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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: Sanctaphrax on February 25, 2012, 11:39:44 PM

Title: Sponsored Magic Master List
Post by: Sanctaphrax on February 25, 2012, 11:39:44 PM
This thread exists to compile the various Sponsored Magics made by the people on this forum. Please, feel free to use what you find here in your own games.

If you'd like to add something to the list, just post it to this thread. I'll reformat it (if necessary) and add it to the list.

The contents of this thread are available as a text document here (https://www.dropbox.com/s/iyhf079edjshfjm/Sponsored%20Magic%20Master%20List.odt?dl=0).

Every power here grants the standard Sponsored Magic benefits as outlined in Your Story. That is to say, they all grant four focus slots and the ability to take Sponsor Debt unless the power entry says otherwise. Furthermore, unless otherwise noted a character with Evocation or Thaumaturgy subtracts one Refresh from the cost of these powers and two focus slots from their benefits.

Some of the powers on this list are Self-Sponsored Magics. Self-Sponsored Magics differ from ordinary Sponsored Magic only in that they are powered by the character who takes them rather than by some external force. Debt taken from Self-Sponsored Magic is discharged through Compels on the user's High Concept and other Aspects.

BOON OF THE FISHER KING [-4]
Description: This is the power of the legendary Fisher King. Enough said.
Sponsor: The Fisher King is a very old and very powerful faerie who features in the mortal legends of Bran the Blessed and King Arthur. He is the wounded monarch on which the vitality of the land depends, his life sustained by the magic cauldron that can restore the dead to life. Over the years his legends have been mixed with Christian ones, giving him a severe identity crisis and essentially forcing him into senility.
Agenda: The Fisher King seeks to unlock the true potential of others, generally by sending them on quests. He prizes creativity. A character who incurs significant sponsor debt to the Fisher King finds himself compelled to conform to traditional tropes for questing heroes, including aiding any seemingly helpless individual who asks for it and insisting on antiquated notions of chivalry and honor. Given the degraded nature of the Fisher King's state of mind, such compulsions can take on bizarre and even dangerous forms.
Evocation: Evocations cast with the power of the Fisher King take the appearance of spectral weapons and warriors created to aid their caster. They may not be cast in opposition to the Fisher King's agenda.
Thaumaturgy: Rituals cast with the power of the Fisher King may be used to create things or to inspire and aid others in their adventures. They may not be cast in opposition to the Fisher King's agenda.
Evothaum: All rituals that may be cast with the power of the Fisher King may be cast with Evocation's speed and methods.
Extra Benefits: Characters with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to send a willing character on a quest. A quest is a compel against one of the quest-taker's aspects that sends the quest-taker on a journey to accomplish some great task. While on a quest, a character may invoke the aspect that sent them on the quest by taking a point of sponsor debt. In addition, a character with the Boon Of The Fisher King may spend a Fate Point or take a point of Sponsor Debt to give a Fate Point to or remove a point of Sponsor Debt from a character who is on a quest for them.

SUPER-SCIENCE! [-4]
Description: Any sufficiently advanced technology is indistinguishable from magic; any sufficiently defined magic is indistinguishable from technology. You're able to invent and build fantastic devices that are only dreamed about in science-fiction to create effects that blur the line between science and magic.
Sponsor: Super-Science! is sponsored by Science! itself. Science! is a semi-aware entity formed out of the scientific method and the collected knowledge of the human race.
Agenda: Science! desires to grow through the continued collective accumulation of knowledge and through the propagation of the scientific world-view. Beware, for the cold logic of Science can be used to justify any action...the same inspirations that created radiotherapy for curing cancer, first created nuclear bombs.
Evocation: Super-Science! evocations consist largely of the activation of supernatural weapons. As a result, they tend to be similar to exaggerated versions of real-life weaponry. Examples of Super-Science! evocations include homing missiles, laser blades, acidic bullets, and the like.
Thaumaturgy: Super-Science! rituals work through building machines and solving equations. If a ritual could conceivably be completed by those means, it may be cast with Super-Science!.
Evothaum: Super-Science does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: Super-Science! does not use the usual set of spellcasting skills. Resources replaces Conviction, Craftsmanship replaces Discipline and Scholarship replaces Lore for the purposes of spellcasting with Super-Science!. In addition, a character with Super-Science receives one free specialization in either Crafting power or Crafting frequency. Finally, a character with Super-Science! never accidentally hexes anything.
Drawbacks: Super-Science! evocations may not be cast without foci. Furthermore, Super-Science! foci and enchanted items are vulnerable to hexing. The difficulty is equal to Scholarship + twice the number of Enchanted Item slots invested in the item.

THE POWER OF BLOOD [-4]
Description: A true blooded elder vampire can draw a form of magical power from the life in the blood they have stolen. This power can be used to manipulate the blood of others and the blood of the vampire itself. The power of the blood works like evocation though cause hunger stress rather than mental stress.
Musts: The Blood Drinker and Feeding Dependency powers are required in order to purchase this one.
Sponsor: The Power Of Blood lacks a conventional sponsor. It is fueled by its user's nature and by the blood that its user has stolen.
Agenda: The Power Of Blood wants its users to drink more and more blood. It has no long-term agenda, just endless bloodlust.
Evocation: Evocations cast with The Power Of Blood work through the physical control of blood.
Thaumaturgy: The Power Of Blood allows its user to cast rituals that manipulate or make use of blood.
Evothaum: Any ritual that may be cast with The Power Of Blood may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell cast with The Power Of Blood costs hunger stress instead of mental stress.

CHAOS MAGIC/THE BLESSING OF THE UNNAMED [-4]
Description: Drawing on the power of the Nameless God of Chaos you are able to cast spells that fit into its essential nature: chaos, destruction, madness and the bending of reality. Making use of this power can cause ripples in the very nature of causality.
Sponsor: The Nameless God of Chaos sponsors users of this power.
Agenda: The Nameless God of Chaos wishes to twist the world until nothing but chaos and madness remains.
Evocation: Chaos evocations consist of brute-force reality-bending. They often resemble entropomantic attacks.
Thaumaturgy: Chaos rituals twist the world in subtle ways. Their effects are many and varied, but they always serve to promote the goals of the Nameless God.
Evothaum: Chaos Magic allows its user to use entropomancy, psychomancy, and diabolism with the speed and methods of evocation.
Extra Benefits: Chaos Magic users get a free Thaumaturgy specialization in complexity or control for spells that twist the natures of things.

MA'AT MAGIC [-4]
Description: Ma’at was the ancient Egyptian concept of truth, balance, order, law, morality, and justice. In practice, the concepts of Truth, Order, and Justice prevail as the Goddess Ma’at’s  theme.
Sponsor: Ma’at (the personification of Ma’at the concept, and facilitator of "Final Justice" in Duat, the Underworld, where Anubis weighs one's heart against her Feather of Truth)
Agenda: To seek Truth, enforce Order and ensure Justice is done. Those Sponsored by Ma’at are often required to accept requests to mediate situations, like Judges or Viziers.
Evocation: Evocations based on Ma’at tend to be direct and focused. Fallout tends to occur in visibly stilted ways (Accidental fires that spread evenly, items break cleanly, etc.). Evocations of Ma'at are usually used in the Justice phase of a Sponsor's work, and must reflect a Just and fitting punishment (Shadow Evocations against someone proven to have blinded another, for example).
Thaumaturgy: Rituals involving Ma’at often make use of precise measurements, use of balance in item placement, well-chosen incantations(preferably in ancient Egyptian), and intricate repetitive gestures. Ma'at rituals promote the process of Investigation, Determination of the Truth, and Atonement/punishment for transgressions.
Evothaum: Ma’at Magic allows its user to cast Divination, Entropomancy, and Conjuration spells with the speed of Evocation when acting in pursuit of justice.
Extra Benefits: Those Sponsored by Ma’at are gifted with a knack for feeling out the truth in situations, they may choose to use Lore to roll for the Empathy trapping "Reading People", or for the Investigation trapping "Examination". The Sponsored must choose which when affirming his appointment as Ma'at's Favored.

YULETIDE MAGIC [-4]
Description: Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of them will inevitably catch his notice.
Sponsor: Santa Claus
Agenda: To reward good children, and to promote the traditions and spirit of Christmas.
Evocation: Yuletide evocations involve the control of warmth and coldness.
Thaumaturgy: Yuletide rituals encourage or make use of warmth, coldness, charity, protection, travel, and secrecy.
Evothaum: Yuletide Magic allows its user to cast conjuration and warding spells with evocation's speed and methods.
Extra Benefits: A character with Yuletide Magic gets a one free specialization in conjuration complexity and another in conjuration control.

FOXFIRE [-4]
Description: A gift from the fox spirits of legend allows you to cloud minds, fool the senses, and even drive people to insanity.
Sponsor: The fox spirits of Eastern legend, AKA nine-tailed foxes, huli jing, kumiho, kitsune, and many other names. Contrary to many modern interpretations, fox spirits tend to be unrepentant monsters with a taste for human flesh, though benevolent individuals exist. Many scholars compare the diversity of fox spirit myths to faerie lore in European traditions, though the two are (probably) distinct supernatural genera. Fox spirits are often worshiped, or at least placated, in traditional shrines.
Agenda: Seduction, illusion, the gaining of status and wealth through dishonorable means or Faustian bargains. Foxfire prefers to be used in indirect ways, but when grave insult or disrespect is offered, it kindles brightly with the desire for vengeance.
Evocation: Foxfire evocations are often limned in ghostly blue or red flames. Foxfire employs raw spiritual energy channeled in the form of voracious insubstantial fire It is quick to take hold and consume, but just as quick to burn out or be quenched.
Thaumaturgy: Foxfire can be employed to manipulate emotional states, create durable illusions, and to cause effects in a target household that resemble a haunting or demon possession. When used offensively it has a the unique preference for inflicting mental stress, the fire that burns cold but sears the soul.
Evothaum: Foxfire allows its user to cast Photomancy and Psychomancy with the speed and methods of Evocation.
Extra Benefits: A user of Foxfire may add one to their Deceit skill when using it to create a mundane illusion or to support an illusion of any kind.

BIBLIOMANCY [-4]
Description: You can project the world of the word into the real world. Nothing from the world of the word can exist without context as it would lose its meaning and therefore its existence. Monsters drawn from books remain monsters and heroes, heroes.
Sponsor: Bibliomancy draws upon the world of words for its powers. The world of words is essentially a conglomeration of everything ever written, from novels to textbooks. It is not actually sentient, but it has a sort of will nonetheless.
Agenda: The world of words has no concrete agenda, but it is generally in favour of knowledge and against the destruction of books. Sometimes it will try to force reality into the shape of a novel.
Evocation: Bibliomantic evocations make use of the Word element. Word evocations generally function by bringing things from the world of words into reality. This can create almost any evocation effect, but it requires access to written material containing the desired effect.
Thaumaturgy: Bibliomantic rituals can blur the line between text and truth, perform a wide variety of divinations with a textual thematic, create books or other associated objects, and open portals to certain realms.
Evothaum: Bibliomancers may summon creatures from books, divine written things, and create written materials with the speed and methods of evocation.
Extra Benefits: A Bibliomancer adds two to his or her Resources skill when using it to determine Library quality or to purchase a new Library. In addition, a Bibliomancer may use a Library of any sort as an Arcane Sanctum of an equal rating.

FOMOR MAGIC [-4]
Description: Fomor magic draws on the dark, pressured, saline depths and the powers of entropy and mutation; Fomor magic effects tend to form, or be attended by, shadows, fogs, or mists and leave corrosion, rust, or decay behind. It favors dark curses, mutative or flesh-warping effects, corrosive attacks, and entropy-based defenses that weaken and soften attacks.
Sponsor: Fomor magic draws on the power of the Fomor, an ancient alliance or nation of mostly aquatic beings with affinities to the jotuns and the darker faeries.
Agenda: The plans of the Fomor as somewhat nebulous, but extremely sinister. Their current efforts are primarily dedicated to kidnapping mortal magic users.
Evocation: Treat Fomor Magic as Water for Evocation purposes.
Thaumaturgy: Fomor Magic can be used to cast entropomantic curses and to use the more mutative/disgusting effects of biomancy.
Evothaum: Any ritual that may be cast with Fomor Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Fomor Magic is unaffected by running water.

RUNE MAGIC [-4]
Description: A long time ago, Odin stabbed himself with a spear and hanged himself from The World Tree as a sacrifice to himself. By doing so, he acquired the power of Rune Magic. Now Odin gives some of that runic power to his Valkyries, making them able to serve him better.
Sponsor: Rune Magic comes from Odin, greatest of the Aesir and master of runes.
Agenda: The agenda of Odin is not entirely clear, but it definitely includes making preparations for Ragnarok. Users of Rune Magic might be called upon to find new Einherjar for Odin's armies or to gather weapons for the final battle.
Evocation: Rune Magic does not provide any form of Evocation.
Thaumaturgy: Rune Magic rituals are mainly useful for divination, warding, and crafting. Some other effects might also be possible, but no Rune Magic effect may extend beyond the immediate proximity of the runes used to cast it.
Evothaum: Rune Magic does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A user of Rune Magic may create special Rune Items. Creating a Rune Item requires a ritual much like an ordinary thaumaturgical ritual, except that the caster spends an Enchanted Item slot for each exchange he spends casting the spell. If the ritual succeeds, the resulting Rune Item functions identically to a single-use potion containing the ritual's effect. In addition, Rune Magic users get a free specialization in Rune Magic complexity and gain the ability to read and write the secret language of runes. Finally, Rune Magic provides five focus slots instead of the regular four.
Note: The cost of Rune Magic is not reduced if the character taking it has Evocation. But if that character has Thaumaturgy, reduce the cost of Rune Magic and the number of focus slots it grants by one and two respectively.

AQUAE ARNEMETIAE [-4]
Description: Arnemetia, she who dwells in the sacred grove, presided over the Buxton spring since before Britain went Roman. Unfortunately for her, when the Romans came they killed her druids and suppressed her worship with both mundane force and summoned demons. With the druids exterminated, Arnemetia entered torpor, waiting for a champion. One shrine dedicated to her survived.
Sponsor: Arnemetia, she who dwells in the sacred grove.
Agenda: The destruction of demonkind.
Evocation: Evocations cast with Aquae Arnemetiae use water, purification, growth and plant life to work their effects.
Thaumaturgy: Rituals cast with Aquae Arnemetiae can purify things, manipulate water, manipulate plant life. They can also emulate many diabolism effects, but said effects are entirely geared towards combating demons and returning them to the Inferno.
Evothaum: The diabolism rituals granted by Aquae Arnemetiae can be cast with Evocation's speed and methods.
Extra Benefits: Aquae Arnemetiae ignores one level of Toughness when used against demons.

