advice directed at the player of the wizard, and if the player doesn't see this and is inclined to hog the spotlight, then it would be a good idea for the GM to talk to him privately and explain the thinking behind this point, which is that it's polite to share the spotlight with the other players.

Mid-game, I might be inclined to say, "Yes, you can do that, but it might have [realistic drawback]."  The drawback to the magical solution might be difficulty getting a proper link, time-consuming, or some type of undesirable side effect--hexing a lock might leave it inoperable later when you want the lock functional, for instance.  I wouldn't say this if a spell of some sort was legitimately the best tool available for the job.
Title: Re: Purview of the Elements
Post by: Wordmaker on April 22, 2013, 11:32:46 AM
I'm a big fan of making sure that every character had their niche and can feel useful. While I wouldn't insist that certain abilities be used, I would be inclined to reward players who choose to restrict their character creation choices or in-game actions to allow other players a chance to shine.

Regarding the OP, I think figuring out ways to define how elements do things that aren't obviously a part of their purview is part of the fun of the DFRPG magic system. But I wouldn't have a hard and fast "Evocation is only a magic gun" rulings. Sure, it's nowhere near as subtle and refined as Thaumaturgy, but manuevers shouldn't be overlooked. You can do a lot with a maneuver.

Door's locked? Use a Fire Evocation to put the aspect "Melted Lock" on it, then tag that to kick the door open. I wouldn't allow Air to open a lock, because I can't see how there could be enough volume of air in such a small device to move the lock open without blowing the door apart. At the very least, I'd either require several additional shifts of power or put a penalty of the Discipline roll. Simply picking the lock normally would be a lot easier (and safer!).
Title: Re: Purview of the Elements
Post by: Troy on April 22, 2013, 10:16:54 PM
See, I think part of my thinking when I originally posted my questions comes from the fact that I was reading DFRGP and FATE Core at the same time. I was mentally combining the refined Fate rules into the DFRPG and thinking about all the interesting things that Create Advantage can do when viewed through the lens of the Evocation Power.

Some of my mental exercises included (all temporary, of course):

Using an Air Evocation to place the aspect LIGHT ON MY FEET, which might help avoid danger or impress someone at a fancy soiree. Maybe Air can help you with the Aspect SOFT LANDING or CUSHIONED BLOW or maybe even CLEAR MY MIND. The book mentions you can use Earth Evocations to do the nearly the opposite. In an advantageous manner you can put IMMOVABLE or SURE FOOTING on yourself, but might put PLODDING or STUCK IN THE MUD on a foe using Earth Evocation. Emotionally, you might use Earth to put the Aspect UNMOVED on yourself or HEART OF STONE, since Earth is the Element of solidity, density and strength. Fire can be used for the obvious destructive things, but it might also be able to create the Aspect KEPT WARM or ILLUMINATED BY FIRELIGHT. It could be used to purge poisons from your body or something with the Evocation that creates a PURIFIED Aspect on an ally. Things like that.

I find it strange that some folks might not allow an Air Evocation to pick a lock. It says right in the book that you can do that because Air is the Element of find manipulations. When I think of telekinesis, that's what I think of. I know that Spirit is the Element of actually force: push, pull, throw, smash, hold. I don't think of it as being useful for fine manipulations. Air, being light and flighty, can move things with the dainty delicateness of a butterflies flight or the force of a hurricane.

I'm not at all interested in breaking the game or having Evocation replace Thaumaturgy. Thaumaturgy's advantages include more powerful effects, longer lasting effects, subtle effects, effects at a distance, etc. That's not even including all the summoning and crafting and all that other neat wizardry. When I think of Evocation I think: you can't hide this, no matter what. If you do an Evocation in public, people are going to witness it: a gust of wind, a bright glow, a flicker of flame, tremors beneath your feet, things like that. When you see it, you know you're in the presence of magic. There is no hiding, there is no subtlety in Evocations. With a Spirit Evocation to Veil yourself, you might vanish from sight but not in a sneaky way, so you better do it before the bad guys catch sight of you. On the other hand, a Thaumaturgy Veil can work like Harry Potter's Secret Keeper spell wherein, as long as no one tells anyone where you're hiding, you'll never be found. Things like that.

What do you guys think?


And again, thanks for your time! This discussion is really interesting and I hope I'm contributing as much as I'm getting in feedback from the rest of you! :)
Title: Re: Purview of the Elements
Post by: Haru on April 22, 2013, 10:32:53 PM
I find it strange that some folks might not allow an Air Evocation to pick a lock.
Quote
When I think of Evocation I think: you can't hide this, no matter what.

The main difference between Thaumaturgy and Evocation, at least in my understanding, is how long you keep the power up. So Evocation can make a gigantic fireball, but it will puff in and out of existence in a matter of moments. Thaumaturgy can make the same fire, and even bigger, and make it last days or even weeks. Conjuring up a gale of wind is all well and good, but if you want to manipulate something like a lock with it, you will have to keep it up for a long time and control how it moves and everything. You could blow up the door with an air evocation and get through it that way. But picking the lock is far too delicate for Evocation.

Metaphor time. It's like when you take a big rock. You can pick it up and throw it, but the bigger the rock, the shorter you'll be able to throw it. However, you'll always be able to carry a rock much further than you can throw it. Throwing it will get a quicker result, but once it left your hand, you can no longer control what it does. Thaumaturgy lets you carry the stone precisely to where you want to get it, even if it might take you longer. And sometimes, you need it to go further than you can ever throw it, or you need it to fly around a corner, and that's where Thaumaturgy triumphs over Evocation.
Title: Re: Purview of the Elements
Post by: Lavecki121 on April 23, 2013, 03:08:14 AM
That's not how I see it though. With a book example, Harry was able to manipulate a bottle of liquor, without breaking it and without spilling. I believe that was an evocation. At least it was when I read it
Title: Re: Purview of the Elements
Post by: Haru on April 23, 2013, 03:42:37 AM
That's not how I see it though. With a book example, Harry was able to manipulate a bottle of liquor, without breaking it and without spilling. I believe that was an evocation. At least it was when I read it
I don't remember a scene like that. Can you tell me which book it is in?
Title: Re: Purview of the Elements
Post by: Sanctaphrax on April 23, 2013, 06:57:50 AM
I find it strange that some folks might not allow an Air Evocation to pick a lock. It says right in the book that you can do that because Air is the Element of find manipulations.

Making sense of this game often requires ignoring parts of the book. It's not the most consistent document.

This is one example of that. The book says that you can pick locks with air. But it also says that Evocation is for unsubtle thug stuff. And it says Evocation can only be used for four types of action. None of those action types works well for lock-picking.

Ultimately, you have to make up the rules for yourself to some extent. And as a general rule, the interpretation that makes spellcasting less powerful is the more balanced one.

When I think of Evocation I think: you can't hide this, no matter what.

Interesting interpretation. Not sure where you got it from, but I think it could work fine in play.

PS: I'm honestly not sure whether Evil Hat intended any form of emotional manipulation to be possible with Evocation.
Title: Re: Purview of the Elements
Post by: toturi on April 23, 2013, 07:05:18 AM
Door's locked? Use a Fire Evocation to put the aspect "Melted Lock" on it, then tag that to kick the door open. I wouldn't allow Air to open a lock, because I can't see how there could be enough volume of air in such a small device to move the lock open without blowing the door apart. At the very least, I'd either require several additional shifts of power or put a penalty of the Discipline roll. Simply picking the lock normally would be a lot easier (and safer!).
Doesn't Air share electricity/lightning with Earth?
Title: Re: Purview of the Elements
Post by: Wordmaker on April 23, 2013, 08:25:24 AM
Doesn't Air share electricity/lightning with Earth?