OLYMPIAN CASTING [-4]
Description: You are able to cast spells of a deep and true nature, drawing upon the magics of the Olympian Gods. Due to the nature of this power source, it is less flexible in some areas than mortal spellcasting and is therefore subject to limitations. 
Sponsor: The gods of ancient Greece.
Agenda: The Olympians often demand that their Emissaries destroy monsters and enact the plans of Fate.
Evocation: Olympian evocations are fairly subtle, and generally work through manipulation of Fate and perception rather than through the use of raw energy.
Thaumaturgy: Olympian rituals are generally used to ask favours and boons of the Olympian gods. But transforming things, summoning ghosts, casting prophecies, cursing things, and manipulating Fate is also possible, as is Crafting.
Evothaum: Olympian Casting can be used to cast curses and to manipulate Fate with the speed and methods of Evocation.
Extra Benefits: A character with Olympian Casting receives a free specialization in Crafting strength.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 25, 2012, 11:40:59 PM
WYLD MAGIC [-4]
Description: Drawing on the power of the Wyld Court of the Erlking, you're able to cast spells that fit its essential nature: wildness, hunting, balefire, predation. These magics are under the sway and watch of the Erlking; making use of them will inevitably catch his notice.
Sponsor: The Erlking.
Agenda: The Wyldfae are not as fixed in their ways as Winter and Summer fey are, and the Erlking's agenda can change quickly. He is usually neutral and very instinctual. He is not about cruelty, but you really don't want to show weakness to him.
Evocation: Wyld evocations make use of balefire, the Erlking's favoured element.
Thaumaturgy: Wyld Magic can be used to cast rituals that fall within the themes of wildness, hunting, balefire, and predation.
Evothaum: When used to hunt, summoning and divination rituals can be cast with Evocation's speed and methods using Wyld Magic.
Extra Benefits: Wyld Magic provides a +1 bonus to the power or complexity of any spell used to hunt.

SOULSTEEL [-4]
Description: Legends say the Ancient Grigori, a group of angels, were tasked with observing humanity. However, something...curiosity, love, concern, and lust are often put forward as theories...caused them to interfere with mortal affairs.  They taught mortals the secrets of the universe and they took mortal spouses. Unfortunately, their interference had disastrous consequences. They were cast out of Heaven. Many lost themselves in their passions and became Fallen. However, some managed to retain control. One such faction was the one led by Azazel, the Watcher who taught mankind the art of crafting weapons, armour, and perfume. They continue to try and help mankind, but at a greater distance. They use this magic, a lesser form of Soulfire, to do that. Unfortunately, Soulsteel is held in contempt by many as a debased form of something greater.
Sponsor: Azazel the Watcher and his Grigori subordinates.
Agenda: Azazel and his faction have the best interests of humanity at heart. Anything which helps the human race as a whole is in accordance with their agenda.
Evocation: Soulsteel resembles Earth or Metal when used for Evocation.
Thaumaturgy: Soulsteel may be used to cast rituals that create things or that are somehow associated with angels.
Evothaum: Soulsteel may be used to cast Conjuration rituals with the speed and methods of Evocation.
Extra Benefits: Soulsteel, when used by a material character, is simultaneously material and immaterial. It affects spirits as though they were solid, and the things it creates can be used by incorporeal beings.

THE POWER OF DEATH [-4]
Description: Death is the most powerful thing in the world. No matter who you are, you will die one day. You are able to draw upon some fraction of that power through dedicated service to the concept of Death...and perhaps to some mysterious entity that holds dominion over that concept.
Sponsor: The Power Of Death is sponsored by Death. Whether there is an actual intelligence sponsoring this power is unknown...perhaps Death is simply a natural force.
Agenda: Death wants to kill everything. Eventually. It takes great offence to seeing beings outlive their appointed hours or escape its clutches.
Evocation: Evocations cast with The Power Of Death are extremely simple. They kill things, instantly and without pain.
Thaumaturgy: Rituals cast with The Power Of Death work by killing things. This is surprisingly versatile, given that they can kill things that are not alive. For example, they can kill personality traits in order to alter people mentally. Creativity in justifying effects as killing-based is encouraged. The one thing that The Power Of Death absolutely cannot do is necromancy. Death refuses to be denied with its own magic.
Evothaum: Any ritual that can be cast with The Power Of Death can be cast with the speed and methods of Evocation.
Extra Benefits: The Power Of Death grants its user the ability to perceive death. A successful Lore roll can show the user how long someone has to live, how they will likely die, and how they can be killed. This is useful for discerning Catches, among other things.

SPRING MAGIC/SAOLION [-4]
Description: Drawing upon the Pure Way, the power of the fallen Spring Court, you are able to cast spells that fit its essential nature: change, growth, renewal, light, vitality and earth. These magics are under the sway and watch of the Oberon, Lord of Faerie and inevitably making use of them will draw his notice. This is ancient and rarely practiced lore, focusing on bringing forth the new. This is the power to reveal what is hidden, restore what has been lost and replace what no longer serves its purpose.
Sponsor: The Faerie Lord Oberon and his Spring Court.
Agenda: The revelation of what is hidden, the restoration of what has been lost, the replacement of what no longer has a purpose, and the creation of the new. Plus the destruction of opposing Courts.
Evocation: Spring Magic Evocations make use of earth, plant life, and light.
Thaumaturgy: Spring Magic rituals can be used to create things, to create and manipulate light, or to reveal secrets.
Evothaum: Spring Magic allows its user to cast photomancy rituals with the speed and methods of Evocation.
Extra Benefits: Spring Magic ignores one level of Toughness when used against faeries of opposing Courts.

AUTUMN MAGIC [-4]
Description: Drawing upon the power of the fallen Autumn Court, you are able to cast spells that bring things to an end and harvest what's left behind. These magics are under the sway of the Lord Of Faerie known as The Reaper and using them will inevitably draw his attention.
Sponsor: The Reaper and his Autumn Court.
Agenda: The destruction of old things and the natural process of decay. The collection and liquidation of resources. Hunting. Bringing things to an end. Plus the destruction of opposing Courts.
Evocation: Autumn Magic evocations often manipulate dust or cause targets to rot instantly.
Thaumaturgy: Autumn Magic rituals end things and harvest the leftovers. They involve death, decay, and the collection of valuable things. They can also be used for to track down prey and for hunting in general.
Evothaum: Autumn Magic allows its user to cast necromancy rituals with the speed and methods of Evocation.
Extra Benefits: Autumn Magic ignores one level of Toughness when used against faeries of opposing Courts.

DRAGON MAGIC [-4]
Description: Dragons have their own magic, and it's not the same as the magic of humans. It's stronger and less controlled, more primal and less civilized. It works through control of the basic building blocks of reality: True Names and the elements.
Sponsor: This magic is usually self-sponsored, but sometimes a mortal Emissary to a Dragon will be granted use of it.
Agenda: As self-sponsored magic, this power lacks an agenda. But when granted to a mortal Emissary, it promotes the acquisition of wealth and power for the Emissary's draconic master.
Evocation: Dragon Magic generally resembles fire when used for evocation, but the use of raw elemental energy associated with air or water is also possible. Dragon Magic spells are often emitted from the mouths of their casters.
Thaumaturgy: Dragon Magic rituals generally make use of True Names or elemental energies. Spells related to one's treasure are common as well.
Evothaum: Dragon Magic may be used to cast rituals with the speed and methods of evocation when the target's True Name is known to the caster.
Extra Benefits: A character with Dragon Magic may use pieces of his treasure in place of traditional foci. A treasure-focus must be an object precious for its material composition or artistic merits, and it may not contain more focus slots than its Resources value. The chief advantage of a treasure-focus is that as long as the creator still owns it, he may use it without having it at hand. This property of Dragon Magic does quite a bit to encourage the traditional draconic propensity for well-defended treasure hordes.

SUPERIOR PYROMANCY [-4]
Description: The White Council looks down on Focused Practitioners, but specialization has its merits. Through obsessive devotion to one element, it is possible to acquire abilities that a generalist cannot match.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Pyromancy may be used to cast fire evocations.
Thaumaturgy: Superior Pyromancy may be used to cast rituals that create, make use of, or control fire in some way.
Evothaum: Any ritual that can be cast with Superior Pyromancy may be cast with the speed and methods of Evocation.
Extra Benefits: A character with Superior Pyromancy can use his offensive or defensive fire power bonus in place of his complexity bonus for rituals that can be cast with Superior Pyromancy.
Note: Powers similar to this one could exist for elements other than fire.

SUPERIOR WARDING [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Arthur Langtry, the Merlin, has developed his skill with wards so fully as to stop an army of vampires in the middle of a fight without use of a threshold.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in wards in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Warding does not provide any form of Evocation.
Thaumaturgy: Superior Warding does not provide any form of Thaumaturgy.
Evothaum: Superior Warding allows its user to cast wards with the speed and methods of Evocation.
Extra Benefits: A character with this power may cast wards freely without need for a threshold.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

SUPERIOR CONJURATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Conjuring is normally a laborious process that creates false-looking objects, but a master can conjure perfectly realistic objects with a simple wave.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in conjuration in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Conjuration does not provide any form of Evocation.
Thaumaturgy: Superior Conjuration does not provide any form of Thaumaturgy.
Evothaum: Superior Conjuration allows its user to cast conjuration rituals with the speed and methods of Evocation.
Extra Benefits: When a character with this power uses Conjuration to create an object, that object is indistinguishable from the real thing unless analysed with magic.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

SUPERIOR WORLDWALKING [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Rashid, the Gatekeeper, is so practiced at worldwalking that navigating the border between worlds is no harder than climbing a staircase for him.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in transportation and worldwalking in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Worldwalking does not provide any form of Evocation.
Thaumaturgy: Superior Worldwalking does not provide any form of Thaumaturgy.
Evothaum: Superior Worldwalking allows its user to cast transportation and worldwalking rituals with the speed and methods of Evocation.
Extra Benefits: You may use Investigation or Lore to find places where the border between Earth and the Nevernever is weak. In addition, you may use your Lore skill instead of your Survival skill while in the Nevernever.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 25, 2012, 11:41:50 PM
URBAN MAGIC [-4]
Description: Cities are living, growing things. Power runs through cities like blood and a Urban Magician has the ability to tap into that power.
Sponsor: Urban Magic is sponsored by cities, and by the rituals that make them work.
Agenda: Cities want to survive, to grow, and to continue their rituals. But they do not truly have agendas, since they don't exactly have minds.
Evocation: Urban evocations generally involve electricity, fire, or smoke. They tend to make use of whatever urban elements are nearby.
Thaumaturgy: Urban rituals allow their caster to scry through the veins of the city, to summon urban beings, and to control the city's infrastructure.
Evothaum: Urban Magic allows its user to cast rituals that make use of the city's mechanical infrastructure with the speed and methods of Evocation.
Extra Benefits: Urban Magicians have a preternatural awareness of their cities' "experiences". This allows an Urban Magician to use their Lore skill to detect changes to the physical, social, legal, or magical state of their city. Furthermore, Urban Magicians never accidentally hex the technological infrastructure of their cities.

SUPERIOR DIVINATION [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Martha Liberty, the reputed Spymaster of the High Council, is so practiced at Divination that Scrying a needle in a haystack is no harder than finding Waldo for her.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Divination in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Divination does not provide any form of Evocation.
Thaumaturgy: Superior Divination does not provide any form of Thaumaturgy.
Evothaum: Superior Divination allows its user to cast Divination rituals with the speed and methods of Evocation.
Extra Benefits: Superior Divination expands the line-of-sight restrictions of Evocation, permitting its user to cast spells on targets that she sees through scrying or through other forms of divination. Spells targeted this way may not have a power greater than half the strength of the scrying effect that they are targeted through.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

TRANSCENDENT SWORDSMANSHIP [-4]
Description: Legends speak of heroes who fought dragons with nothing but sword and mail. These heroes fought creatures with nearly endless power and some of them actually won. Transcendent Swordsmanship channels the power of the heroes of old and uses it to do the impossible with swords.
Sponsor: Transcendent Swordsmanship is sponsored by the spirits, or perhaps the legends, of long-dead heroes.
Agenda: Transcendent Swordsmanship drives its user to destroy evil and to prove his own worth as a hero.
Evocation: Evocations cast with Transcendent Swordsmanship often resemble air or metal evocations, and they almost always emulate sword techniques.
Thaumaturgy: Transcendent Swordsmanship allows its user to cast rituals that tap into the legends of dead heroes, as well as rituals that summon spiritual warriors.
Evothaum: Transcendent Swordsmanship does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A character with Transcendent Swordsmanship replaces his Conviction skill with his Might skill and his Discipline skill with his Weapons skill for the purposes of spellcasting.
Note: Foci made to boost Transcendent Swordsmanship spells are almost always swords. That being said, there's nothing stopping Transcendent Swordsmanship from becoming Transcendent Axemanship in the hands of a specific character.

SUPERIOR BIOMANCY [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Biomancy that he more than held his own against a Naagloshii in a shapeshifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Biomancy in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Biomancy does not provide any form of Evocation.
Thaumaturgy: Superior Biomancy does not provide any form of Thaumaturgy.
Evothaum: Superior Biomancy allows its user to cast Biomancy rituals with the speed and methods of Evocation.
Extra Benefits: Superior Biomancy allows its user to alter their own physical form slightly, which lets them use Lore in place of Deceit for disguise attempts. It also allows said user to use Lore in place of Scholarship for medical treatment owing to the detailed knowledge of the human body that it requires.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

SUPERIOR CRAFTING [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Warden Anastasia Luccio in her prime (and original body) was so talented at Crafting that she created the Warden Sword, the most useful tool against warlocks the White Council has ever used.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Crafting in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Crafting does not provide any form of Evocation.
Thaumaturgy: Superior Crafting does not provide any form of Thaumaturgy.
Evothaum: Superior Crafting does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A character with Superior Crafting need not reduce the power of enchanted items that they make in order to make them usable by someone else. Furthermore, they may combine two Enchanted Item slots to create a single item or potion with two effects. Such an item or potion has twice the number of uses that a normal item would have, and may be enhanced with extra Enchanted Item slots normally. Its uses can be spent on either effect. Finally, a character with Superior Crafting may cast rituals to create special Enchanted Items. Said rituals use Crafting strength bonuses as complexity bonuses and Crafting frequency bonuses as control bonuses. Items created this way may be designed for any character, may be sustained with the Enchanted Item slots of the character receiving them, and need not have traits equal to those implied by the recipient's abilities. The complexities of these rituals are generally roughly equal to three times the item's strength plus twice its number of uses minus four for every item slot they will take up, but the GM is encouraged to meddle with this formula. The recipient must participate in the ritual that creates the item for them. If the recipient is unusually good or bad at Crafting, that might warrant a decreased or increased complexity, respectively.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers. Also, be careful with this Power. It's not all that well-written and as such is liable to cause problems.

SANCTION OF THE FERRYMAN [-4]
Description: Acting on behalf of the mythical Ferryman of the Underworld has its privileges, and this power is one of them. Those who wield it are as feared and as implacable as their sponsor.
Sponsor: Charon, the Ferryman of the Underworld.
Agenda: Charon ferries the spirits of the departed to the next world and takes it as a personal affront when they try to avoid him and deny their fate. Graywalkers (as his agents are called) are charged with dispersing ghosts and wraiths, slaying those who feed on the deaths of others and would desecrate the dead such as vampires and necromancers, and ensuring that those who seek to avoid their fate meet their appointed end.  All must pay the ferryman.
Evocation: The Sanction utilizes the powers of Spirit to veil, slip between the world of the living and the dead and to strike at those who defile the dead or defy the fate of all that live.
Thaumaturgy: The Sanction can be used to seek out the Walker's targets, to curse those who have defied Death's design and to enact a variety of effects on spirits, ghosts and other restless deceased.
Evothaum: The Sanction allows the caster to use Ectomancy rituals with the speed and methods of Evocation.
Extra Benefits: The Sanction Of The Ferryman grants the Ghost Speaker Power to its users.

SUPERIOR TRANSFORMATION [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Legends tell of wizards who can turn their foes into frogs with waves of their hands.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Transformation and Disruption in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Transformation evocations transform things. Opponents taken out with them may be turned into frogs or statues or all kinds of other things.
Thaumaturgy: Superior Transformation does not provide any form of Thaumaturgy.
Evothaum: Superior Transformation allows its user to cast Transformation and Disruption rituals with the speed and methods of Evocation.
Extra Benefits: Superior Transformation allows its user to apply her Transformation and Disruption complexity and control bonuses in place of her power and control bonuses for transformative evocations respectively. Transformation and Disruption foci should be designated as offensive or defensive for the purposes of Evocation, but work normally for Thaumaturgy.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 25, 2012, 11:42:33 PM
GIFT OF THE CONFLUX [-4]
Description: Tapping into the Ley-Line construct in Nose Hill Park, you've managed to channel a portion of it's great energy...however now you are bound to be a keeper of that which sleeps beneath it.
Sponsor: The Ley-Line construct that holds a Fomorian Giant beneath Calgary.
Agenda: The prison was constructed to keep the giant imprisoned, and you are now responsible for keeping the prison secure. Occasional dark impulses favouring the Fomorian and its release bubble up as well.
Evocation: The Gift of the Conflux allows you to use water magic in the style of the Fomor. This includes both basic water Evocations and slightly stranger spells that make use of water pressure and other things associated with the depths of the ocean.
Thaumaturgy: The Gift of the Conflux provides the ability to cast Summoning and Binding rituals.
Evothaum: Any Thaumaturgy cast with the Gift of the Conflux can be cast with the speed and methods of Evocation.
Extra Benefits: The Gift of the Conflux gives a +1 bonus to Complexity and Control for Summoning and Binding. Additionally, you may use your Thaumaturgy specializations when using Summoning and Binding with the speed and methods of Evocation even if your GM normally does not allow that.
Note: The Gift of the Conflux provides two sources of Sponsor Debt. Debt incurred using Gift Of The Conflux rituals (with or without Evocation's speed and methods) is accrued with the Ley-Line prison. Debt incurred using Gift Of The Conflux Evocations is accrued with the Fomorian giant that is imprisoned.

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

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

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

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

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

GREEN SUN MAGIC [-5]
Description: The Green Sun is the collected energy of the dead stars in alternate universes that have already ended. In fact, it’s what alternate universes and timelines orbit. The Green Sun is one of the secondary safeguards against the Outside- If you look closely from the Outer Gates, it’s visible in the sky. Green Sun magic tends to be wielded only by daemons (The DV version of Homeland Security vs. the Outside) and is extremely difficult for mortal practitioners to obtain.
Sponsor: Lord English, the daemonic personification of the Sun. Some of his lieutenants can self-sponsor their Green Sun Magic.
Agenda: The destruction of Outsiders and their agents, the acceleration of entropy, unrestricted destruction and mayhem. The prevention of spacetime breaches and paradoxes through careful manipulation.
Evocation: The Green Sun is, basically, a star, and it is much more than a star. Its evocations involve sunlight, solar fire, nuclear reactions and forces, gravity, electromagnetism, space, time, and entropy.
Thaumaturgy: The Green Sun’s rituals are evocative of the mythological image of a sun or sun god. They can heal, inspire, grant power, bring plagues, prophecy, and obliterate foes. The unique abilities of the Green Sun also come into play, allowing Green Sun rituals to warp time, bend space, accelerate entropy, and summon or banish demons and Outsiders.
Evothaum: Any ritual that can be cast with Green Sun Magic can be cast with Evocation's speed and methods.
Extra Benefits: Characters with Green Sun Magic receive free Evocation and Thaumaturgy specializations in Green Sun Magic Control, Power, Complexity, and Control. As a special exception to the normal rules, a character may have these specializations without having Evocation or Thaumaturgy.
Note: Some Outsiders may have Green Sun Magic as a Catch.

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

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

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

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

STORM MAGIC [-4]
Description: The furious, unending power of the thunderstorm. Extends to most other types of weather. Subtlety is almost impossible with this power-even its veils are massive fog banks.
Sponsor: Storm Magic can be self-sponsored, sponsored by a weather deity, or sponsored by a thunderbird ancestor. Other sponsors may also be possible.
Agenda: No matter who its sponsor is, Storm Magic is inclined towards uncontrolled destruction and the creation of storms.
Evocation: Storm evocations generally involve what you’d expect. Lightning, tornado-force winds, sonic booms, rain, water, fog, mists, ice, air pressure.
Thaumaturgy: Storm rituals destroy things. Violently. They’re also capable of altering the weather. Can also be used to scry through clouds and rain, and on storms.
Evothaum: Storm Magic can be used to create entropomancy and divination effects with the speed and methods of Evocation.
Extra Benefits: Add +2 to the power/complexity and control of any Storm spell if the caster is outside during a storm.
Note: The costing of this Power assumes that storms are fairly uncommon. Its effects and/or costs may have to be changed in a game with an unusual number of storms.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 25, 2012, 11:44:07 PM
TENEBROMANCY [-4]
Description: You've learned to wield shadow magic, a dark reflection of normal magic. Contrary to popular belief, it isn't evil. It's dark. It's reflective. It isn't particularly nice. But then, neither is regular magic.
Sponsor: The collective ur-intellect composed of the world's billions of shadows.
Agenda: Shadows aren't really clever enough to have an agenda, but they'd like it if the sun went out, or was permanently eclipsed. Destroying sources of light is generally enough for them. They also like it when you kill photomancers and Summerfae.
Evocation: Rather obviously, shadows. Besides manifesting corporeal shadows, you also manipulate cold, gravity, reflections, and mirrors.
Thaumaturgy: Tenebromantic rituals can obscure things, conjure objects out of shadow-matter, summon creatures of darkness, scry through shadows, teleport through shadows, and steal people's shadows.
Evothaum: You can use any ritual you can cast with Tenebromancy at Evocation's speed and methods.
Extra Benefits: You learn to reflect attacks off bulwarks of darkness- if you successfully defend against an attack with an Evocation block, you may sacrifice your next action to turn that defense into an automatically successful attack, using the block strength as an attack roll, and the strength of the attack as Weapon rating.

PESTILENCE [-4]
Description: You are heir to the power of bacteria and virus, pollution and plague. You are the Horseman of Pestilence, or one of its Emissaries.
Sponsor: The ur-mind created by the semi-awareness of every virus, bacterium, and parasite in the world.
Agenda: To give people diseases, and to destroy institutions that would prevent the spread of disease. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfil the goals of Heaven.
Evocation: You can manipulate blood and other vital fluids and systems. Because bacterium alone outnumber humanity a billion to one, you can throw around raw life force, a sort of corrupted Soulfire.
Thaumaturgy: The creation of disease. Surprise! Beyond the obvious, manipulation of biological systems and the creation of new life-forms. For example, a Pestilential Ward might create a type of magic-consuming airborne bacterium.
Evothuam: You may use Biomancy at Evocation's speed and methods.
Extra Benefits: The Horseman of Pestilence is associated with archery, and this power adds 1 to your Guns or Bows skill when you use a bow. You may also ride a pestilential horse called a Virusteed; if so, take an appropriate Aspect and use it to represent your horse.

FAMINE [-4]
Description: You are heir to the power of hunger and despair, desperation and greed. You are the Horseman of Famine, or one of its Emissaries. Famine is an elder spirit of Hunger, and his emissaries are vampires of the White Court.
Sponsor: The part of the human mind that is nothing but greed and hunger. This is where Famine lives.
Agenda: To cause famine, obviously, but in more than one sense. You make people hunger for everything. Famine wants you to want, without satisfaction. Ever. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfil the goals of Heaven.
Evocation: You can manipulate lack. The absence of anything, and the hunger for everything. This translates into power over cold, darkness, ashes, dust and emotions like fear, despair, lust, and greed.
Thaumaturgy: You can instil mass hunger, strip the world of energy and life to create shadow and cold, and command spirits and scavengers. If it involves taking without giving anything back, it’s likely within your purview. For example, a Famine Ward simply eats magic that is thrown at it. A Famine Veil swallows light and sound and hope.
Evothaum: You may use psychomancy and entropomancy at Evocation’s speed and methods.
Extra Benefits: You have the Aura of Influence power, applying the AURA OF FAMINE aspect. You also learn to eat magic. Whenever you successfully use a counterspell, add 2 to the control and power of the next spell you cast in that scene. The bonus is not cumulative. You may also ride a magical horse of the Hungarabian breed; if so, take an appropriate Aspect and use it to represent your horse.

WAR [-4]
Description: You are heir to the power of wrath and steel, hate and strife. You are the Horseman of War, or one of its Emissaries. War is an elder spirit of Wrath, and his Emissaries are usually lycanthropes.
Sponsor: The part of your mind that tells you to kill indiscriminately, to strike down those who might strike you down first. War lives in the dark, reptile part of your brain that governs the Fight or Flight response.
Agenda: The creation or extension of strife, the instilling of wrath, the slaying of men. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfil the goals of Heaven.
Evocation: War evocations tend to resemble metal, earth, or fire evocations, except used in their warlike forms. Hails of gunfire, artillery shelling, the creation of battlements and foxholes, that sort of thing.
Thaumaturgy: War rituals tend to push the minds of men away from peace and towards the strife your power loves. War rituals can also create incredibly complex weaponry, things far beyond the scope of normal conjuration. Creating a functioning, magical Howitzer is not outside the realm of possibility.
Evothaum: You can use conjuration and psychomancy at Evocation’s speed, but only for the creation of weapons and armour and the instilment of wrath, respectively.
Extra Benefits: War conjurations reduce the complexity required to create weapons by two and ignore the technological limitations of conjuration when conjuring weaponry. In addition, this magic is not the will-power of wizards or the elemental power of the Sidhe- it is the strength of your arm, the sharpness of your eye, and the edge of your hate. You may use Guns or Weapons in place of Discipline for spellcasting. You may also ride a magical horse of War; if so, take an appropriate Aspect and use it to represent your horse.

CONQUEST [-4]
Description: You are heir to the power of domination and command, mastery and baleful pride. You are the Horseman of Conquest, or one of its Emissaries. Because they are rulers of minds and men, Emissaries of Conquest tend to be psychomancers.
Sponsor: The part of your mind that still respects territory, and demands mastery over other, weaker men, and the destruction of the stronger. Conquest lives in the part of your brain that tells you to dominate.
Agenda: To dominate, in every sense of that word. To create thralls, rough or otherwise. To strike down established power and government and put yourself at the top.
Evocation: To the utter surprise of most, Conquest evocations most closely resemble wood or spirit (light) evocations. Wise men speculate that this is because the Horsemen are forces of nature, and what better representation of man’s desire to rule than wood? Or light? The creeping vine chokes the tree to grow closer to the sun. Arrogant light drives away the darkness.
Thaumaturgy: Conquest rituals resemble psychomancy in essentially every way. Which, considering it’s a type of proto-psychomancy, is reasonable. You also gain power over demons, and are able to command the hellspawn as easily as you are able to command men.
Evothaum: You may use psychomancy and diabolism with Evocation’s speed and methods.
Extra Benefit: You can use Lore in place of Presence for the Charisma and Command trappings of that skill. You may also ride a magical horse of Conquest; if so, take an appropriate Aspect and use it to represent your horse.

SPACE MANIPULATION [-4]
Description: This is power granted by Spacious, the God of Space.
Sponsor: Spacious, the God of Space, who grants his scions the ability to move freely throughout space (within reason).
Agenda: Spacious works to keep the universe in working order. He uses scions who have the ability to manipulate space, prevent the universe from collapsing.
Evocation: Space Manipulation evocations work by affecting the space around the user, extending or reducing the space between two points. This provides the normal set of evocation effects, but with some funky descriptions; attacks might work by warping the space inside someone's body while blocks might work by placing enormous distances between an attacker and their target.
Thaumaturgy: Space Manipulation rituals manipulate space. Teleportation is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Space Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Space Manipulation have a Lore-based Supernatural Sense for space. It can be used to determine one's location, to sense how large or how far away something is, to detect spacial anomalies. Other related effects are also possible; this list is not exhaustive. Some scions of Spacious use this ability to map the universe without a telescope.

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

SEIÐR OF ODIN [-4]
Description: Drawing on the power of the god Odin, you’re able to cast spells that fit his essential nature: war and battle, victory and death, wisdom and prophecy, trickery, cunning, and the hunt. These magics are under Odin’s sway and making use of them will inevitably gain his notice.
Sponsor: Odin, first among the Norse gods, far away in his hall of Valhalla. Valhalla is in the Nevernever – the Ginnungagap – in the realm of Asgard.
Agenda: Odin is and has always been preparing for Ragnarok. Those he selects are aggressive warrior types worthy of Valhalla. Though he doesn’t necessarily need mindless warmachines, whoever is selected is invariably willing to take a stand against “the enemy” in the last battle. What is also known, but not really discussed, is that regarding the “last man and woman” (according to the legends, the only ones left after the world comes to an end); Odin’s in charge of making sure the “last man” is worthy. It is generally believed that he will come from among Odin’s chosen.
Evocation: Evocations cast with Odin’s Seiðr encourage or make use of lightning, trickery, battle, pain, fury, and knowledge. Their aesthetics generally involve runes.
Thaumaturgy: Rituals cast with Odin’s Seiðr make use of the same themes as Evocations cast with it. They may also be used for divination through the method of casting runestones.
Evothaum: All rituals that may be cast with Odin's Seiðr may be cast with Evocation's speed and methods.
Extra Benefits: When Odin’s Seiðr is used against a giant, any Toughness Powers that that giant has are treated as though they were one step weaker. Norse giants aren't the only giants; big humanoid fey like ogres count too, and there might be other categories of giant out there.

SEIÐR OF FREYJA [-4]
Description: Drawing on the power of the goddess Freyja, you’re able to cast spells that fit her essential nature: love and beauty, family, hearth and home, sex, birth and fertility, growing things, rain storms, and protective war. These magics are under Freyja’s sway and making use of them will inevitably gain her notice.
Sponsor: The Norse goddess Freyja, far away in her hall of Sessrúmnir. Sessrúmnir is in the Nevernever – the Ginnungagap – in Freyja's realm of Fólkvangr.
Agenda: Freyja is and has always been preparing for Ragnarok alongside Odin. Those she selects are cunning warriors worthy of Sessrúmnir. Her chosen are willing to take a stand against “the enemy” in the last battle, just not necessarily on the front lines. What is also known, but not really discussed, is that regarding the “last man and woman” (according to the legends, the only ones left after the world comes to an end); Freyja’s in charge of making sure the “last woman” is worthy. It is generally believed that she will come from among Freyja’s chosen.
Evocation: Evocations cast with Freyja’s Seiðr generally resemble hearth fires or rain storms. Other elements of Freyja's nature may also be used, but spells related to those themes will rarely be simple enough to be evocations.
Thaumaturgy: Freyja’s Seiðr may be used to cast rituals that express the themes of family, home, birth, protection, sexual attraction, growth, healing, hearth fires, and rain storms. Biomantic rituals are also possible.
Evothaum: All rituals that may be cast with Freyja's Seiðr may be cast with Evocation's speed and methods.
Extra Benefits: Freyja, the goddess of Love and Sex and Beauty, bestows a fraction of her transcendent pulchritude on those who use her Seiðr. This gives them either the Sex Appeal stunt or the Best Foot Forward stunt.
Note: Spells cast with Freyja's Seiðr are invariably suffused with warm golden light or with droplets of red-gold water that resemble Freyja’s tears.