It does (heck, you could justify fire or even water making lightning if you knew enough about physics, I'm sure). I'm not sure how that relates to creating enough air to move the pieces of a lock, though. Can you clarify?
Title: Re: Purview of the Elements
Post by: cold_breaker on April 23, 2013, 02:30:46 PM
As a note, in the Dresdenverse, Harry often talks about how the abilities of different elements is very much a belief thing. You really should be talking to your player and working out his or her personal interpretation of each of 4 or 5 elements - not necassarily the generic ones.

What I'm getting at here isn't to define custom elements, but to get into what the balanced domains of each element is. Is air about travel while earth is about blocking travel? is fire about strength or destruction, and is spirit therefore the opposite? Each mage charactor only gets soo many he's good with, so you need to figure out what those specialties are and are not if you want to get balance.

To use your example: I would allow air evocations to pick a lock - as long as I had discussed with the player that air was about openness and fine minipulation. In the same breath, it'd mean that player wouldn't be able to use air for brute force attacks - possibly manoeuvring and travel style stuff instead.

I would say though that there'd be drastic consequences to doing something with evocation rather than theumatergy - the lock would break, or it'd be big and messy in some way. It'd work in the short term very effectively, but long term there'd be consequences.

This is my interpretation though: you can use evocation any way you like, be it stealthily, brutally, cleverly, whatever. The result will always be very effective in the short term, but cause unintended consequences in the long term.
Title: Re: Purview of the Elements
Post by: Wordmaker on April 23, 2013, 02:38:43 PM
This seems like a pretty vital step, to me. Each wizard's magic is clearly unique. There's no mechanical way to have Molly be so strong with veils and illusion yet so poor at brutal force and attacks, for example.

I think this figuring out of how a given character's elements apply, backed up with High Concept compels to represent the inability/difficulty of using magic outside of your own belief/aptitude, is a great way to handle things.
Title: Re: Purview of the Elements
Post by: Lavecki121 on April 23, 2013, 03:24:46 PM
I don't remember a scene like that. Can you tell me which book it is in?

Unfortunatly I do not remember the book. It was one of the later ones. He was doing magic in front of a PM in order to intimidate her. It was at an office. Sorry I will try and find it again.
Title: Re: Purview of the Elements
Post by: Haru on April 23, 2013, 04:11:11 PM
Unfortunatly I do not remember the book. It was one of the later ones. He was doing magic in front of a PM in order to intimidate her. It was at an office. Sorry I will try and find it again.
Ah, I believe I know what you are talking about. The scene in Turn Coat, where Harry puts pressure on the lawyer that hired Vincent to tail Harry. I've read through it again, and he uses Forzare there twice, both in the purview I talked about.
First, he pushes open the door of the liquor cabinet, which is like what I descibed.
Then he tosses a bottle of liquor towards him. He doesn't let it float to him, he uses his magic to throw it towards him. Well within what I said, I believe.
Title: Re: Purview of the Elements
Post by: Wordmaker on April 23, 2013, 04:22:10 PM
Yeah, I remember that scene. I figured Forzare would fall under Spirit, but it still backs the idea that Evocation is much more blunt than real telekinesis would allow, at least in the hands of a mortal wizard with less than a quarter-century of practical magical experience under his belt.
Title: Re: Purview of the Elements
Post by: Haru on April 23, 2013, 04:41:20 PM
Pretty much where I was going with this, yes. And you can easily model that experience with self-sponsored magic that will grant evothaum for a distinct application.
Title: Re: Purview of the Elements
Post by: Tedronai on April 23, 2013, 07:21:20 PM
in the hands of a mortal wizard with less than a quarter-century of practical magical experience under his belt.

And a personal approach to evocation that favours power over control.

Molly or Ramirez would likely achieve the same ends (open door, retreive bottle) in far less blunt fashions.

Harry's failings are not suitable evidence for the limits of magic.
Title: Re: Purview of the Elements
Post by: Wordmaker on April 23, 2013, 07:52:14 PM
That's true. It's another issue which comes down to each group's preferences. The trouble with an unreliable narrator like Harry is that so much is left up to reinterpretation. Of course, that also makes the setting fantastic for adjusting to suit your group's needs.
Title: Re: Purview of the Elements
Post by: Troy on April 23, 2013, 09:08:56 PM
Yes, since all we have to go on is Harry's point of view, we third-party observers can't really be sure what's possible or not. There are instances in the rule books where the rules say "A spellcaster can't to this..." and in the margins Harry or Bob will pipe up and say, "Well, what about so-and-so, he/she could do that..." So, I would agree that no single Wizard or spellcaster knows what all of magic everywhere is capable of.

Without having to resort to every spellcaster PC write a treatise about their view of magic, what can we do?

I think the first, most obvious answer is to use the character to make sense of things. "Does this application of Evocation make sense for the character and, if so, why?" Aspects are really helpful here. Asking the player of a spellcaster to have at least one Aspect that sort of sums up their philosophy or belief about magic would be a really good idea.

Harry Dresden has NOT SO SUBTLE, BUT STILL QUICK TO ANGER.
Molly Carpenter has SUBTLETY IS ITS OWN POWER.

In the DFRPG they explain how this works to their advantage and their disadvantage. Molly's good with Veils and Illusions and mucking around with people's minds because she approaches magic from that point of view. Subtle magic is her power and doing something that isn't subtle is really hard for her. Harry is just the opposite. Subtlety is not his bag, but power and anger and wreaking fiery vengeance upon things is his specialty. So, when he tries to Veil things, it sucks. But when he tries to blow things up, he succeeds in spectacular fashion!

Another way to avoid breaking the game with Evocation would be sticking to the Inherent Limitations in the book. You can't use Evocation to affect anything that's not within your line of sight. It's too quick and dirty for that. It's pooling up and redirecting energy where you need it to go in the moment. So, no affecting things beyond your line of sight. Another limitation is: Evocations have a very short duration. Usually this means one exchange, sometimes two or three. There are rules for pushing the duration beyond one exchange: it requires extended concentration and/or extra shifts of power. Other limitations I've noticed with Evocation are: one roll, cast spell. You can't build power as you can with Thaumaturgy. You decide on how much power you're going to need and you go for it. To add to that risk you also take Mental stress for every Evocation. That will limit the frequency of powerful Evocations right off the bat for any character that doesn't want to risk unconsciousness and a shattered mind.

You also have the four things that Evocation does: Attack, Block, Maneuver, and Counterspell. Most of that is pretty straightforward. It's the Maneuvers (or Create Advantage) that his been the point of contention for me. I'm trying to figure out it's range and boundaries.

I think that as long as I can stick to the aforementioned Inherent Limitations of Evocation, anything's on the table, right?

If things are done the way I'm thinking, what are examples of that getting quickly out of hand and possibly ruining the fun for everyone at the table or making Evocation the most powerful/useful Power in the game?

I don't want Evocation to be the most powerful ability. I just want something other than a Magic Gun that comes in 5 flavors.