URIEL MAGIC [-4]
Description: You’re in debt to an Archangel of God… they kinda get finicky about what you use the magic for and they’re really big on “accountability.” Make good choices.
Sponsor: The Archangel Uriel, Heaven's black ops guy.
Agenda: Uriel wants to preserve free will, to protect good things, and to destroy evil things.
Evocation: Evocations cast with Uriel Magic make use of light and flame.
Thaumaturgy: Uriel Magic can be used to cast rituals related to the themes of light, fire, fair play, free will, protection, retribution, and truth.
Evothaum: Uriel Magic grants the ability to use photomancy with Evocation's speed and methods.
Extra Benefits: Uriel Magic grants the Holy Touch Power to its users. Its spells satisfy Catches of "Holy Stuff". Furthermore, if an extra point of Refresh is invested in it, Uriel Magic downgrades the Toughness of any target by one step the same way as Soulfire.

TENGU MAGIC [-4]
Description: Drawing on the power of the Tengu Court , you're able to cast spells that fit its essential nature: wind, illusions, stealth,and mischief. These magics are under the sway and watch of the Tengu King Sojobo; making use of them will inevitably catch his notice.
Sponsor: The Tengu King and his Dai Tengu Nobles.
Agenda: Finding of worthy opponents and engaging them in a one on one duel or in general combat. Protecting forests and mountains from both mortal and supernatural destruction, taking vengeance for insults and perceived wrongs, and  destroying or subjugating opposing Youkai clans and courts.
Evocation: Tengu Magic evocations take the form of various ninjutsu involving veils and powerful gusts of wind.
Thaumaturgy: Tengu Magic rituals may be used to curse people, especially with disfigurement. Poisons, illusions, possession, telepathy, item creation, and general mischief are also possible.
Evothaum: Tengu Magic rituals can be cast with Evocation's speed and methods if they create illusions, allow telepathic communication, inflict poisons, or target mortals who are enemies of the tengu.
Extra Benefits: A character with Tengu Magic receives the Pack Instincts Power for free, with the tengu as their pack.

KINDLY MAGIC [-4]
Description: Drawing on the power of the Eumenides, the Kindly Ones, you have become an avatar of vengeance and champion of those wronged, especially by those victimized by family blood. You draw on magic of pure and powerful wrath in the pursuit of righting wrongs.
Sponsor: The Erin-Eumenides, the Kindly Ones
Agenda: Avenging the innocent, especially spilled family blood. Sponsor debt should push you toward vengeance at any cost.
Evocation: Kindly Magic draws on deep forms of measured wrath, calling up precise and vicious beams of fire, powerful and narrow blades of force, focused and terrifying bolts of lightning, and things of that nature.
Thaumaturgy: Kindly Rituals involve finding targets and taking vengeance on them, or protecting the innocent to destroy the guilty. Divination to find targets or innocents are top of the list, followed by Transformation and Disruption rituals to take vengeance from afar.
Evothaum: Divination to find targets may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell performed with Kindly Magic cannot be counterspelled. It also works over Thresholds, running water, and, if a caster is mortal, even over enchanted circles.
Title: Re: Sponsored Magic Master List
Post by: InFerrumVeritas on February 26, 2012, 12:16:43 AM
I've posted this before, but here's the modified version my group ended up running with:

Olympian Casting: -4
You are able to cast spells of a deep and true nature, drawing upon the magics of the Olympian Gods. Due to the nature of this power source, it is less flexible in some areas than mortal spellcasting and is therefore subject to limitations.  Channeling is for subtle magic, typically used for manipulating fate and perception rather than throwing around raw energy.  The caster can use Cursing and Fating with Evocation’s methods and speed.  Ritual is similarly restricted.  It is primarily used for asking favors and boons of the Olympian gods, but transformation, summoning ghosts, prophecy, and more powerful cursing and fating all fall under the purview of an Olympian caster.  The Olympians use items in order to throw around raw elements (Bag of Winds, Thunderbolt Javelins, etc), thus enchanted items granted by the gods have a +1 Strength bonus.  Like all Sponsored Casting, this grants four focus item slots.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 26, 2012, 08:55:46 PM
It never fails. As soon as you think you're done, something new pops up.

Alright, lemme reformat that.

OLYMPIAN CASTING [-4]
Description: You are able to cast spells of a deep and true nature, drawing upon the magics of the Olympian Gods. Due to the nature of this power source, it is less flexible in some areas than mortal spellcasting and is therefore subject to limitations. 
Sponsor: The gods of ancient Greece.
Agenda: The Olympians often demand that their Emissaries destroy monsters and enact the plans of Fate.
Evocation: Olympian evocations are fairly subtle, and generally work through manipulation of Fate and perception rather than through the use of raw energy.
Thaumaturgy: Olympian rituals are generally used to ask favours and boons of the Olympian gods. But transforming things, summoning ghosts, casting prophecies, cursing things, and manipulating Fate is also possible, as is Crafting.
Evothaum: Olympian Casting can be used to cast curses and to manipulate Fate with the speed and methods of Evocation.
Extra Benefits: A character with Olympian Casting receives a free specialization in Crafting strength.

Did I get the Agenda right?

Adding this to the list. If there's a problem, I'll edit it.
Title: Re: Sponsored Magic Master List
Post by: InFerrumVeritas on February 28, 2012, 01:25:48 PM
Agenda's fine.  In my game it's a bit different, but that's okay.  The gods are fickle with their agenda in my game, so it'd be hard to codify.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on March 05, 2012, 05:45:54 AM
Okay, I just found a couple of Sponsored Magics on the wiki. Plus I promised ways and means a killing-based Sponsored Magic. Three new magics, coming right up.

Here are the magics from the wiki:

Soulsteel [-4]
Description: Legends say the Ancient Grigori were tasked with observing humanity. However, something... curiosity, love, concern, lust, are often put forward as theories... caused them to interfere with mortal affairs, teaching them the secrets of the universe and taking mortal spouses. Unfortunately, their interference led to disastrous consequences. The end result was that they were cast out of Heaven. Many lost themselves in their passions and became Fallen. However, some managed to regain control. One such faction were those led by Azazel, the Watcher who taught mankind the arts of crafting weapons, armor, and perfume. They continue to try and help mankind, but at a greater distance.
Soulsteel shares a number of traits with Soulfire, but is far less concentrated. Some consider it a lesser form of Soulfire, though more belligerent factions would call it a "cheap imitation".
Cost: -4 for the package, plus approval by Azazel or his subordinates. Reduce the cost by 1 if you have Evocation or Thaumaturgy; reduce by 2 if you have both.
Benefits:Standard Sponsor Benefits. Soulsteel is exceptionally good at Crafting and Conjurations, allowing their spell effects to be used with the Evocation's speed and methods. Soulsteel spells and items may satisfy The Catch for incorporeal beings. Furthermore, if there are any benefits of Soulfire not declared in the Soulfire writeup (YS 293), Soulsteel Conjuration and Crafting may benefit from them (ergo, Soulsteel may not benefit from universal Soulfire's universal Thaumaturgy abilities, may not reduce toughness powers, nor satisfy Holy-based Catches, but anything else may be considered), Lastly, for the purposes of Channeling or Evocation, Soulsteel functions as the element Earth or Metal, depending on the user's personal paradigm.

Optional rule: Creatures who are in the know may allow themselves to take the temporary aspect "Contemptuous" toward the sponsored. This aspect may not be tagged, but it may be invoked to improve attacks towards the sponsored or allow the sponsored to invoke to provoke.

Wyld Magic
Description: Drawing on the power of the Wyld Court of the Erlking, you're able to cast spells that fit its essential nature: wildness, hunting, balefire, predation. These magics are under the sway and watch of the Erlking; making use of it will inevitably catch his notice. The Wyldfae are not as fixed in their ways as Winter or Summer are, the Erlkings agenda can change quickly, but he is usually neutral, and very instinctual. He is not about cruelty, but showing weakness is an invitation for him to pursue a target.
Cost: 4 Refresh for the package. And you need approval from the Erlking. Reduce this cost by 1 if you have Evocation or Thaumaturgy; reduce the cost by 2 if you have both.
Benefits: Standard Sponsored Magic benefits (YS:288). Instead of being effective against a certain type of Creature, like Seelie or Unseelie Magic, Wyld-Magic is particular effective when used to hunt. It provides a bonus of +1 to the power or complexity threshold of any spell used for that purpose. These bonuses stack with possible specialization bonuses for Evocation or Thaumaturgy. In addition, in a hunting context, Wyld-Magic may be used to perform Divination and Summoning spells at evocation speeds and methods.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on March 06, 2012, 06:09:04 AM
WYLD MAGIC [-4]
Description: Drawing on the power of the Wyld Court of the Erlking, you're able to cast spells that fit its essential nature: wildness, hunting, balefire, predation. These magics are under the sway and watch of the Erlking; making use of them will inevitably catch his notice.
Sponsor: The Erlking.
Agenda: The Wyldfae are not as fixed in their ways as Winter and Summer fey are, and the Erlking's agenda can change quickly. He is usually neutral and very instinctual. He is not about cruelty, but you really don't want to show weakness to him.
Evocation: Wyld evocations make use of balefire, the Erlking's favoured element.
Thaumaturgy: Wyld Magic can be used to cast rituals that fall within the themes of wildness, hunting, balefire, and predation.
Evothaum: When used to hunt, summoning and divination rituals can be cast with Evocation's speed and methods using Wyld Magic.
Extra Benefits: Wyld Magic provides a +1 bonus to the power or complexity of any spell used to hunt.

This one was easy. I basically just had to reformat it.

SOULSTEEL [-4]
Description: Legends say the Ancient Grigori, a group of angels, were tasked with observing humanity. However, something...curiosity, love, concern, and lust are often put forward as theories...caused them to interfere with mortal affairs.  They taught mortals the secrets of the universe and they took mortal spouses. Unfortunately, their interference had disastrous consequences. They were cast out of Heaven. Many lost themselves in their passions and became Fallen. However, some managed to retain control. One such faction was the one led by Azazel, the Watcher who taught mankind the art of crafting weapons, armour, and perfume. They continue to try and help mankind, but at a greater distance. They use this magic, a lesser form of Soulfire, to do that. Unfortunately, Soulsteel is held in contempt by many as a debased form of something greater.
Sponsor: Azazel the Watcher and his Grigori subordinates.
Agenda: Azazel and his faction have the best interests of humanity at heart. Anything which helps the human race as a whole is in accordance with their agenda.
Evocation: Soulsteel resembles Earth or Metal when used for Evocation.
Thaumaturgy: Soulsteel may be used to cast rituals that create things or that are somehow associated with angels.
Evothaum: Soulsteel may be used to cast Conjuration rituals with the speed and methods of Evocation.
Extra Benefits: Soulsteel, when used by a material character, is simultaneously material and immaterial. It affects spirits as though they were solid, and the things it creates can be used by incorporeal beings.

This one was a bit more work, but I had a lot to go on. In order to make this orderly I had to guess at an agenda, expand a bit about immaterial creatures' catches, ditch some undefined extra benefits, ignore an incomprehensible bit of evothaum, and remove an odd automatic-Declaration effect.

THE POWER OF DEATH [-4]
Description: Death is the most powerful thing in the world. No matter who you are, you will die one day. You are able to draw upon some fraction of that power through dedicated service to the concept of Death...and perhaps to some mysterious entity that holds dominion over that concept.
Sponsor: The Power Of Death is sponsored by Death. Whether there is an actual intelligence sponsoring this power is unknown...perhaps Death is simply a natural force.
Agenda: Death wants to kill everything. Eventually. It takes great offence to seeing beings outlive their appointed hours or escape its clutches.
Evocation: Evocations cast with The Power Of Death are extremely simple. They kill things, instantly and without pain.
Thaumaturgy: Rituals cast with The Power Of Death work by killing things. This is surprisingly versatile, given that they can kill things that are not alive. For example, they can kill personality traits in order to alter people mentally. Creativity in justifying effects as killing-based is encouraged. The one thing that The Power Of Death absolutely cannot do is necromancy. Death refuses to be denied with its own magic.
Evothaum: Any ritual that can be cast with The Power Of Death can be cast with the speed and methods of Evocation.
Extra Benefits: The Power Of Death grants its user the ability to perceive death. A successful Lore roll can show the user how long someone has to live, how they will likely die, and how they can be killed. This is useful for discerning Catches, among other things.

This entire power is basically just an excuse to use that variety of Thaumaturgy. Still, I'm happy with it.

Any comments?
Title: Re: Sponsored Magic Master List
Post by: Vargo Teras on March 06, 2012, 06:50:11 AM
Letting all possible thaumaturgical uses of Death be used as evothaum seems quite powerful.  It includes a good chunk of psychomancy, appropriate wards, etc.  For PC use, the fact that many of its applications involve Lawbreaking reduces its power; for NPCs, it increases it.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on March 06, 2012, 07:15:19 PM
Eh, it's pretty broad. But it's still just Ritual with the speed and methods of Evocation. Given how narrow the normal Evocation of this power is, I don't expect it to be a problem.

But who knows, maybe it could use a little narrowing. Any suggestions?

PS: Adding these to the list now. They're still editable, so don't take this as a declaration that they're done.
Title: Re: Sponsored Magic Master List
Post by: KnightOrbis on May 03, 2012, 10:22:15 PM
What are the benefits of using superior evocation elements (force,fire,etc) +1 power to roll?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 04, 2012, 04:15:35 AM
I'm sorry, I don't have a clue what you're asking here.

An explanation would be helpful.
Title: Re: Sponsored Magic Master List
Post by: KnightOrbis on May 15, 2012, 01:15:24 AM
Like with Superior Pyromancy would you get any bonus to attacks made with fire?

Also could someone post the power Hellfire, cause I lost my copy of the books somewhere and can't find em.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 15, 2012, 03:26:08 AM
Like with Superior Pyromancy would you get any bonus to attacks made with fire?

Also could someone post the power Hellfire, cause I lost my copy of the books somewhere and can't find em.

You get whatever bonuses you would have anyway. No extra ones.

Can't post all of Hellfire, but the gist is that it counts as fire for Evocation and as diabolism, entropomancy, or disruption for Thaumaturgy. It also gives +1 to power/complexity when used to harm and has vague evothaum capabilities.
Title: Re: Sponsored Magic Master List
Post by: Thugorp on May 18, 2012, 11:31:16 PM
Eh, it's pretty broad. But it's still just Ritual with the speed and methods of Evocation. Given how narrow the normal Evocation of this power is, I don't expect it to be a problem.

But who knows, maybe it could use a little narrowing. Any suggestions?

PS: Adding these to the list now. They're still editable, so don't take this as a declaration that they're done.

I actually agree with Vargo Terrace, it seems to braud. I might suggest changing the, "thoughmaturgy," to ritual, that way the evothum really would just be ritual at the speed of channelling, or you could just limit the evothum, or(what I would do) just remove it.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 20, 2012, 04:48:13 AM
I am sorry, I do not have the foggiest clue what you are trying to tell me. Could you please explain further?
Title: Re: Sponsored Magic Master List
Post by: computerking on May 21, 2012, 06:13:37 PM
Just a mention, but you were considering putting my version of Superior Divination up here.
http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1369320.html#msg1369320 (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1369320.html#msg1369320)
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 22, 2012, 05:56:35 AM
Yeah...the plan was (and is) to include it in the next list update. Which might be a ways off, because I've been distracted.

On the other hand, I could probably get it done pretty if I kicked myself into action. I'll try to get it done soon.
Title: Re: Sponsored Magic Master List
Post by: computerking on May 22, 2012, 06:49:21 PM
Here's a stab at another, it's overly complicated, I think, and may need a bit of help...