EDIT: I'm also trying to think of a way to incorporate all the various -mancers and Focused Practitioners into both Evocation and Thaumaturgy, or rather, Channeling and Ritual. For example, a pyromancer is easily someone who studies the Element of Fire either with Channeling or Evocation, but how does that work with this Ritual/Thaumaturgy Power? Another example is the mysterious chronomancer. That's some kind of Thaumaturgy practice, but there must also be Channeling or Evocations that work in a similar manner... perhaps the Element of Water, representing the flow of time, a river that can rush or babble, freeze or ... in dire upheavals ... flow backward. Stuff like that.
Title: Re: Purview of the Elements
Post by: Lavecki121 on April 23, 2013, 09:42:04 PM
Sponsored magics work good. There are a couple that work with chronomancy. Another way that I have seen is that you modify the existing elements for a specific -mancer.

Basically if you have a pyromancer his elements are Fire, Plasma, Magma ect. You could have all the things flavored to be what they would have been (plasma = water; Magma = earth) or you could just have it as different things that are fire related.
Title: Re: Purview of the Elements
Post by: Vairelome on April 23, 2013, 10:05:40 PM
Asking the player of a spellcaster to have at least one Aspect that sort of sums up their philosophy or belief about magic would be a really good idea.

Yeah, I'm a very big fan of this option for characters that have magic in their high concept.

EDIT: I'm also trying to think of a way to incorporate all the various -mancers and Focused Practitioners into both Evocation and Thaumaturgy, or rather, Channeling and Ritual. For example, a pyromancer is easily someone who studies the Element of Fire either with Channeling or Evocation, but how does that work with this Ritual/Thaumaturgy Power? Another example is the mysterious chronomancer. That's some kind of Thaumaturgy practice, but there must also be Channeling or Evocations that work in a similar manner... perhaps the Element of Water, representing the flow of time, a river that can rush or babble, freeze or ... in dire upheavals ... flow backward. Stuff like that.

The short answer is that the system isn't intended to work that way.  A pyromancer or kinetomancer is supposed to be modeled with channeling or evocation, not themed ritual or thaumaturgy--there's a sidebar that says exactly that on YS287.  Similarly, there are a lot of conceptual specialists (like chronomancers) that are intended to be modeled as thematic thaumaturges/ritualists, possibly with some type of sponsored magic for evothaum in a few cases.

You can use thaumaturgy to cast energy manipulation spells that are vastly more powerful than evocation can manage, but that power must be gathered and focused by a lengthy ritual, not called up and sent forth in a combat round.  Anything past energy manipulation is outside the realm of evocation--again, unless we're talking about a specific case of sponsored magic and evothaum.  Thaumaturgy has unlimited scope; evocation has very limited (but useful!) scope.
Title: Re: Purview of the Elements
Post by: Bedurndurn on April 24, 2013, 02:20:21 AM
Asking the player of a spellcaster to have at least one Aspect that sort of sums up their philosophy or belief about magic would be a really good idea.

That kind of points to the subtle and the explodey parts of that ability being two separate things for people to buy. Part of the problem is that Conviction and Discipline have to be high for every caster (or at least every caster whose concept includes the idea of 'I'd like my abilities to actually work when I use them'), so anyone who wants to throw a Veil at the level of their game's skill cap is also capable of throwing a Weapon: <skill cap> level face melter.

The other complicating factor, if we just pull the Veil part of Spirit out, it's a 2 refresh ability, which makes it as/more expensive than say Channeling (Spirit) that gets the same functionality and a bunch of other powerful stuff. Admittedly, the 2 point glamor ability doesn't cost any mental stress, but is anyone really throwing the 4 or 5 veils a scene it would take for that to matter?

Quote
Another way to avoid breaking the game with Evocation would be sticking to the Inherent Limitations in the book. You can't use Evocation to affect anything that's not within your line of sight.

That's a pretty toothless limitation, since other than the other type of spellcasting, what works outside of line of sight anyway? For that matter, just about everything else is much shorter range than 'anything I can see' (e.g. same zone for most physical interaction skills, 4(?) zones for guns).

Quote
Evocations have a very short duration.

Again, not much of a limitation since that's true of pretty much all in-combat actions anyway. Evo is actually better than other things, since you get the option for multi-turn blocks and such.

I think the problem with Channeling and Ritual is that they're way too cheap. If we break down their cost, they are effectively:

1 point spent on Refinement (refinement is categorically better than other one point enhancers, since for 1 point you can get +2 to your attack rolls. And it stacks! :o ) You might say 'But focus items are limited since they could be taken away'. I would reply with, 'You can still cast spells without your items (you just can't break the game's skill cap), if you take away sword guy's sword or gun guy's gun, they can't use their skill at all.'

1 point spent that pays for everything else. Among those things are: adding a long-range, area, spray with Weapon:Conviction attack trapping to Discipline. Adding a stealth trapping that is better than Stealth to Discipline. Adding an ability to create armor from nothing to discipline/conviction. Adding an ability to create a block for all allies in your zone to discipline/conviction. Greatly expanding what maneuvers you can create with discipline/conviction. You get the ability to break any tech you want at range. Each use does cost at least 1 point of mental stress (except hexing), so that's a downside, if and only if, your combat encounters are going to have more rounds than you have mental stress boxes.

Ritual is even funnier since it basically boils down to: "Do everything anyone else can do (out of combat) using Lore. Also do a bunch of other things that nobody else can do at all with Lore." Again, for 1 point to pay for the actual capacity to do things and then 1 point that must be spent on Refinement (2 focus item slots).

The other problem is that there are downsides to being a wizard, which would help balance them out in most systems. However, in Fate, the downsides inherent to you being you that come up give you fate points. If wizards exploded when exposed to the color yellow, that might be a real downside, but most wizard problems are of the form: 'Aww, you're inconvenienced, have a fate point'.  :-\
Title: Re: Purview of the Elements
Post by: Haru on April 24, 2013, 02:40:29 AM
Ah, I believe I know what you are talking about. The scene in Turn Coat, where Harry puts pressure on the lawyer that hired Vincent to tail Harry. I've read through it again, and he uses Forzare there twice, both in the purview I talked about.
First, he pushes open the door of the liquor cabinet, which is like what I descibed.
Then he tosses a bottle of liquor towards him. He doesn't let it float to him, he uses his magic to throw it towards him. Well within what I said, I believe.
Just had an idea about that scene, so I had to quote myself. I've read that spell as a maneuver to be tagged on an intimidation roll later. But could it be done as an attack? I know it isn't narratively attacking the opponent, but it is an action that is aimed at delivering stress to the target, and that pretty much sounds like an attack to me. So could you inflict stress like this, if you don't exactly hit someone? Would an action/a spell like that be valid? I feel it should be, which opens a lot of possibilities.
Title: Re: Purview of the Elements
Post by: Tedronai on April 24, 2013, 03:31:35 AM
The other complicating factor, if we just pull the Veil part of Spirit out, it's a 2 refresh ability, which makes it as/more expensive than say Channeling (Spirit) that gets the same functionality and a bunch of other powerful stuff. Admittedly, the 2 point glamor ability doesn't cost any mental stress, but is anyone really throwing the 4 or 5 veils a scene it would take for that to matter?

Glamours does one heck of a lot more than just Veils.  Seemings is the real powerhouse in that combo.
Title: Re: Purview of the Elements
Post by: Bedurndurn on April 24, 2013, 04:03:38 AM
Glamours does one heck of a lot more than just Veils.  Seemings is the real powerhouse in that combo.

It's not bad. My only play experience with it was the Neutral Grounds game*, where seemings moved the 'disguise' trapping from Deceit, where it is by default, to Deceit, the skill I used for my glamor ability. It would be a bigger change if you were using Glamours off of a high Discipline skill (though that would probably bite you in the butt later on once you actually had to open your mouth about the thing you disguised). Still the ability to make use of that trapping without carrying around the mundane equipment is nice, but evocation gets that with its attacks too.