SUPERIOR TRANSFORMATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Self-Transformation that he more than held his own against a Naagloshii in a shifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Both Transformation and Water Evocation in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Transformation does not provide any form of Evocation.
Thaumaturgy: Superior Transformation does not provide any form of Thaumaturgy.
Evothaum: Superior Transformation allows its user to cast Transformation rituals with the speed and methods of Evocation.
Extra Benefits: You may use Superior Transformation Evothaum (and 4 Fate Points) to bestow the “True Shapeshifting” and “Modular Abilities”  Powers on yourself for a scene, provided a successful casting of at least 6 successes, with remaining shifts contributing to Modular Abilities’ variable pool, which must be used for Creature Feature powers thematically in sync with any shape the wizard takes.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers. Additionally, Changing one’s own shape may incur additional difficulties to casting rolls, depending on whether the form can speak (+2 difficulty “No Incantations”) or perform proper movements(+2 difficulty “No Gestures”) required for effective spellcasting.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 23, 2012, 05:36:33 AM
I don't think this is very good, unfortunately.

For a few reasons.

Firstly, I don't think LtW uses Transformation magic. I think he's a biomancer.
Second, the extra benefit is super clunky and questionably balanced.
Thirdly, the additional difficulty stuff is totally pointless.
Fourthly, I see no reason to require people use water magic for this.

I'm honestly not sure how (or if) this can be salvaged. The second problem looks really hard to overcome.
Title: Re: Sponsored Magic Master List
Post by: computerking on May 23, 2012, 07:49:35 PM
I don't think this is very good, unfortunately.

For a few reasons.

Firstly, I don't think LtW uses Transformation magic. I think he's a biomancer.
Second, the extra benefit is super clunky and questionably balanced.
Thirdly, the additional difficulty stuff is totally pointless.
Fourthly, I see no reason to require people use water magic for this.

I'm honestly not sure how (or if) this can be salvaged. The second problem looks really hard to overcome.

I think I threw too many things into one questionable power. Let me go through it a bit and pare down.

The Water Magic comes from a WoJ where he once mentioned that Listens to Wind and the Alphas use Water Magic (Presumably to shapeshift). So that can be washed away under the "Thaumaturgy lets you manipulate elements even if you don't have the corresponding Evocation" rule.

 I used Transformation magic because it's less technical in theme than biomancy, which would require more working knowledge of the body, instead of a more mystical rearranging of one thing into another. I think that either Biomancy or Transformation could be used for that benefit, honestly. I just prefer using the Functional category rather than the Thematic one.

The added difficulties can (And should) get thrown out, as they're a reference to something that a GM should handle, not the power itself. My bad.

As for the big problem, I may have rushed it making the power, and therefore added too much of what I was thinking. The only real benefit it should give is a  Fate point discount to get both powers (And the extra shifts of Modular Abilities). The rest of it is basically bad and making it look clunkier than it should be.

I'll work on it.
Title: Re: Sponsored Magic Master List
Post by: computerking on May 23, 2012, 08:01:04 PM
Here's a new, streamlined version, The Extra Benefit Balance question is fixed, with the removal of Modular Abilities. But now it's leaning toward "Not So Special". Perhaps a different Extra benefit altogether would be best...



SUPERIOR TRANSFORMATION [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Self-Transformation that he more than held his own against a Naagloshii in a shifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Transformation in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Transformation does not provide any form of Evocation.
Thaumaturgy: Superior Transformation does not provide any form of Thaumaturgy.
Evothaum: Superior Transformation allows its user to cast Transformation rituals with the speed and methods of Evocation.
Extra Benefits: You may use Superior Transformation Evothaum (and 4 Fate Points) to bestow the “True Shapeshifting”  Power on yourself for a scene, provided a successful casting of at least 4 successes.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 24, 2012, 03:21:00 AM
Perhaps a different Extra benefit altogether would be best...

I think so. What we have here is just permission to use the temporary powers rules.

I honestly don't know what would be best for Superior Transformation.

My first instinct is usually to make Superior magics remove irritating little foibles in the kind of thaumaturgy that they enhance. Like Superior Warding removes the need for thresholds while Superior Conjuration removes the fake-looking-ness of conjured objects.

No idea how to use that approach with Transformation And Disruption.

On a related note, I've been wanting to write Superior Crafting to represent Luccio's Sword-making skills. It'd let you make items with multiple effects, and it'd let you give other people items that they could sustain with their own slots. But I can't think of a fair way to write the latter effect.

You seem like the person to ask here...so how would you go about that?

PS: I'd also be interested in hearing any ideas that you have for Superior Biomancy.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 25, 2012, 04:19:39 AM
Reworded Superior Divination and Transcendent Swordsmanship.

Not totally confident in these rewordings. If you see something off, tell me.

SUPERIOR DIVINATION [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Martha Liberty, the reputed Spymaster of the High Council, is so practiced at Divination that Scrying a needle in a haystack is no harder than finding Waldo for her.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Divination in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Divination does not provide any form of Evocation.
Thaumaturgy: Superior Divination does not provide any form of Thaumaturgy.
Evothaum: Superior Divination allows its user to cast Divination rituals with the speed and methods of Evocation.
Extra Benefits: Superior Divination expands the line-of-sight restrictions of Evocation, permitting its user to cast spells on targets that she sees through scrying or through other forms of divination. Spells targeted this way may not have a power greater than half the strength of the scrying effect that they are targeted through.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

TRANSCENDENT SWORDSMANSHIP [-4]
Description: Legends speak of heroes who fought dragons with nothing but sword and mail. These heroes fought creatures with nearly endless power and some of them actually won. Transcendent Swordsmanship channels the power of the heroes of old and uses it to do the impossible with swords.
Sponsor: Transcendent Swordsmanship is sponsored by the spirits, or perhaps the legends, of long-dead heroes.
Agenda: Transcendent Swordsmanship drives its user to destroy evil and to prove his own worth as a hero.
Evocation: Evocations cast with Transcendent Swordsmanship often resemble air or metal evocations, and they almost always emulate sword techniques.
Thaumaturgy: Transcendent Swordsmanship allows its user to cast rituals that tap into the legends of dead heroes, as well as rituals that summon spiritual warriors.
Evothaum: Transcendent Swordsmanship does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A character with Transcendent Swordsmanship replaces his Conviction skill with his Might skill and his Discipline skill with his Weapons skill for the purposes of spellcasting.
Note: Foci made to boost Transcendent Swordsmanship spells are almost always swords. That being said, there's nothing stopping Transcendent Swordsmanship from becoming Transcendent Axemanship in the hands of a specific character.
Title: Re: Sponsored Magic Master List
Post by: computerking on May 26, 2012, 12:07:14 PM
I think so. What we have here is just permission to use the temporary powers rules.

I honestly don't know what would be best for Superior Transformation.

My first instinct is usually to make Superior magics remove irritating little foibles in the kind of thaumaturgy that they enhance. Like Superior Warding removes the need for thresholds while Superior Conjuration removes the fake-looking-ness of conjured objects.

No idea how to use that approach with Transformation And Disruption.

On a related note, I've been wanting to write Superior Crafting to represent Luccio's Sword-making skills. It'd let you make items with multiple effects, and it'd let you give other people items that they could sustain with their own slots. But I can't think of a fair way to write the latter effect.

You seem like the person to ask here...so how would you go about that?

PS: I'd also be interested in hearing any ideas that you have for Superior Biomancy.
The more I re-read Transformation, The more I think you're right. Here's  What I came up with...


SUPERIOR BIOMANCY [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Biomancy that he more than held his own against a Naagloshii in a shapeshifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Biomancy in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Biomancy does not provide any form of Evocation.
Thaumaturgy: Superior Biomancy does not provide any form of Thaumaturgy.
Evothaum: Superior Biomancy allows its user to cast Biomancy rituals with the speed and methods of Evocation.
Extra Benefits: You may use Superior Biomancy to produce minor alterations in your own physical Form (Eye color, Height, Skin tone, Hair length/color, etc.) as a Mundane Effect, Producing an effective disguise. Under scrutiny, the effectiveness of this disguise is determined by a Lore roll.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
Title: Re: Sponsored Magic Master List
Post by: computerking on May 26, 2012, 12:46:46 PM
On a related note, I've been wanting to write Superior Crafting to represent Luccio's Sword-making skills. It'd let you make items with multiple effects, and it'd let you give other people items that they could sustain with their own slots. But I can't think of a fair way to write the latter effect.

You seem like the person to ask here...so how would you go about that?

SUPERIOR CRAFTING [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Warden Anastasia Luccio in her prime (and original body) was so talented at Crafting that she created the Warden Sword, the most useful tool against warlocks the White Council has ever used.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Crafting in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Crafting does not provide any form of Evocation.
Thaumaturgy: Superior Crafting does not provide any form of Thaumaturgy.
Evothaum: Superior Crafting does not provide any Spells at the speed of Evocation.
Extra Benefits: A Superior Crafted item may be made usable by a specific other person without any reduction in uses or strength. You may use Superior Crafting to produce an Enchanted Item with multiple effects, allowing for an item to be used to perform multiple separate functions with separate pools of standard uses. A Master Crafter may “compress” the uses of all of an enchanted Item’s  effects into a single pool consisting of the total of all effects’ uses. Additionally, “Compressed” crafting items may be reduced in its number of uses to allow its upkeep to be met by a user with a lower Lore than its creator, at a cost of 1 use per level below. 
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
 

Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 26, 2012, 08:26:50 PM
I really like Superior Biomancy. But I think I'll add a second option to the Extra Benefit, namely using Lore for medical care, because otherwise people with True Shapeshifting will get less mileage out of this.

Not so sure about Superior Crafting. I think you're onto something, though unfortunately this can't properly model a Warden sword.

As I see it, Superior Crafting has three effects.

1. No cost to make items for specific other people. My reading of the rules allows this normally, but it is a bit ambiguous.
2. Can compress multiple Enchanted Items into one, letting them share uses. I like this a lot, but we might have to impose some kind of limit on it.
3. Can lend out items at almost full power, paying a small tax to do so. I'm a bit nervous about this one.
Title: Re: Sponsored Magic Master List
Post by: computerking on May 27, 2012, 09:57:08 AM
I really like Superior Biomancy. But I think I'll add a second option to the Extra Benefit, namely using Lore for medical care, because otherwise people with True Shapeshifting will get less mileage out of this.

Not so sure about Superior Crafting. I think you're onto something, though unfortunately this can't properly model a Warden sword.

As I see it, Superior Crafting has three effects.

1. No cost to make items for specific other people. My reading of the rules allows this normally, but it is a bit ambiguous.
2. Can compress multiple Enchanted Items into one, letting them share uses. I like this a lot, but we might have to impose some kind of limit on it.
3. Can lend out items at almost full power, paying a small tax to do so. I'm a bit nervous about this one.
Yes, I made effect 1 because the rules only have 2 options: Only the creator can use the item, or the item can be used by anyone for the cost of 1 strength.

Here's an example of Effect 2 : Instead of an item that has 2 separate effects , such as veiling its user(1 use per session, 1 slot) and causing a smoky cloud (Block vs Perception, 3 uses, 2 slots, the second slot was used to increase the uses per session), A Superior Crafter can compress those 2 effects, so that they have a 4 use pool for both of them.

To extend this example to Effect 3, Say the Crafter has Lore 5. The Veil or the Cloud would have a strength of 5. But in order for a Lore 3 user to maintain the item, the Crafter can reduce the number of uses per session to 2.

In regards to the Warden Swords, My power would allow for both the effects to be compressed into a 6 use pool, reduced by 3 uses to allow for most Wardens to be able to maintain the item. Lore 3 sounds like a good level for a Warden to be trained to before they are trusted with a Sword...
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 28, 2012, 01:21:48 AM
Yes, I made effect 1 because the rules only have 2 options: Only the creator can use the item, or the item can be used by anyone for the cost of 1 strength.

I wouldn't be so sure about that. As I recall, the question is simply never addressed.

Here's an example of Effect 2 : Instead of an item that has 2 separate effects , such as veiling its user(1 use per session, 1 slot) and causing a smoky cloud (Block vs Perception, 3 uses, 2 slots, the second slot was used to increase the uses per session), A Superior Crafter can compress those 2 effects, so that they have a 4 use pool for both of them.

Yes, I understand. I just worry that there's no reason not to slap every available effect onto a single item. I think I'll just say that only two items can be compressed together.

To extend this example to Effect 3, Say the Crafter has Lore 5. The Veil or the Cloud would have a strength of 5. But in order for a Lore 3 user to maintain the item, the Crafter can reduce the number of uses per session to 2.

In regards to the Warden Swords, My power would allow for both the effects to be compressed into a 6 use pool, reduced by 3 uses to allow for most Wardens to be able to maintain the item. Lore 3 sounds like a good level for a Warden to be trained to before they are trusted with a Sword...

There are two small problems with this.

The first is that the effects of a Warden Sword are totally unaffected by the user's Lore.

The second is that Lore is not the only relevant value for Enchanted Items. Specializations and foci matter plenty. Ignoring them won't lead anywhere good.

Maybe we should make the creation of a lendable item into something that requires a thaumaturgical ritual at a difficulty set by the GM based on the item's power.

Going to post my takes on those powers now. Please tell me what you think.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 28, 2012, 01:44:17 AM
SUPERIOR BIOMANCY [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Biomancy that he more than held his own against a Naagloshii in a shapeshifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Biomancy in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Biomancy does not provide any form of Evocation.
Thaumaturgy: Superior Biomancy does not provide any form of Thaumaturgy.
Evothaum: Superior Biomancy allows its user to cast Biomancy rituals with the speed and methods of Evocation.
Extra Benefits: Superior Biomancy allows its user to alter their own physical form slightly, which lets them use Lore in place of Deceit for disguise attempts. It also allows said user to use Lore in place of Scholarship for medical treatment owing to the detailed knowledge of the human body that it requires.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 28, 2012, 02:02:49 AM
Not really satisfied with either of these. Please help, and if something is bad you don't have to be polite about it.

SUPERIOR CRAFTING [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Warden Anastasia Luccio in her prime (and original body) was so talented at Crafting that she created the Warden Sword, the most useful tool against warlocks the White Council has ever used.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Crafting in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Crafting does not provide any form of Evocation.
Thaumaturgy: Superior Crafting does not provide any form of Thaumaturgy.
Evothaum: Superior Crafting does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A character with Superior Crafting need not reduce the power of enchanted items that they make in order to make them usable by someone else. Furthermore, they may combine two Enchanted Item slots to create a single item or potion with two effects. Such an item or potion has twice the number of uses that a normal item would have, and may be enhanced with extra Enchanted Item slots normally. Its uses can be spent on either effect. Finally, a character with Superior Crafting may cast rituals to create special Enchanted Items. Said rituals use Crafting strength bonuses as complexity bonuses and Crafting frequency bonuses as control bonuses. Items created this way may be designed for any character, may be sustained with the Enchanted Item slots of the character receiving them, and need not have traits equal to those implied by the recipient's abilities. The complexities of these rituals are generally roughly equal to three times the item's strength plus twice its number of uses minus four for every item slot they will take up, but the GM is encouraged to meddle with this formula. If the recipient is unusually good or bad at Crafting, that might warrant a decreased or increased complexity, respectively.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.
Title: Re: Sponsored Magic Master List
Post by: computerking on May 28, 2012, 04:12:59 PM
*shrug* I tried. It's not the best, but I'll keep thinking on it.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 29, 2012, 05:19:31 AM
I appreciate it.

Man, this Superior Crafting thing is a pain. I'm tempted to forget about the item lending, but I'd really like to make the Warden Swords work within the game's rules.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 03, 2012, 09:30:02 PM
Alright, everyone. New list update. Adding these to the start of the thread and to the text document.

If you see a problem, say so.