*Admittedly not the best example. I have no idea why they gave the character who could literally turn invisible (or look like anyone/thing else on a whim) a stunt to give her +2 to hiding in a crowd.
Title: Re: Purview of the Elements
Post by: toturi on April 24, 2013, 04:45:52 AM
It does (heck, you could justify fire or even water making lightning if you knew enough about physics, I'm sure). I'm not sure how that relates to creating enough air to move the pieces of a lock, though. Can you clarify?
I was thinking to zap the lock with lightning (element of Air).
Title: Re: Purview of the Elements
Post by: Sanctaphrax on April 24, 2013, 05:08:59 AM
I think the first, most obvious answer is to use the character to make sense of things. "Does this application of Evocation make sense for the character and, if so, why?" Aspects are really helpful here. Asking the player of a spellcaster to have at least one Aspect that sort of sums up their philosophy or belief about magic would be a really good idea.

Harry Dresden has NOT SO SUBTLE, BUT STILL QUICK TO ANGER.
Molly Carpenter has SUBTLETY IS ITS OWN POWER.

In the DFRPG they explain how this works to their advantage and their disadvantage. Molly's good with Veils and Illusions and mucking around with people's minds because she approaches magic from that point of view. Subtle magic is her power and doing something that isn't subtle is really hard for her. Harry is just the opposite. Subtlety is not his bag, but power and anger and wreaking fiery vengeance upon things is his specialty. So, when he tries to Veil things, it sucks. But when he tries to blow things up, he succeeds in spectacular fashion!

That's all Compels, you know.

So when Harry messes up a subtle spell, his player profits. It's not a weakness, since it pays for itself.

You could maybe change that, but it'd require a fair bit of homebrewing.

If things are done the way I'm thinking, what are examples of that getting quickly out of hand and possibly ruining the fun for everyone at the table or making Evocation the most powerful/useful Power in the game?

The classic example is instantly winning every social conflict and every physical fight with a weapon 7 mental attack.

I don't want Evocation to be the most powerful ability. I just want something other than a Magic Gun that comes in 5 flavors.

Even if you just treat Evocation as a gun, it's well worth 3 Refresh. If you want it to do other stuff, you need to sacrifice some of its effectiveness or increase its cost. Or both.

EDIT: I'm also trying to think of a way to incorporate all the various -mancers and Focused Practitioners into both Evocation and Thaumaturgy, or rather, Channeling and Ritual. For example, a pyromancer is easily someone who studies the Element of Fire either with Channeling or Evocation, but how does that work with this Ritual/Thaumaturgy Power? Another example is the mysterious chronomancer. That's some kind of Thaumaturgy practice, but there must also be Channeling or Evocations that work in a similar manner... perhaps the Element of Water, representing the flow of time, a river that can rush or babble, freeze or ... in dire upheavals ... flow backward. Stuff like that.

I suggest you go here (http://www.jimbutcheronline.com/bb/index.php/topic,31204.0.html). Look at Superior Pyromancy and Time Manipulation.
Title: Re: Purview of the Elements
Post by: Wordmaker on April 24, 2013, 06:23:21 AM
I was thinking to zap the lock with lightning (element of Air).

I assume you mean with the intent to heat the lock enough to melt it? Otherwise you're talking about running electricity through several small pieces of metal. It'll shock anyone who touches it, but the parts still aren't going to move.
Title: Re: Purview of the Elements
Post by: toturi on April 24, 2013, 09:19:23 AM
I assume you mean with the intent to heat the lock enough to melt it? Otherwise you're talking about running electricity through several small pieces of metal. It'll shock anyone who touches it, but the parts still aren't going to move.
Yes, an electric arc hot enough to melt the lock. IIRC, I was watching a documentary that used some sort of electric arc to melt through a piece of steel when I made that comment.
Title: Re: Purview of the Elements
Post by: Wordmaker on April 24, 2013, 09:21:26 AM
Cool. Yeah, that'd definitely work.

I wonder, would hexing an electronic lock be a viable way to open it? In the books Harry describes hexing as making "anything that can go wrong, go wrong" when it comes to more modern technology.
Title: Re: Purview of the Elements
Post by: Cadd on April 24, 2013, 11:43:58 AM
Cool. Yeah, that'd definitely work.

I wonder, would hexing an electronic lock be a viable way to open it? In the books Harry describes hexing as making "anything that can go wrong, go wrong" when it comes to more modern technology.

Really depends, most places where an electronic lock is used also defaults to locked status if there's any malfunction (such as power outage etc), so hexing should probably not open it; on the other hand Hexing can also just cause something to act wierdly rather than stop working (See the GPS-incident), so it might... I'd saythat if allowed, it'd definitely cost a FP though, as an invoke of High Concept...
Title: Re: Purview of the Elements
Post by: cold_breaker on April 24, 2013, 05:11:26 PM
Really depends, most places where an electronic lock is used also defaults to locked status if there's any malfunction (such as power outage etc), so hexing should probably not open it; on the other hand Hexing can also just cause something to act wierdly rather than stop working (See the GPS-incident), so it might... I'd saythat if allowed, it'd definitely cost a FP though, as an invoke of High Concept...

Err. hexing is an active skill. You don't need to spend fatepoints to do it, any more than you need to spend fatepoints to cast spells. It could theoretically be done as a declaration though, depending on how generous your GM wants to be about it.

I think hexing an electronic lock would realistically have a 50/50 chance of working. GMs call. The player could declare the lock is hexed open if the GM allows it, or he can try to hex it into opening, in which case I'd personally allow it instead of a lock picking check. Beyond that? It'd work if the narrator wants it to work.
Title: Re: Purview of the Elements
Post by: Tedronai on April 24, 2013, 06:15:23 PM
I do not believe Cadd was suggesting requiring an invoke to cause the hexing, but rather to control the manner of the failure caused by the hex.
Title: Re: Purview of the Elements
Post by: Lavecki121 on April 24, 2013, 06:16:50 PM
Which would probably follow declaration rules in which you can spend a fate point to actually have it happen (pending GM approval) so that should work anyway.
Title: Re: Purview of the Elements
Post by: blackstaff67 on April 25, 2013, 11:14:46 AM
Making sense of this game often requires ignoring parts of the book. It's not the most consistent document.

This is one example of that. The book says that you can pick locks with air. But it also says that Evocation is for unsubtle thug stuff. And it says Evocation can only be used for four types of action. None of those action types works well for lock-picking.

Ultimately, you have to make up the rules for yourself to some extent. And as a general rule, the interpretation that makes spellcasting less powerful is the more balanced one.

Interesting interpretation. Not sure where you got it from, but I think it could work fine in play.

PS: I'm honestly not sure whether Evil Hat intended any form of emotional manipulation to be possible with Evocation.
When Harry's manipulating a bottle of liquor, I'm pretty sure we've gone from Evocation vs Thaumaturgy to the Effects area of Spellcasting--rather like "flicum bicus."  I try to delineate the difference 'tween the two in games and point out examples in the books as well--great flavor, but not something I try to extrapolate much from.
Title: Re: Purview of the Elements
Post by: Lavecki121 on April 25, 2013, 04:11:32 PM
I actually like (I think it was Haru)'s explaination that it was a evocation maneuver to set up intimidation.