My thanks to everyone who came up with or helped with the development of one of these.

URBAN MAGIC [-4]
Description: Cities are living, growing things. Power runs through cities like blood and a Urban Magician has the ability to tap into that power.
Sponsor: Urban Magic is sponsored by cities, and by the rituals that make them work.
Agenda: Cities want to survive, to grow, and to continue their rituals. But they do not truly have agendas, since they don't exactly have minds.
Evocation: Urban evocations generally involve electricity, fire, or smoke. They tend to make use of whatever urban elements are nearby.
Thaumaturgy: Urban rituals allow their caster to scry through the veins of the city, to summon urban beings, and to control the city's infrastructure.
Evothaum: Urban Magic allows its user to cast rituals that make use of the city's mechanical infrastructure with the speed and methods of Evocation.
Extra Benefits: Urban Magicians have a preternatural awareness of their cities' "experiences". This allows an Urban Magician to use their Lore skill to detect changes to the physical, social, legal, or magical state of their city. Furthermore, Urban Magicians never accidentally hex the technological infrastructure of their cities.

SUPERIOR DIVINATION [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Martha Liberty, the reputed Spymaster of the High Council, is so practiced at Divination that Scrying a needle in a haystack is no harder than finding Waldo for her.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Divination in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Divination does not provide any form of Evocation.
Thaumaturgy: Superior Divination does not provide any form of Thaumaturgy.
Evothaum: Superior Divination allows its user to cast Divination rituals with the speed and methods of Evocation.
Extra Benefits: Superior Divination expands the line-of-sight restrictions of Evocation, permitting its user to cast spells on targets that she sees through scrying or through other forms of divination. Spells targeted this way may not have a power greater than half the strength of the scrying effect that they are targeted through.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

TRANSCENDENT SWORDSMANSHIP [-4]
Description: Legends speak of heroes who fought dragons with nothing but sword and mail. These heroes fought creatures with nearly endless power and some of them actually won. Transcendent Swordsmanship channels the power of the heroes of old and uses it to do the impossible with swords.
Sponsor: Transcendent Swordsmanship is sponsored by the spirits, or perhaps the legends, of long-dead heroes.
Agenda: Transcendent Swordsmanship drives its user to destroy evil and to prove his own worth as a hero.
Evocation: Evocations cast with Transcendent Swordsmanship often resemble air or metal evocations, and they almost always emulate sword techniques.
Thaumaturgy: Transcendent Swordsmanship allows its user to cast rituals that tap into the legends of dead heroes, as well as rituals that summon spiritual warriors.
Evothaum: Transcendent Swordsmanship does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A character with Transcendent Swordsmanship replaces his Conviction skill with his Might skill and his Discipline skill with his Weapons skill for the purposes of spellcasting.
Note: Foci made to boost Transcendent Swordsmanship spells are almost always swords. That being said, there's nothing stopping Transcendent Swordsmanship from becoming Transcendent Axemanship in the hands of a specific character.

SUPERIOR BIOMANCY [-2]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Listens-to-Wind is so practiced at Biomancy that he more than held his own against a Naagloshii in a shapeshifting combat in the infamous “Turn Coat” Case File.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Biomancy in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Biomancy does not provide any form of Evocation.
Thaumaturgy: Superior Biomancy does not provide any form of Thaumaturgy.
Evothaum: Superior Biomancy allows its user to cast Biomancy rituals with the speed and methods of Evocation.
Extra Benefits: Superior Biomancy allows its user to alter their own physical form slightly, which lets them use Lore in place of Deceit for disguise attempts. It also allows said user to use Lore in place of Scholarship for medical treatment owing to the detailed knowledge of the human body that it requires.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers.

SUPERIOR CRAFTING [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Warden Anastasia Luccio in her prime (and original body) was so talented at Crafting that she created the Warden Sword, the most useful tool against warlocks the White Council has ever used.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Crafting in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Crafting does not provide any form of Evocation.
Thaumaturgy: Superior Crafting does not provide any form of Thaumaturgy.
Evothaum: Superior Crafting does not grant the ability to use Thaumaturgy with the speed and methods of Evocation.
Extra Benefits: A character with Superior Crafting need not reduce the power of enchanted items that they make in order to make them usable by someone else. Furthermore, they may combine two Enchanted Item slots to create a single item or potion with two effects. Such an item or potion has twice the number of uses that a normal item would have, and may be enhanced with extra Enchanted Item slots normally. Its uses can be spent on either effect. Finally, a character with Superior Crafting may cast rituals to create special Enchanted Items. Said rituals use Crafting strength bonuses as complexity bonuses and Crafting frequency bonuses as control bonuses. Items created this way may be designed for any character, may be sustained with the Enchanted Item slots of the character receiving them, and need not have traits equal to those implied by the recipient's abilities. The complexities of these rituals are generally roughly equal to three times the item's strength plus twice its number of uses minus four for every item slot they will take up, but the GM is encouraged to meddle with this formula. If the recipient is unusually good or bad at Crafting, that might warrant a decreased or increased complexity, respectively.
Note: Because this power requires Evocation and Thaumaturgy, it grants no focus slots and does not have its cost reduced when the user already has spellcasting powers. Also, be careful with this Power. It's not all that well-written and as such is liable to cause problems.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on June 04, 2012, 04:10:44 PM
Superior Crafting looks good--though I might add a stipulation that the intended recipient of the crafted item participate in some way to the ritual creating it. Maybe they add power to it via taking an Extreme Consequence, changing one of their permanent aspects to reflect their ability to wield the item? In the case of the Warden Swords, maybe it had been part of the "graduation" from apprentice to Warden.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 05, 2012, 05:59:42 AM
Superior Crafting looks good...

Really?

--though I might add a stipulation that the intended recipient of the crafted item participate in some way to the ritual creating it. Maybe they add power to it via taking an Extreme Consequence, changing one of their permanent aspects to reflect their ability to wield the item? In the case of the Warden Swords, maybe it had been part of the "graduation" from apprentice to Warden.

I don't know if it's reasonable to treat the acquisition of a new item as a disastrous injury.

And while I like the idea of changing an Aspect to suit the item, it takes us even further away from simulation of the Warden Sword.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on June 05, 2012, 12:50:21 PM
Maybe not a disastrous injury so much as a fundamental change in the recipient's mindset (a mental consequence) as they graduate to full Warden. My thinking was that the intended recipient should have some participation in the ritual (like the item's being attuned to him or something), the Extreme Consequence thing seemed like a decent way to have that participation have some kind of cost to the item beyond the spent enchanted slots.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 05, 2012, 06:10:47 PM
An extreme consequence is a terrible thing to take. That's why it's worth 8 complexity.

Is receiving a new item terrible?

I don't think so.

Also, by the rules and fluff as written, a Sword does not induce any change in the person who receives it. If Luccio wanted to make one for the Merlin, she could and it wouldn't change him at all.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on June 05, 2012, 06:20:22 PM
Fine. What about stipulating that the recipient has to contribute in some way to the ritual, either in gathering power or through casting?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 05, 2012, 09:01:40 PM
I like the idea.

Does the creation of Warden Swords require the involvement of the prospective Warden? Do we know?
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on June 05, 2012, 09:17:54 PM
As far as I know, nothing's been stated on their creation beyond, "Luccio used to make them, but can't anymore."

Given they only seem to work with the Warden they're given to, though, I think it's a reasonable conclusion.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 06, 2012, 05:48:19 AM
I guess I'll add that, though I'm kinda loath to make the power even longer.

Unless, of course, someone complains.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 10, 2012, 09:37:49 PM
Another update.

Made Superior Crafting involve recipient participation and added a new type of magic.

Thanks to Mr Death and CBIrish for their work.

New magic type:

SANCTION OF THE FERRYMAN [-4]
Description: Acting on behalf of the mythical Ferryman of the Underworld has its privileges, and this power is one of them. Those who wield it are as feared and as implacable as their sponsor.
Sponsor: Charon, the Ferryman of the Underworld.
Agenda: Charon ferries the spirits of the departed to the next world and takes it as a personal affront when they try to avoid him and deny their fate. Graywalkers (as his agents are called) are charged with dispersing ghosts and wraiths, slaying those who feed on the deaths of others and would desecrate the dead such as vampires and necromancers, and ensuring that those who seek to avoid their fate meet their appointed end.  All must pay the ferryman.
Evocation: The Sanction utilizes the powers of Spirit to veil, slip between the world of the living and the dead and to strike at those who defile the dead or defy the fate of all that live.
Thaumaturgy: The Sanction can be used to seek out the Walker's targets, to curse those who have defied Death's design and to enact a variety of effects on spirits, ghosts and other restless deceased.
Evothaum: The Sanction allows the caster to use Ectomancy rituals with the speed and methods of Evocation.
Extra Benefits: The Sanction Of The Ferryman grants the Ghost Speaker Power to its users.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 04, 2012, 03:29:45 AM
Another Sponsored Magic for y'all.

Opinions wanted.

DRACULA MAGIC [-4]
Description: Dracula has a magic of his own. It's not clear exactly why; perhaps he's simply too powerful not to have his own brand of magic.
Sponsor: Dracula is the source of this magic.
Agenda: It's not entirely clear what Dracula wants.
Evocation: Dracula's Evocations generally work by manipulating blood, the weather, or people's minds. But the occasional necromantic blast is not unheard of.
Thaumaturgy: Dracula's rituals are generally associated with his curse, the weather, psychomancy, entropomancy, and necromancy.
Evothaum: Any ritual that could be cast with Dracula Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Dracula Magic Evocations may be used to inflict mental stress. This costs five shifts; a weapon 2 mental attack is as difficult to cast as a weapon 7 physical attack. And so on.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on September 16, 2012, 10:11:26 AM
Those of you with long memories might remember this guy (http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg966254.html#msg966254).

I really liked the Sponsored Magic idea I had for that guy, but I don't believe I ever wrote it up properly. Only recently did I realize that it would fit well into the Superior X series. So without any further ado...

SUPERIOR TRANSFORMATION [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. Legends tell of wizards who can turn their foes into frogs with waves of their hands.
Musts: You must have both Evocation and Thaumaturgy with at least some specialization in Transformation and Disruption in order to take this power.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda.
Evocation: Superior Transformation evocations transform things. Opponents taken out with them may be turned into frogs or statues or all kinds of other things.
Thaumaturgy: Superior Transformation does not provide any form of Thaumaturgy.
Evothaum: Superior Transformation allows its user to cast Transformation and Disruption rituals with the speed and methods of Evocation.
Extra Benefits: Superior Transformation allows its user to apply her Transformation and Disruption complexity and control bonuses in place of her power and control bonuses for transformative evocations respectively. Transformation and Disruption foci should be designated as offensive or defensive for the purposes of Evocation, but work normally for Thaumaturgy.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on September 22, 2012, 03:26:55 AM
No objections, huh?

I guess it goes on the list then.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 04, 2013, 04:36:41 AM
Here's my two cents.

VULCANOMANCY [-4]
Description: The ancient power that lurks beneath the Earth’s crust. Primarily lava, but also governs other tectonics.
Sponsor: Volcano and forge gods, generally. (Pele, Vulcan, Hephaestus, Goibhniu) Can be self-sponsored with a mastery of both earth and fire or carrying a volcanic bloodline.
Agenda: Unexpected and swift destruction. The forging of tools and weapons. If self-sponsored, your own agenda.
Evocation: Vulcanomantic evocations generally involve lava, heat, ash, obsidian, basalt  earth, tectonics, earthquakes, fire, or metals.
Ritual: Vulcanomancy allows for rituals that create things, generally weapons and armor, and the creation of protective items and effects, such as armor and wards. Very, Very, VERY powerful Vulcanomancers may actually be able to cause earthquakes and make volcanos erupt.
Evothaum: Vulcanomancy can be used to create Wards and Conjurations at evocation’s speed and methods.
Extra Benefits: Add +2 to Frequency and Strength for Crafting, as long as you are forging the item.Add +2 to the Complexity of anything created with Conjuration, as long as it is a weapon or armor. Wards created by Vulcanomancy do not require a threshold as long as they have a physical base (a circle, a line of barbed wire, a chain-link fence).


STORM MAGIC [-4]
Description: The furious, unending power of the thunderstorm. Extends to most other types of weather. Subtlety is almost impossible with this power-even it’s veils are massive fog banks.
Sponsor:Can be gained in a number of ways- A weather deity’s boon, a thunderbird ancestor. It’s often self-sponsored, gained by aeromancers who learn the way of the storm.
Agenda: Once a user becomes powerful enough, the creation of storms. Destruction, uncontrolled.
Evocation: Storm evocations generally involve what you’d expect. Lightning, tornado-force winds, sonic booms, rain, water, fog, mists, ice, air pressure.
Thaumaturgy: Storm rituals destroy things. Violently. They’re also capable of altering the weather. Can also be used to scry through clouds and rain, and on storms.
Evothaum: Storm Magic can be used to create entropomantic and divination effects at Evocation’s speed.
Extra Benefits: Add +3 to the power/complexity and control of any Storm spell if the caster is outside during a storm.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on January 07, 2013, 09:45:02 PM
Here's one that I composed for an Item of Power. I'm pretty happy with how it turned out, but please don't hesitate to point out any problems it may have.

PLANT MAGIC [-4]
Description: You draw upon the power of the world's plant life. It's a pretty simple form of magic, but a powerful one.
Sponsor: The collective ur-mind of all plants everywhere.
Agenda: Plants are not smart enough to have an actual agenda, but as a general rule plants like growing and dislike dying.
Evocation: Plant evocations work by creating and manipulating plants. Surprise!
Thaumaturgy: Plant Magic can be used to cast rituals that have to do with plants. It can make plants grow, give plants magical properties, create plant matter out of nowhere, turn people into plants, and so on.
Evothaum: Spells that make plants grow can be cast with Evocation's speed and methods using Plant Magic.
Extra Benefits: You get the Echoes Of The Beast Power, with plants as your beast. This adds one to your Alertness and Survival skills in plant-rich areas and lets you talk to plants.
Title: Re: Sponsored Magic Master List
Post by: 123456789blaaa on January 09, 2013, 11:05:15 PM
Another Sponsored Magic for y'all.

Opinions wanted.

DRACULA MAGIC [-4]
Description: Dracula has a magic of his own. It's not clear exactly why; perhaps he's simply too powerful not to have his own brand of magic.
Sponsor: Dracula is the source of this magic.
Agenda: It's not entirely clear what Dracula wants.
Evocation: Dracula's Evocations generally work by manipulating blood, the weather, or people's minds. But the occasional necromantic blast is not unheard of.
Thaumaturgy: Dracula's rituals are generally associated with his curse, the weather, psychomancy, entropomancy, and necromancy.
Evothaum: Any ritual that could be cast with Dracula Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Dracula Magic Evocations may be used to inflict mental stress. This costs five shifts; a weapon 2 mental attack is as difficult to cast as a weapon 7 physical attack. And so on.

I'm not sure why I find this so hilarious...
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 20, 2013, 06:55:16 PM
Three sponsored magics. Vulcanomancy's extra benefits may be unbalanced, so be wary of using it.