I feel as though maneuvers might have more sublty than straight attacks simply because they set up the attack as opposed to being the attack.
Title: Re: Purview of the Elements
Post by: Dougansf on April 25, 2013, 10:08:50 PM
Is it feasible for a wizard to have a mystical blind spot so that he or she turns out to be something like an elementalist? Thaumaturgy is not bound by the themes or restrictions of the Five Elements used in Evocation, but isn't it possible that a would-be wizard or an auto-didactic sorcerer might believe in those themes and restrictions and carries them over into her Thaumaturgy practices? Would that be your standard Wizard Template with an Aspect to reflect such a mystical blindspot or would that be a Focused Practitioner or something?

It's absolutely feasible to have blind spots.  It's repeated several times over in the fiction that Dresden is just bad at Veils.  He gets better over the course of time, with help from Molly.  This could be reflected (or Compelled I suppose) through Aspects, but more importantly it should be a part of the characters personality makeup, even without an appropriate Aspect to back it up.

Frex: If your character is very self reliant, then they might have a blind spot to summoning up minions to do work for them.

The elemental theme/blind spot makes plenty of sense to me.  It would close some doors (Angel/Demon summoning comes to mind), but others would be open without issue.
Title: Re: Purview of the Elements
Post by: Troy on April 25, 2013, 10:31:49 PM
It's absolutely feasible to have blind spots.  It's repeated several times over in the fiction that Dresden is just bad at Veils.  He gets better over the course of time, with help from Molly.  This could be reflected (or Compelled I suppose) through Aspects, but more importantly it should be a part of the characters personality makeup, even without an appropriate Aspect to back it up.

Frex: If your character is very self reliant, then they might have a blind spot to summoning up minions to do work for them.

The elemental theme/blind spot makes plenty of sense to me.  It would close some doors (Angel/Demon summoning comes to mind), but others would be open without issue.

Right. I wasn't even thinking about summoning and binding, and then when I did, I was thinking: "Well, I guess the character could summon elementals..."

So, the blindspots would allow for Evocation to do things akin to "Bending" from Avatar: the Last Airbender. Thaumaturgy effects would be trickier. Divination could be things like casting your senses upon the winds to view far away places and things. Veiling could be things like subsuming into the elements where the Veiled target blends into the background as if it were a natural part of it. Warding could be imbuing the air with the strength of stone or forcing the opposing parties to swim against the current of rushing metaphorical waters or something.

I don't see crafting items in an elementalist's purview, but maybe potions would be. You could make potions that enable people to breathe fire, move like the wind, become as protean as water, as hard as stone, things like that. It would be sort of like Alchemy, I guess.

All the other sorts of -Mancy out there would just present itself as a mystery to an elementalist character. Necromancer? Chronomancer? Biokinesis and Entropomancy? Might as well be Greek. I can definitely see how it would limit a person who might otherwise be a Wizard fully capable of those sorts of things.

So, what do you think a "template" for a person like that would be? Elementalist as a sub-category of Focused Practitioner? Would the Powers be Evocation and Ritual (Elementalism)? Or full-on Thaumaturgy?
Title: Re: Purview of the Elements
Post by: Dougansf on April 25, 2013, 11:34:59 PM
Right. I wasn't even thinking about summoning and binding, and then when I did, I was thinking: "Well, I guess the character could summon elementals..."

Right, but that still limits their information and influence.  Particularly important if you have a Holy powers character in the chair next to the wizard.  ;)

So, the blindspots would allow for Evocation to do things akin to "Bending" from Avatar: the Last Airbender. Thaumaturgy effects would be trickier. Divination could be things like casting your senses upon the winds to view far away places and things. Veiling could be things like subsuming into the elements where the Veiled target blends into the background as if it were a natural part of it. Warding could be imbuing the air with the strength of stone or forcing the opposing parties to swim against the current of rushing metaphorical waters or something.

I'm confused at how blindspots allow them to do anything.  Blindspots prevent action.
IMO, (without seeing much of the show) any Bending they did in combat was probably Evocation, anything out of combat was probably Thaumaturgy.
I like your examples.  Thinking of how to do various effects in a theme is half the fun.  :)

I don't see crafting items in an elementalist's purview, but maybe potions would be. You could make potions that enable people to breathe fire, move like the wind, become as protean as water, as hard as stone, things like that. It would be sort of like Alchemy, I guess.

Potions could be Water/Earth.  Metalsmithing could be Earth/Fire.  Heck, Japanese smiths believed that forging a katana was the process of melding all 5 of the elements. 
It's possible, but again you'd have to work in some limitations.

All the other sorts of -Mancy out there would just present itself as a mystery to an elementalist character. Necromancer? Chronomancer? Biokinesis and Entropomancy? Might as well be Greek. I can definitely see how it would limit a person who might otherwise be a Wizard fully capable of those sorts of things.

One could argue that Biokinesis is manipulation of the elements making up your body/spirit.  Otherwise I agree.

So, what do you think a "template" for a person like that would be? Elementalist as a sub-category of Focused Practitioner? Would the Powers be Evocation and Ritual (Elementalism)? Or full-on Thaumaturgy?

I would say the big difference is this:
If you go for the Bending idea (purely external physical manipulation of the element, none of the spiritual implications) then it could be a type of Focused Practitioner with a Ritual theme.
As soon as you add in the spiritual stuff, it's full Thaumaturgy.
Title: Re: Purview of the Elements
Post by: Troy on April 26, 2013, 11:57:42 PM
Just when I think I'm out -- they pull me back in!

Okay, guys. I've been doing more in-depth reading of the material when it comes to rules for spellcasting and stuff. In the past I ignored Sponsored Magic because it didn't really apply to any of my character concepts. This time, I read it and there was a line that caused me to raise my eyebrows. It's something that I think applies to the genesis of this very thread discussion.

YS: 288, "With Evocations Methods and Speed" sidebar; they give you this tidbit:

"...getting a broad range of effects out of evocation is an exercise in creative rationalization."

What is that supposed to mean? This is what I was trying to say in this thread and what others were explaining is not within the purview of Evocation. I've searched the forum and people have mentioned this bit before but never in the context of Evocation, always in the context of explaining how "evothaum" works. What's your take on it?
Title: Re: Purview of the Elements
Post by: Haru on April 27, 2013, 12:30:24 AM
The reason people don't mention it in the context of Evocation is that the whole box applies to Evothaum, not Evocation. The limits of Evocation are stated pretty clearly at the beginning of chapter about Evocation.

If that doesn't answer your question, I'm not sure I understand what you are getting at.
Title: Re: Purview of the Elements
Post by: Sanctaphrax on April 27, 2013, 12:48:07 AM
Basically it means that you can sometimes BS your way into doing something questionable with Evocation. At the fuzzy edges of Evocation's purview, what matters is whether you can convince your GM.

Of course, where those fuzzy edges are will vary from game to game.

Just out of curiosity, where did you pick up the word "evothaum"?

PS: I wouldn't ignore Sponsored Magic if I were you. If you take away the Sponsor from Sponsored Magic, you get a very good way to represent elementalists and other such focused spellcasters.
Title: Re: Purview of the Elements
Post by: Troy on April 27, 2013, 12:52:11 AM
The reason people don't mention it in the context of Evocation is that the whole box applies to Evothaum, not Evocation. The limits of Evocation are stated pretty clearly at the beginning of chapter about Evocation.

If that doesn't answer your question, I'm not sure I understand what you are getting at.

Right. In the context of Evothaum, they are telling you... "You can do these sorts of things with Evothaum. Your Sponsor is your rationalization for how this is done. Doing this with standard Evocation is an exercise in creative rationalization."

That's my reading of the material. You're right, though, I'm probably mistaken and their mention of Evocation has nothing to do with Evocation.

Basically it means that you can sometimes BS your way into doing something questionable with Evocation. At the fuzzy edges of Evocation's purview, what matters is whether you can convince your GM.

Of course, where those fuzzy edges are will vary from game to game.

Just out of curiosity, where did you pick up the word "evothaum"?

PS: I wouldn't ignore Sponsored Magic if I were you. If you take away the Sponsor from Sponsored Magic, you get a very good way to represent elementalists and other such focused spellcasters.

Evothaum is what people on this forum call that trait of Sponsored Magic.
Title: Re: Purview of the Elements
Post by: Sanctaphrax on April 27, 2013, 01:05:35 AM
So you picked it up through general cultural osmosis?
Title: Re: Purview of the Elements
Post by: Troy on April 27, 2013, 01:25:24 AM
I suppose I did pick it up through some kind of osmosis.
Title: Re: Purview of the Elements
Post by: Sanctaphrax on April 27, 2013, 01:30:52 AM
Mkay.

Thanks for answering my little tangent.
Title: Re: Purview of the Elements
Post by: Troy on April 28, 2013, 01:55:27 PM
When you use an Evocation, does that always cause an actual physical manifestation of that element to appear from nowhere to do the task your spell intended? In some cases this makes sense and in others, not so much.

For example: I'm going to throw a fireball. Obviously a ball of fire appears in my hand, or erupts from my mouth or whatever. But what happens if I use Fire to block an attack? Does fire actually appear? Can it block any kind of attack or only those that could reasonably be incinerated? Does my Fire Block risk setting my surroundings on fire, too?

Is it a lot like "Bending" in Avatar: the Last Airbender? Does everyone need their element actually present for their magic to work (except Fire Evocateurs)?

My preference would be for the spell to do the task intended in the theme of the element without actually having to have the element manifest. Like, in my previous example of a Fire Block... could an arcane circle appear in front of the caster to deflect incoming attacks? The circle glows with a fiery light and gives off a rush of hot air, but it's not actually fire. Is that within the purview of Evocation? A water block might manifest as a translucent sphere to deflect the attack. It sounds like rushing water and smells like fresh rain, but doesn't actually get anything wet?

And when the spell does things within the purview of the element, forensic traces might reveal the presence of the element. So, if a Water Evocation is used to short out electronics, nothing appears out of the ordinary, but when the repairman opens it up to check it out, it's all wet inside or otherwise has obvious sings of being submerged in water. Or maybe I use an Earth Evocation to Hex a car. The car sputters and dies and when the mechanic takes a look, he finds sand in the engine binding up the gears or something. Maybe Harry's Blue Beetle constantly overheats because of his predilection toward Fire magic. Is that stuff doable?
Title: Re: Purview of the Elements
Post by: Wordmaker on April 28, 2013, 03:27:50 PM
How a particular use of Evocation physically manifests is up to the individual user and how their own philosophy of magic operates. Harry's basic Fuego spell, for example, is typically a glowing red beam of heat/fire. Other wizards' attacks look like starbursts or fireworks. A fire shield might look like a barrier of flame, or a glowing red bubble around you.

The element in question most certainly does not have to be present. Ramierez' specialty is water, for example, and his standard attack spell appears from nowhere as a silent green blast that disintegrates his target. Thinking about it in terms of "bending" is appropriate for a particular practitioner's way of viewing his magic, but it's not at all definitive for how all wizards would use their power. You can absolutely have the effects you describe for a shield.

One thing which is fairly constant, or seems to be, is that anything manifested by magic (blasts or fire, water, etc) aren't really those things. They're formed from energy and dissipate shortly after the spell is cast. You wouldn't like find lots of water lying around after ware evocations were used, but objects might show signs of water damage, like warped paper or wood.

Hexing doesn't seem to be required to be tied to a particular element. It just makes things go wrong with technology. You could add some flavour to it that way if you wanted, though, I imagine.
Title: Re: Purview of the Elements
Post by: Troy on April 28, 2013, 03:43:52 PM
What you described is how I imagined it and I was curious to know if something in the rules as written contradicts my own perspective. I don't think they do. Thanks! I appreciate that sort of clarification and insight.
Title: Re: Purview of the Elements
Post by: Wordmaker on April 28, 2013, 04:19:32 PM
No problem!  :)
Title: Re: Purview of the Elements
Post by: Haru on April 28, 2013, 05:38:25 PM
Yeah, the element doesn't really have to be present, but it certainly gives the spell a bit of color, as it well should. Otherwise you are really left with "attack spell" instead of "fireball" or "cloud of acid" and such. Just makes the whole thing much more interesting.
But as Wordmaker says, how much it will come up certainly depends on you and your group.

You should also think about backlash and fallout. Fallout from a fire spell will most certainly be different than from a water spell or an air spell.
Title: Re: Purview of the Elements
Post by: Troy on April 28, 2013, 10:21:14 PM
I was thinking Fallout from an Earth spell would leave large portions of jagged stones jutting through the broken floor, or maybe leave crystals growing out of the walls, tremors that leave cracked ceilings and walls, or mud floes in the middle of a room. Fallout from Air Evocations would leave a place looking like a hurricane or tornado ransacked the place, maybe lightning scoring along floors and ceilings. In whatever case, the Fallout will leave a bit of explaining to do to your insurance adjuster.
Title: Re: Purview of the Elements
Post by: Tedronai on May 01, 2013, 11:40:47 AM
I try to colour Fallout based on the spell that has failed, beyond merely the element that spell used.
Harry's Fuego is likely to fail, then, by simply being much wider and less concentrated than intended, in a way that causes problems.
His utilitarian wind spells would fail similarly, perhaps pulling an umbrella or two, or maybe a sword-cane, to his hand along with his staff (though these spells might actually be better represented as 'minor effects' or whatever they're called).
If he tries to pull that lightning-channeling feat from Storm Front and gets fallout, I'd be likely to have the lightning branch and fan out significantly around his target.
etc.
Title: Re: Purview of the Elements
Post by: Wordmaker on May 01, 2013, 12:03:07 PM
Or be fried by his own spell.  :P
Title: Re: Purview of the Elements
Post by: Taran on May 01, 2013, 02:15:40 PM
It might be easiest to represent fallout with an aspect on the scene, which immediately causes bad stuff to happen but can then be used by anyone.
Title: Re: Purview of the Elements
Post by: Lavecki121 on May 01, 2013, 02:44:37 PM
Or be fried by his own spell.  :P

I think that might better represent backlash
Title: Re: Purview of the Elements
Post by: cold_breaker on May 01, 2013, 04:46:45 PM
Personally, I like the idea of making backlash hurt someone else, or somehow screw things up in a way other than directly going after the caster. For two reasons: it makes things more interesting, and the caster has the option to absorb the backlash himself. If he doesn't, it seems kind of jerkish to have it attack him directly anyways.
Title: Re: Purview of the Elements
Post by: Lavecki121 on May 01, 2013, 06:01:34 PM
Personally, I like the idea of making backlash hurt someone else, or somehow screw things up in a way other than directly going after the caster. For two reasons: it makes things more interesting, and the caster has the option to absorb the backlash himself. If he doesn't, it seems kind of jerkish to have it attack him directly anyways.