ONEIROMANCY [-5]
Description: You have mastered the powers of Sleep and Dreams. Far more powerful than most believe, Dreams and Reality are a wyrm biting its own tail- they both tell each other what they are, all the time.
Sponsor: Ancient gods of sleep, the ever-moving moon. Can be self sponsored, but generally among psychomancers, Nightmare changelings, or denizens of the Dreaming.
Agenda: “And now to sleep, perchance to dream...”. You put people to sleep and give them dreams or nightmares. Compels to knock people out and eat their dreams. Oneiromancers are cold and proud. Punish those who slight you.
Evocation: Oneiromancy evocations involve direct mental assault, shadows, sand, reflections,  perception, dreams, dreamfire, sleep, and the manipulation of oneiroplasm (psychically charged ectoplasm) to create objects.
Thaumaturgy: Oneiromancy rituals involve putting people to sleep, prophetic dreams, sending messages in dreams, and the manipulation of perception. On the darker side, you can call up Nightmares (middling fetches) that take the shape of the target’s worst one.
Evothaum: You gain the ability to use Psychomancy, Summoning , and Conjuration at Evocation’s speed and methods.
Extra Benefits:
-The Dreamtime
Gain the Demesne power when in the Dreaming. It is, literally, the stuff of dreams, and dreams are yours to command.
-Dreamsense
You can use Lore in place of Empathy for the Reading People and Social Defense trappings of that skill.

STORM MAGIC [-4]
Description: The furious, unending power of the thunderstorm. Extends to most other types of weather. Subtlety is almost impossible with this power-even it’s veils are massive fog banks.
Sponsor:Can be gained in a number of ways- A weather deity’s boon, a thunderbird ancestor. It’s often self-sponsored, gained by aeromancers who learn the way of the storm.
Agenda: Once a user becomes powerful enough, the creation of storms. Destruction, uncontrolled.
Evocation: Storm evocations generally involve what you’d expect. Lightning, tornado-force winds, sonic booms, rain, water, fog, mists, ice, air pressure.
Thaumaturgy: Storm rituals destroy things. Violently. They’re also capable of altering the weather. Can also be used to scry through clouds and rain, and on storms.
Evothaum: Storm Magic can be used to create entropomantic and divination effects at Evocation’s speed.
Extra Benefits: Add +2 to the power/complexity and control of any Storm spell if the caster is outside during a storm.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on January 20, 2013, 10:09:34 PM
Storm Magic still seems a bit strong, but in a game where storms are rare it could work fine.

I don't see Vulcanomancy here.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 20, 2013, 10:51:10 PM
Stupid insomnia. The work of the anarcho-dsytopic hobs that live in the earth's core, i suspect.

VULCANOMANCY [-4]
Description: The ancient power that lurks beneath the Earth’s crust. Primarily lava, but also governs other tectonics.
Sponsor: Volcano and forge gods, generally. (Pele, Vulcan, Hephaestus, Goibniu) Can be self-sponsored with a mastery of both earth and fire or carrying a volcanic bloodline.
Agenda: Unexpected and swift destruction. The forging of tools and weapons. If self-sponsored, your own agenda.
Evocation: Vulcanomantic evocations generally involve lava, heat, ash, obsidian, basalt  earth, tectonics, earthquakes, fire, or metals.
Ritual: Vulcanomancy allows for rituals that create things, generally weapons and armor, and the creation of protective items and effects, such as armor and wards. Very, Very, VERY powerful Vulcanomancers may actually be able to cause earthquakes and make volcanos erupt.
Evothaum: Vulcanomancy can be used to create Wards and Conjurations at evocation’s speed and methods.
Extra Benefits: Weapons  conjured by Vulcanomancers are far more powerful than others- multiply the the number of shifts put into the Conjuration by 1.5- This is the effective Weapon rating of whatever you have conjured. Armor rating is equal to half of the total shifts. However, you must set aside shifts for duration, using Evocation's rules. These weapons fall to useless volcanic ash when they leave your posession. Wards created by Vulcanomancy do not require a threshold as long as they involve the aforementioned ashes (Sprinkled on the outside of a building, used in a circle, etc).


Edit- I was considering removing the Demesne part of Oneiromancy and adding a Kemmlerian esque- "you may use your Psychomancy control bonus as long as it involves the evocation elements or dreams" and an automatic Specialization. Balanced?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on January 21, 2013, 07:48:30 PM
Yeah, those extra benefits seem a bit much to me.

Edit- I was considering removing the Demesne part of Oneiromancy and adding a Kemmlerian esque- "you may use your Psychomancy control bonus as long as it involves the evocation elements or dreams" and an automatic Specialization. Balanced?

Iffy.

I dunno, maybe you could get away with it. I like the current version better though.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 23, 2013, 03:33:46 AM
I was considering the change specifically because not everyone's campaign would include the Dreaming. I guess it could go either way.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on January 24, 2013, 08:42:44 PM
Technically the Dreaming could just be defined as a Nevernever bubble (like in Grave Peril) possibly loosely connected with other such bubbles for some reason or other.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 27, 2013, 08:19:00 AM
Heh. Dream bubble.

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

Green Sun Magic [-4]
Description: The Green Sun is the collected energy of the dead stars in alternate universes that have already ended. In fact, it’s what alternate universes and timelines orbit. The Green Sun is one of the secondary safeguards against the Outside- If you look closely from the Outer Gates, it’s visible in the sky. Green Sun magic tends to be wielded only by daemons (The DV version of Homeland Security vs. the Outside) and is extremely difficult for mortal practitioners to obtain.
Sponsor: Lord English, the daemonic personification of the Sun in the same way Mab is the personification of Winter. Among his lieutenants, usually self-sponsored.
Agenda: The destruction of Outsiders and their agents, the acceleration of entropy, unrestricted destruction and mayhem. The careful manipulations required to facilitate the prevention of spacetime breaches or paradox.
Evocation: The Green Sun is, basically, a star, and it is much more than a star. It’s evocations involve sunlight, solar fire, nuclear reactions and forces, gravity, electromagnetism, space, time, and entropy.
Thaumaturgy:The Green Sun’s rituals are evocative of the mythological image of a sun or sun god- They can heal, inspire, grant power, bring plagues, prophecy, and obliterate foes. The unique abilities of the Green Sun also come into play- It can warp time, bend space, accelerate entropy, and summon or banish demons and Outsiders.
Evothaum: You may employ the full range of thaumaturgical effects with Evocation’s speed and methods, so long as they incorporate one of the above ritual or evocative elements.
Extra Benefits: Gain an automatic +1 to Complexity/Control of Green Sun rituals. You may use these bonuses for Evocation as long as the spell incorporates one of the above elements. Green Sun spells may fully satisfy the Catch for Outsiders and their ilk.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on January 27, 2013, 09:09:19 PM
Looks more or less fine to me.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 27, 2013, 09:16:12 PM
Huh. I must have weird standards.

By the way, i'll repost the sponsored magics from my templates over to here. Or i'll edit my original posts.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on January 28, 2013, 12:15:38 AM
Homestuck rocks.  Seeing a sponsored magic inspired by it is pretty cool.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 28, 2013, 12:22:44 AM
I'd be willing to at least try doing homebrew Sponsored Magic for each Aspect (Light, Void, Space, Time, etc.), but they're ridiculously powerful.

Hmm. The Classes (Knight, Prince, Heir, Witch, etc.) would make for interesting Templates.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on January 28, 2013, 12:32:38 AM
I never really got how exactly each of those things worked the classes and elements, but go for it.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 28, 2013, 12:58:38 AM
Some of them just can't be done. Hope, for example. And for a comprehensive explanation of the Aspects, http://mspaintadventures.wikia.com/wiki/Aspect (http://mspaintadventures.wikia.com/wiki/Aspect)
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on January 28, 2013, 03:18:04 AM
Why could Hope not be done?

Is there any reason that you couldn't represent the presumably-incredible power of Homestuck magic with Refinements?
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 28, 2013, 03:55:22 AM
Because they're supernatural heavyweights. The level at which they gain full access to their powers is literally called "The God Tiers". They can make planet-wide supertornadoes, shrink stars down into the size of tennis balls and carry them around in their pockets, and time travel.

Their aspects could reasonably be represented by Sponsored Magics and the Classes (http://mspaintadventures.wikia.com/wiki/Class (http://mspaintadventures.wikia.com/wiki/Class)) represented by skill and power choices. Time, for example, is simple. It looks like this-

HERO OF TIME
Description: You are the Hero of Time for your session. You maintain the alpha timeline, prune offshoot "doomed" timelines, and manage stable time loops.
Sponsor: Self-sponsored.
Agenda:The maintenance of the Alpha Timeline, the creation of stable time loops, preventing Doomed timelines from coming about.
Evocation: Time magic does not grant any form of Evocation.
Thaumaturgy: Time rituals manipulate time, view into alternate timelines, and see the past and future.
Evothaum: You may use Chronomancy along with any ritual granted by being the Hero of Time at Evocation's speed and methods.
Extra Benefits:You gain a Supernatural Sense (Lore) for sensing temporal anomalies and disturbances.

But the problem is that your Class modifies how your Aspect is used. a Knight of Time weaponizes time, time travel, and stable loops in order to protect his allies. Whereas a Witch of Time manipulates time in order to break it's rules.

It's absurdly complex. I'd recommend you start reading Homestuck but that is a great way to flush your life down the drain.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on January 28, 2013, 03:59:22 AM
Sorry to double post, but the explanation for why Hope would be difficult-

Because Hope is one of the nebulous, vaguely-defined aspects. It's described as weaponized belief, "white science", and literal hope. That's Faith magic, which is explicitly a different thing than regular magic, "science", which is kind of an evocation element in the story, and possibly Psychomancy.


And now I want to play a Homestuck campaign. Curse you, Dubois.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on January 28, 2013, 04:02:17 AM
Mission accomplished.  If you were to do a Homestuck campaign with DFRPG rules I think the most painless way to do it would be to assume that each shift gives a bigger narrative bang for its buck.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 02, 2013, 07:22:34 PM
That makes a kind of sense. Here's Light, by the way.

HERO OF LIGHT
Description: You are a Hero of Light. Besides the obvious, your powers are knowledge and fortune.
Sponsor: Self sponsored.
Agenda: The defense of knowledge against the Heroes of Void. Regulation of luck.
Evocation: The offensive abilities of a Hero of Light depend on their Class, but for Active/Combative classes like the Knight and the Prince, they learn to use their powers to attack with light itself, and manipulate fortune offensively, "stealing" their foes luck.
Thaumaturgy: Heroes of Light can make people lucky or unlucky, bring forth knowledge, create knowledge or illusion, and manipulate perception.
Evothaum: You may use Divination, Entropomancy, Photomancy, and Veils with evocation's speed and methods.
Extra Benefits: Gain an automatic +1 to Complexity/Control in Divination. You gain a +2 to Alertness and Lore for the purpose of Assessments and Declarations.


Oh, and I did a Sponsored Magic for the Chandrian, of Patrick Rothfuss's Kingkiller Chronicle. Because it's technically a curse and the agenda is really unpleasant, I cranked the power dial a bit.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 03, 2013, 09:41:45 PM
Agenda does not affect power level.

Anyway, the Light magic looks a bit too good for 4 Refresh. The Extra benefits are worth like 2-3 Refresh, they should only be worth 1.

And I'd call stealing luck a form of Evothaum.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 03, 2013, 10:35:17 PM
I was given to understand that was why Soulfire was priced up-it doesn't bind you to a Court of amoral inhumans, force you to work for literal demons, or raise the dead. And besides, when I said it was a curse, I really wasn't kidding. There's a Myrk variant that provides nothing but a -2 to every social skill with anyone who knows what they are. If you possess this, you're being hunted. By everyone. Nobody likes the Chandrian.

I didn't price Light for basically that reason.

I'd thought of it as a form of Entropomancy.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 04, 2013, 05:52:25 AM
Soulfire does 5 Refresh worth of stuff, agenda aside.

If you want to give some kind of Sponsored Magic a mechanical drawback in exchange for extra power that might work. But agenda Compels, like all Compels, are cost-neutral.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 05, 2013, 12:18:39 AM
Yep. The mechanical drawbacks suck. Do you want me to just post it? I've got a version i'm pretty happy with. It involves Outsiders, possibly Drakul but I wrote the sponsor to be setting-neutral, and the Great Attractor.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 05, 2013, 11:03:55 PM
Sure, go ahead and post it.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 06, 2013, 03:39:38 AM
Okay. This is the Canonical version. It's true to the story (The Name of the Wind! Read it ! REEAAAD IIIITTTT) so far, but I had to make some assumptions because the Chandrian have only "appeared" three times over the course of two thousand page books. The version I made for use in the Dresdenverse is basically this with some backstory and evocation from Green Sun Magic taped on. The explanation for why the Chandrian exist in the DV is in the spoiler, which contains Cold Days spoilers.

*I can't decide on whether to run the Signs as a variation on Myrk or using the Aura of Influence custom power. One applies the aspect to the zone, the other to the scene. It makes more sense as a scene aspect, but I don't like that you don't get a tag on it.

Curse of the Seven [-4]
Description: You’re one of the Chandrian, the Seven chosen of darkness. Your power is blood and shadow and rot and madness. And hate. Hate like iron and bitter rue.
Sponsor: None are certain. Not even the Seven themselves. Possibly some dark god, possibly the primal chaos and darkness that came before Man, in his arrogance, lit a candle. Possibly the ancient Wyldfae known as the Cthaeh, a flawlessly malevolent, perfectly accurate oracle.
Agenda: The acceleration of entropy. Destruction of evidence of themselves, remaining secret. The death of good creatures like angels. Because of the fact that the Chandrian make a point of slaughtering anyone who knows they exist beyond half-remembered tales, not much is known about what they want. It’s suspected they guard the world from  far more terrible beings than themselves, but nobody’s ever lived to corroborate that. Speaking with one of the Seven is taking your life into your hands.
Evocation: Your power is in the things that man fears, and the Signs. Blood, shadows, silence, smoke, the weather, entropy, chill, madness, decay, and the void all answer your call. The Curse grants knowledge of the Names of all things, granting you the ability to manipulate raw elemental energy.
Thaumaturgy: The Curse of Seven’s rituals are nightmare things meant only to bend, break, or destroy. Preservation and protection are anathema to your power. It grants the ability to curse people, accelerate entropy, raise the dead, erase knowledge, bend or break the minds of men, and prophecy.
Evothaum: You may use entropomancy, necromancy, psychomancy, and divination at Evocation’s speed and methods.
Extra “Benefits”: You begin to display the Signs- with your presence, flames turn blue, wood rots, liquids freeze, iron rusts, animals go mad, and silence falls. Any zone you are in gains the SIGNS OF THE SEVEN sticky aspect. Because this power is a curse, it is not without detriment. You will be hunted by any good or righteous creature, and some of the evil ones. You take a -2 penalty on all social rolls except Intimidation with beings who know who and what you are, and there is almost no potential for friendly interaction. People gain a +2 to any check to successfully identify you as one of the Seven if the Signs are obvious or visible. Your power is fueled by the hunger that lurks at the end of everything, and it is a dark hunger. If you possess Emotional Vampire, Blood Drinker, or any type of Feeding Dependency, you may now only satisfy it with souls.

(click to show/hide)
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 06, 2013, 04:48:26 AM
I agree, it makes more sense as a scene Aspect.

Making it taggable seems a touch dangerous balance-wise, but given the penalties imposed by this Power and the lack of other extra bonuses (though the evothaum is very broad) it's probably justifiable.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 06, 2013, 05:11:00 AM
Eh. It gets a lot more broken as a Zone aspect that you can tag every time you enter a new one. That would help to offset the penalties and the weird evocation elements (Seriously. I'm tearing my hair out trying to come up with rotes here.), but Aura of Influence has a "You can repress it with a Disc check" trapping that I like.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 06, 2013, 05:34:53 AM
Eh. It gets a lot more broken as a Zone aspect that you can tag every time you enter a new one.