You basically just described the difference between fallout and backlash.
Title: Re: Purview of Evocation
Post by: Troy on May 10, 2013, 03:39:22 PM
EDITORIAL NOTE: I changed the title of this thread because the discussion organically morphed into what could be done with Evocation on the whole rather than just using the elements. So, I figured I'd put my Evocation questions here...

Maneuvers
Can you Counterspell an evocation maneuver?

In the example, Evan Montrose puts HIDEOUSLY STRONG WINDS on the scene in order to be impressive and intimidating. Could another spellcaster have attempted a Counterspell to just cancel that out? Would this spellcaster have had to roll +7 because Evan rolled up 6 shifts of power?
Title: Re: Purview of Evocation
Post by: Wordmaker on May 10, 2013, 03:43:06 PM
I'd allow that. I'd even allow a later Evocation roll to remove the aspect, if the player could describe it in such a way that it fit within the purview of the elements he could use.
Title: Re: Purview of Evocation
Post by: Taran on May 10, 2013, 03:44:49 PM
Yes you can counter-spell maneuvers, assuming magic is sustaining the maneuver.

For instance, magically created winds could be dispelled.
"Cracked earth" - probably not because once the earth is cracked, it's cracked and you can't "uncrack" it.  Although, you might be able to narrate it as "reversing the effect".  That would be up to the GM.

Anyways, you'd need to equal or beat the power of the spell... so 6 or higher.
Title: Re: Purview of Evocation
Post by: Troy on May 10, 2013, 05:38:53 PM
Yes you can counter-spell maneuvers, assuming magic is sustaining the maneuver.

For instance, magically created winds could be dispelled.
"Cracked earth" - probably not because once the earth is cracked, it's cracked and you can't "uncrack" it.  Although, you might be able to narrate it as "reversing the effect".  That would be up to the GM.

Anyways, you'd need to equal or beat the power of the spell... so 6 or higher.

A tie goes to the aggressor?
Title: Re: Purview of Evocation
Post by: GryMor on May 10, 2013, 06:16:21 PM
 
A tie goes to the aggressor?

Defending sets a difficulty, an action that precisely reaches the difficulty is successful with 0 shifts.
Title: Re: Purview of Evocation
Post by: Troy on May 10, 2013, 06:57:57 PM
I'm trying to figure out what they mean with all their explanations about bonuses and specializations.

1) They don't stack.
2) The total number available is limited by your Lore Skill.

Do the bonuses from Specializations and Focus Items stack?

So my sheet looks like this:

Specializations[/i][/u]
Evocation: Elements (Air, Earth, Spirit); Power (Air +1)

My focus item is an oak wand (defensive power +1 for air)...

When I cast any Air evocation, I get +1 Power (Conviction)
when I cast an defensive Air evocation, I get +2 Power (Conviction)

Is that right?

The "no stacking" rule means Specializations don't stack and the bonuses from Focus Items don't stack ... but Specializations + Focus Items is okay?
Title: Re: Purview of Evocation
Post by: Cadd on May 10, 2013, 10:26:16 PM
Specializations and Foci stack, yes.

Per the sidebar on YS278, overlapping specializations are really only possible with Thaumaturgy anyway; such as the writeup on Ancient Mai (OW100). She has Complexity: Wards +2 and Complexity: Ectomancy +1. If she's making a ward blocking out ghosts (thus both Ectomancy and Wards), she would only get the +2 bonus from Wards.
Title: Re: Purview of Evocation
Post by: Troy on May 10, 2013, 11:04:48 PM
Ah, excellent. Thank you so much.

Here's a question: The spell example Entanglement (YS293)... how is that supposed to work. You cast it and if your roll exceed the Target's Athletics roll, then the Aspect BOUND IN PLACE is placed on the target? Does that actually bind them in place? Or does it just put an Aspect on them that can be tagged if they try to run away or something? And how long does it last? Is it one exchange?
Title: Re: Purview of Evocation
Post by: JDK002 on May 11, 2013, 05:22:05 PM
Ah, excellent. Thank you so much.

Here's a question: The spell example Entanglement (YS293)... how is that supposed to work. You cast it and if your roll exceed the Target's Athletics roll, then the Aspect BOUND IN PLACE is placed on the target? Does that actually bind them in place? Or does it just put an Aspect on them that can be tagged if they try to run away or something? And how long does it last? Is it one exchange?
It's generally a good idea to ignore all the example spells listed in both books.  A lot of them are horribly worded at best, or downright break the stated rules at worst.

In this case Entanglement is probably a maneuver, as it does specifically state it's an aspect.  Which means it would not physically bind them until you tagged the aspect.  The issue there is you pretty much have to tag for effect instantly, because if he moves you lose your narrative justification.

Then the target of the spell would be unable to move until they (or someone else) takes an action to remove the "Entangled" aspect, probably with another maneuver action.  The difficulty to do so would likely be bases on how much power was put into the spell, 3 is typically the default number for an evocation maneuver.
Title: Re: Purview of Evocation
Post by: Troy on May 11, 2013, 05:35:15 PM
All of that makes sense to me, but since this is an Evocation, wouldn't the Maneuver only last one exchange unless extra shifts of power were put into the Duration? You cast Entanglement... someone is bound in place by bands of mystical energy... Next exchange, the bands disappear, culprit runs away.

Am I missing something?

Note: According to blog post from Fred Hicks, when you Create Advantage to Maneuver/Block... that Aspect would stay in place as long as it is in your line of sight (but that's Fate Core Stuff). So, if BOUND IN PLACE was on a target and the Aspect was freely invoked by the wizard that placed it, the target would have to Overcome it in order to move. If the wizard made a run for it, as soon as he was out of the room or otherwise out of sight, the spell (thus the Aspect) would end. I kind of like that ruling better... perhaps even adding that as long as the wizard is concentrating on whatever magical Maneuver/Block he placed, his other actions are at -1 until the spell ends. Something like that... What do you think?
Title: Re: Purview of Evocation
Post by: Sanctaphrax on May 13, 2013, 05:02:48 AM
No, you're not missing anything.

I know the example says that Entanglement has a duration of one scene, but as aforementioned the examples do not always follow the rules they purport to be examples of.
Title: Re: Purview of Evocation
Post by: Wordmaker on May 13, 2013, 07:49:39 AM
I would say that whether or not you need to put extra shifts into a maneuver for duration largely depends on what aspect you're applying, and how that is described.

For example, yes if you put the aspect "bound in place" and the spell is directly holding your target, then you might have to take that into account. But if you just want to put the aspect "On Fire" on a target or a scene, then once the fire starts the spell is over, but the effects remain.

Not quite sure how to house-rule that.
Title: Re: Purview of Evocation
Post by: Troy on May 13, 2013, 09:16:02 PM
Well, I feel like I've seen this spell in use in a novel, or at least a version of it.

(click to show/hide)

I admit it gets a little confusing because there are some Aspects you can create using any method (not just spells), and those Aspects aren't just doing to go away. In reading how everything's supposed to work, I'm thinking that the writers intended using magic to Maneuver the same as using a Skill to place an Aspect on a scene or target with a Maneuver. You place an Aspect on a person, object or scene. If you get more shifts than necessary, the Aspect becomes "sticky" meaning it lasts the whole scene or until it's removed. It's just with magic, you have a variety of means at your disposal to justify placing those Aspects.

BOUND IN PLACE is an Aspect that could be placed using a spell or using some rope and a sturdy chair. These Aspects are "sticky" meaning they remain until they are removed by another character. Does that mean that the Aspect is true and in effect whether it is Invoked or not? So a person BOUND IN PLACE can't move. If I want to punch that person, I can punch them (maybe they defend with Endurance rather than Athletics or Fists, since they just have to grin and bear the punch). If I want to Invoke the sticky Aspect on them, I can punch them at +2. If the bound person wants to move, he has to overcome the Aspect (perhaps using Might or Athletics), and if I want to make it harder for them, I can Invoke the Aspect to give them -2.

I'm trying to figure out how the Maneuvers work out, but it's hard because I'm dealing with certain things that don't have real world analogs. If you set something on fire, well, of course it's ON FIRE! until the fire gets put out or the fire consumes all the fuel. If you use an Earth evocation to punch your way out of a jail cell, the Aspect MAN-SIZED HOLE IN THE WALL is going to stay there until someone fixes the wall, right? What's the difference between that and BOUND IN PLACE using a spell?
Title: Re: Purview of Evocation
Post by: Taran on May 13, 2013, 09:55:02 PM
This is how I'd do BOUND IN PLACE.  If the aspect was invoked and I was GM:

Assuming the aspect is sticky, I'd immediately compel the Player by saying:  You cannot move from your zone until you remove the aspect.  Maybe I'd add other stipulations if it seemed appropriate, like having to defend with Endurance, as you mentionned.

If they pay off the compel, they're free to move, but I might continue to compel them until someone takes the time to remove the aspect or they have no more FP's to pay it off - if it's reasonable to do so.  Maybe they just pay it off once and that's the end of it...it depends on the situation - maybe they get out of the zone and the spell is no longer applicable etc...
Title: Re: Purview of Evocation
Post by: Wordmaker on May 13, 2013, 10:28:27 PM
The other, more rules-fitting, way to create a spell that would restrain a target for a period of time is to use a block, rather than a maneuver.
Title: Re: Purview of Evocation
Post by: Bedurndurn on May 13, 2013, 10:34:36 PM
I'd argue that BOUND IN PLACE is a bad aspect. Remember that this is an RPG that loosely models the setting of the books; the fiction is not to be taken as examples of how the mechanics of the RPG works. In DFRPG, aspects can be invoked for +2s, rerolls or the nebulous "for effect", but in the scope of a conflict, what you descriptively title the aspect should be in line with the framework of actions that can be taken in combat. If you want to make someone unable to leave their zone, that's a block on their movement, so you should be doing a block action, not a maneuver. Similarly, you're not allowed to use Shooting and a gun to place the aspect DEAD on people as a maneuver and deny them all future actions; you've got to make attack actions, inflict stress and take them out.

Quote
I'm trying to figure out how the Maneuvers work out, but it's hard because I'm dealing with certain things that don't have real world analogs. If you set something on fire, well, of course it's ON FIRE! until the fire gets put out or the fire consumes all the fuel. If you use an Earth evocation to punch your way out of a jail cell, the Aspect MAN-SIZED HOLE IN THE WALL is going to stay there until someone fixes the wall, right? What's the difference between that and BOUND IN PLACE using a spell?

Well look at the targets of those actions. Placing ON FIRE onto the scenery as a maneuver is fine. The scenery isn't an active participant in the conflict, and the Fate system isn't about modeling the effects of arson. Note that you can't place ON FIRE on a participant in the conflict and then demand that it do stress to them in ongoing turns; if you want to pile stress on a combatant, you have to make attack actions. MAN-SIZED HOLE IN THE WALL is also against the scenery, so again that's probably fine (though probably only if you can 'take out' the wall with attacks that deal physical stress or something).

BOUND IN PLACE on a person though seems like that steps over the line since you're using a maneuver to place an aspect that's best represented by another action type in the conflict. Versus other characters, that's an important distinction. If you want to toss an aspect so you can tag it on a future roll, then your description for what happens should be less definitive and less specific like COVERED IN GOO or IN HIS OWN PERSONAL HURRICANE or whatever. If your goal is to prevent action, then that's a block and you don't even need to come up with a spiffy aspect name for it. But doing both with one action is a no-no. It breaks the action economy and there's nothing in the magic chapter that says you can cheat the system and get more than one effect a turn.

As an aside, I don't think I'd allow a block spell that completely jammed up another character for more than a round, since again that breaks action economy in a big way. At least you'd have to pay for it with shifts of power instead of just stacking offensive control bonuses though, so that's probably less obnoxious.
Title: Re: Purview of Evocation
Post by: Troy on May 13, 2013, 11:30:11 PM
Yeah, I was thinking the same thing. I'm also in agreement with Wordmaker. When I'm reading over those dubious examples of spells in the book, I'm thinking: Well, wait a second. Entanglement looks like a grapple/block and Orbius looks like an attack.

I think its the case of the manifestation of a spell (Special FX) vs the mechanical function (game terms) of a spell.

It's one of the reasons I tend to prefer the updated Fate Core interpretation of game actions because it seems a little less confusing and it flows a bit smoother. Create Advantage covers Maneuvers and Blocks in that some Maneuvers are Blocks and must be Overcome. Is that a better way to interpret how things should work or is it better to stick with the Attack/Block/Maneuver/Defend (Counterspell) type thing that Dresden Files uses?
Title: Re: Purview of Evocation
Post by: Taran on May 14, 2013, 01:43:31 AM
I'd argue that BOUND IN PLACE is a bad aspect. Remember that this is an RPG that loosely models the setting of the books; the fiction is not to be taken as examples of how the mechanics of the RPG works. In DFRPG, aspects can be invoked for +2s, rerolls or the nebulous "for effect", but in the scope of a conflict, what you descriptively title the aspect should be in line with the framework of actions that can be taken in combat. If you want to make someone unable to leave their zone, that's a block on their movement, so you should be doing a block action, not a maneuver. Similarly, you're not allowed to use Shooting and a gun to place the aspect DEAD on people as a maneuver and deny them all future actions; you've got to make attack actions, inflict stress and take them out.

Well look at the targets of those actions. Placing ON FIRE onto the scenery as a maneuver is fine. The scenery isn't an active participant in the conflict, and the Fate system isn't about modeling the effects of arson. Note that you can't place ON FIRE on a participant in the conflict and then demand that it do stress to them in ongoing turns; if you want to pile stress on a combatant, you have to make attack actions. MAN-SIZED HOLE IN THE WALL is also against the scenery, so again that's probably fine (though probably only if you can 'take out' the wall with attacks that deal physical stress or something).

BOUND IN PLACE on a person though seems like that steps over the line since you're using a maneuver to place an aspect that's best represented by another action type in the conflict. Versus other characters, that's an important distinction. If you want to toss an aspect so you can tag it on a future roll, then your description for what happens should be less definitive and less specific like COVERED IN GOO or IN HIS OWN PERSONAL HURRICANE or whatever. If your goal is to prevent action, then that's a block and you don't even need to come up with a spiffy aspect name for it. But doing both with one action is a no-no. It breaks the action economy and there's nothing in the magic chapter that says you can cheat the system and get more than one effect a turn.

As an aside, I don't think I'd allow a block spell that completely jammed up another character for more than a round, since again that breaks action economy in a big way. At least you'd have to pay for it with shifts of power instead of just stacking offensive control bonuses though, so that's probably less obnoxious.

I agree with all this.  A block is a better way to stop movement.  I was just addressing the BOUND IN PLACE maneuver.

A block over multiple rounds isn't so bad, especially considering the shifts put into extra round decrease the power of the block.  Add also that once the block is beaten, it goes away.