That sounds like a very very bad idea to me.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 06, 2013, 01:06:59 PM
Precisely. I prefer Aura of Influence.


EDIT- Upon review of my source material for this Sponsored Magic  (the Lords of Shadow 2 trailer and the Darkness comic book series), i've slightly altered the Evocation elements.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 10, 2013, 12:36:31 AM
Okay, time for an update.

So here's a collection of everything I could find that might be added.

These will not be added as-is. Many of them are probably in the wrong version, most are formatted oddly, and one of them still hasn't been authorized for inclusion.

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

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

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

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

ONEIROMANCY [-5]
Description: You have mastered the powers of Sleep and Dreams. Far more powerful than most believe, Dreams and Reality are a wyrm biting its own tail- they both tell each other what they are, all the time.
Sponsor: Ancient gods of sleep, the ever-moving moon. Can be self sponsored, but generally among psychomancers, Nightmare changelings, or denizens of the Dreaming.
Agenda: “And now to sleep, perchance to dream...”. You put people to sleep and give them dreams or nightmares. Compels to knock people out and eat their dreams. Oneiromancers are cold and proud. Punish those who slight you.
Evocation: Oneiromancy evocations involve direct mental assault, shadows, sand, reflections,  perception, dreams, dreamfire, sleep, and the manipulation of oneiroplasm (psychically charged ectoplasm) to create objects.
Thaumaturgy: Oneiromancy rituals involve putting people to sleep, prophetic dreams, sending messages in dreams, and the manipulation of perception. On the darker side, you can call up Nightmares (middling fetches) that take the shape of the target’s worst one.
Evothaum: You gain the ability to use Psychomancy, Summoning , and Conjuration at Evocation’s speed and methods.
Extra Benefits:
-The Dreamtime
Gain the Demesne power when in the Dreaming. It is, literally, the stuff of dreams, and dreams are yours to command.
-Dreamsense
You can use Lore in place of Empathy for the Reading People and Social Defense trappings of that skill.

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

HERO OF TIME
Description: You are the Hero of Time for your session. You maintain the alpha timeline, prune offshoot "doomed" timelines, and manage stable time loops.
Sponsor: Self-sponsored.
Agenda:The maintenance of the Alpha Timeline, the creation of stable time loops, preventing Doomed timelines from coming about.
Evocation: Time magic does not grant any form of Evocation.
Thaumaturgy: Time rituals manipulate time, view into alternate timelines, and see the past and future.
Evothaum: You may use Chronomancy along with any ritual granted by being the Hero of Time at Evocation's speed and methods.
Extra Benefits:You gain a Supernatural Sense (Lore) for sensing temporal anomalies and disturbances.

HERO OF LIGHT
Description: You are a Hero of Light. Besides the obvious, your powers are knowledge and fortune.
Sponsor: Self sponsored.
Agenda: The defense of knowledge against the Heroes of Void. Regulation of luck.
Evocation: The offensive abilities of a Hero of Light depend on their Class, but for Active/Combative classes like the Knight and the Prince, they learn to use their powers to attack with light itself, and manipulate fortune offensively, "stealing" their foes luck.
Thaumaturgy: Heroes of Light can make people lucky or unlucky, bring forth knowledge, create knowledge or illusion, and manipulate perception.
Evothaum: You may use Divination, Entropomancy, Photomancy, and Veils with evocation's speed and methods.
Extra Benefits: Gain an automatic +1 to Complexity/Control in Divination. You gain a +2 to Alertness and Lore for the purpose of Assessments and Declarations.

Curse of the Seven [-4]
Description: You’re one of the Chandrian, the Seven chosen of darkness. Your power is blood and shadow and rot and madness. And hate. Hate like iron and bitter rue.
Sponsor: None are certain. Not even the Seven themselves. Possibly some dark god, possibly the primal chaos and darkness that came before Man, in his arrogance, lit a candle. Possibly the ancient Wyldfae known as the Cthaeh, a flawlessly malevolent, perfectly accurate oracle.
Agenda: The acceleration of entropy. Destruction of evidence of themselves, remaining secret. The death of good creatures like angels. Because of the fact that the Chandrian make a point of slaughtering anyone who knows they exist beyond half-remembered tales, not much is known about what they want. It’s suspected they guard the world from  far more terrible beings than themselves, but nobody’s ever lived to corroborate that. Speaking with one of the Seven is taking your life into your hands.
Evocation: Your power is in the things that man fears, and the Signs. Blood, shadows, silence, smoke, the weather, entropy, chill, madness, decay, and the void all answer your call. The Curse grants knowledge of the Names of all things, granting you the ability to manipulate raw elemental energy.
Thaumaturgy: The Curse of Seven’s rituals are nightmare things meant only to bend, break, or destroy. Preservation and protection are anathema to your power. It grants the ability to curse people, accelerate entropy, raise the dead, erase knowledge, bend or break the minds of men, and prophecy.
Evothaum: You may use entropomancy, necromancy, psychomancy, and divination at Evocation’s speed and methods.
Extra “Benefits”: You begin to display the Signs- with your presence, flames turn blue, wood rots, liquids freeze, iron rusts, animals go mad, and silence falls. Any zone you are in gains the SIGNS OF THE SEVEN sticky aspect. Because this power is a curse, it is not without detriment. You will be hunted by any good or righteous creature, and some of the evil ones. You take a -2 penalty on all social rolls except Intimidation with beings who know who and what you are, and there is almost no potential for friendly interaction. People gain a +2 to any check to successfully identify you as one of the Seven if the Signs are obvious or visible. Your power is fueled by the hunger that lurks at the end of everything, and it is a dark hunger. If you possess Emotional Vampire, Blood Drinker, or any type of Feeding Dependency, you may now only satisfy it with souls.

(click to show/hide)

GIFT OF THE CONFLUX [-4]
Description: Tapping into the Ley-Line construct in Nose Hill Park, you've managed to channel a portion of it's great energy...however now you are bound to be a keeper of that which sleeps beneath.
Sponsor: The Ley-Line Prison that hold a Formorian Giant.
Agenda: The prison was constructed to keep the giant imprisoned, and you are now responsibile for keeping the prison secure. Occasional dark impulses favouring the Formor and it's release bubble up...but how bad could it be?
Evocation: The Gift of the Conflux does not provide any form of Evocation.
Thaumaturgy:The Gift of the conflux provides the ability to use Summoning and Binding Thaumaturgy.
Evothaum: Any Thaumaturgy cast with the Gift of the Conflux can be done with the speed and meathods of Evocation.
Extra Benefits: The Gift of the Conflux gives a +1 bonus to Complexity and Power for Summoning and Binding. Furthermore when using Summoning and Bnding at the speed of Evocation you can use your specializations in place of your normal Evocation specializations.
Restrictions: The benefits of this magic can only be used within the City Limits of Calgary.

VULCANOMANCY [-4]
Description: The ancient power that lurks beneath the Earth’s crust. Primarily lava, but also governs other tectonics.
Sponsor: Volcano and forge gods, generally. (Pele, Vulcan, Hephaestus, Goibniu) Can be self-sponsored with a mastery of both earth and fire or carrying a volcanic bloodline.
Agenda: Unexpected and swift destruction. The forging of tools and weapons. If self-sponsored, your own agenda.
Evocation: Vulcanomantic evocations generally involve lava, heat, ash, obsidian, basalt  earth, tectonics, earthquakes, fire, or metals.
Ritual: Vulcanomancy allows for rituals that create things, generally weapons and armor, and the creation of protective items and effects, such as armor and wards. Very, Very, VERY powerful Vulcanomancers may actually be able to cause earthquakes and make volcanos erupt.
Evothaum: Vulcanomancy can be used to create Wards and Conjurations at evocation’s speed and methods.
Extra Benefits: Weapons  conjured by Vulcanomancers are far more powerful than others- multiply the the number of shifts put into the Conjuration by 1.5- This is the effective Weapon rating of whatever you have conjured. Armor rating is equal to half of the total shifts. However, you must set aside shifts for duration, using Evocation's rules. These weapons fall to useless volcanic ash when they leave your posession. Wards created by Vulcanomancy do not require a threshold as long as they involve the aforementioned ashes (Sprinkled on the outside of a building, used in a circle, etc).

STORM MAGIC [-4]
Description: The furious, unending power of the thunderstorm. Extends to most other types of weather. Subtlety is almost impossible with this power-even it’s veils are massive fog banks.
Sponsor:Can be gained in a number of ways- A weather deity’s boon, a thunderbird ancestor. It’s often self-sponsored, gained by aeromancers who learn the way of the storm.
Agenda: Once a user becomes powerful enough, the creation of storms. Destruction, uncontrolled.
Evocation: Storm evocations generally involve what you’d expect. Lightning, tornado-force winds, sonic booms, rain, water, fog, mists, ice, air pressure.
Thaumaturgy: Storm rituals destroy things. Violently. They’re also capable of altering the weather. Can also be used to scry through clouds and rain, and on storms.
Evothaum: Storm Magic can be used to create entropomantic and divination effects at Evocation’s speed.
Extra Benefits: Add +2 to the power/complexity and control of any Storm spell if the caster is outside during a storm.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 12, 2013, 04:34:59 AM
Okay, I tried to clean everything up for inclusion on the list.

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

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

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

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

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

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

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

GREEN SUN MAGIC [-5]
Description: The Green Sun is the collected energy of the dead stars in alternate universes that have already ended. In fact, it’s what alternate universes and timelines orbit. The Green Sun is one of the secondary safeguards against the Outside- If you look closely from the Outer Gates, it’s visible in the sky. Green Sun magic tends to be wielded only by daemons (The DV version of Homeland Security vs. the Outside) and is extremely difficult for mortal practitioners to obtain.
Sponsor: Lord English, the daemonic personification of the Sun. Some of his lieutenants can self-sponsor their Green Sun Magic.
Agenda: The destruction of Outsiders and their agents, the acceleration of entropy, unrestricted destruction and mayhem. The prevention of spacetime breaches and paradoxes through careful manipulation.
Evocation: The Green Sun is, basically, a star, and it is much more than a star. Its evocations involve sunlight, solar fire, nuclear reactions and forces, gravity, electromagnetism, space, time, and entropy.
Thaumaturgy: The Green Sun’s rituals are evocative of the mythological image of a sun or sun god. They can heal, inspire, grant power, bring plagues, prophecy, and obliterate foes. The unique abilities of the Green Sun also come into play, allowing Green Sun rituals to warp time, bend space, accelerate entropy, and summon or banish demons and Outsiders.
Evothaum: Any ritual that can be cast with Green Sun Magic can be cast with Evocation's speed and methods.
Extra Benefits: Characters with Green Sun Magic receive free Evocation and Thaumaturgy specializations in Green Sun Magic Control, Power, Complexity, and Control. As a special exception to the normal rules, a character may have these specializations without having Evocation or Thaumaturgy.
Note: Some Outsiders may have Green Sun Magic as a Catch.

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

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

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

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

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

TIME MANIPULATION [-4]
Description: This is power granted by Kronos, the God of Time.
Sponsor: Kronos, the God of Time, who grants his scions the ability to move freely throughout time (within reason).
Agenda: Kronos works to keep the timestream in working order. He uses scions who have the ability to travel along the timestream to prevent temporal anomalies from occurring.
Evocation: Time Manipulation evocations work by slowing down and speeding up the flow of time. This provides the normal set of Evocation effects, but with some funky desciptions; attacks might work by causing time to flow unevenly across the target's body while blocks might work by creating narrow slices of space where time barely moves.
Thaumaturgy: Time Manipulation rituals manipulate time. Straightforward time travel is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Time Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Time Manipulation have a Lore-based Supernatural Sense for temporal anomalies. It can be used to detect disruptions to the timestream and to determine whether an action will cause such a disruption to occur. Some scions of Kronos use this ability to collect souvenirs from the past without changing history.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 12, 2013, 04:44:24 AM
The Chandrian do understand that their purpose is the destruction of Outsiders, but other than that I have no problems with those.
Title: Re: Sponsored Magic Master List
Post by: Theonlyspiral on February 12, 2013, 04:43:02 PM
The Akai Legacy and the Gift of the Conflux both look great!
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 12, 2013, 07:38:08 PM
Hmm. Upon review, Diabolism makes more sense than Divination for Curse Evothaum. I suppose it could be both, but it's already immensely broad and i'd rather not raise the cost.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 14, 2013, 01:01:45 AM
Edited the Curse accordingly.

Also added Time Manipulation.

If the revised Time Manipulation gets Lavecki's approval, I'll update the list tonight.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 14, 2013, 01:21:47 AM
Black hands, but I love this list. Seriously. It's like seeds for character inspirations. I kind of want to write up a chloromancer using your Plant Magic and a couple of ideas from the Treant in the Generic NPCs thread.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 14, 2013, 01:53:03 AM
I really like the revision you did to time manipulation. Thanks. I needed this for a pbp
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 14, 2013, 02:08:40 AM
Wow. That was fast. I modified the Scuba Diving power level a bit. It's about what Enduring the Apocalypse is being played at. This guy's shtick would theoretically be calling up plant elementals, supercharging local plants into things like wards, and doing cool plant-based evocations like forcing creeper vines to grow in your intestines. He'd make a reasonable Big Bad for some kind of campaign in a tropical area. He actually becomes playable if you drop the Marked by Power and the Sight, which I view as the most superfluous.

And yes, this is lo-cal Swamp Thing.
18 Refresh, 52 Skill Points, Skill Cap Fantastic.

High Concept
The Green Knight
Trouble
Accursed Humans!
Other
Floronic Man; “You can’t kill a vegetable by shooting it through the head”; I Was A Man, Once; Plant Elemental

Stunt
Woodcrafter (Bows): Your mastery over all things flora has allowed you to increase the power of your archery threefold. Gain a +1 to your Bows skill when using a wooden bow.
Skills
Fantastic: Lore, Discipline
Superb: Conviction, Bows
Great: Presence, Athletics, Survival
Good: Endurance, Alertness, Contacts
Fair: Weapons, Rapport, Craftsmanship
Average: Resources, Performance, Empathy

Powers
Marked by Power (The Green) [-1]
Evocation [-3] (Plant, Water, Spirit) (Water Power +1) (2 Focus Slots)
Thaumaturgy [-3] (Transformation/Disruption Complexity +1) (2 Focus Slots)
The Sight [-1]
Soulgaze [-0]
Undying [-0] (Basic immortality unless you kill him where there's no plants within a mile. Otherwise, he'll just throw his consciousness through The Green with his "death" curse and Conjure a new body out of plant matter, probably taking an Extreme consequence of UNFAMILIAR BODY or something of that sort.)
Supernatural Recovery [-4]
Limitation[+3] (The healing only occurs in direct sunlight. Mechanically, this is either an
Alertness declaration or assessment involving sunlight, followed by a tag for effect,
which activates the power. )
Plant Magic [-2]
Refinements [-8] (Plant Power +4, Control +3; Water Control +2) (Plant Control +3, Plant Complexity +2) (2 Focus Slots)

Total Refresh Cost: -20
Fate Points: -2


Specializations
Evocation:
Water Offensive Power: Conviction 5+ 1 Evocation=6
Water Offensive Control: Discipline 6 +2 Refinement=8
Plant Offensive Power: 5 Conviction+4 Refinement+3 Foci= 12
Plant Offensive Control: 6 Discipline+ 3 Refinement+3 Foci= 12
Thaumaturgy
T&D Complexity: 6 Lore+ 1 Thaumaturgy= 7
Plant Complexity: 6 Lore+ 2 Refinement=8
Plant Control:6 Discipline +3 Refinement=9
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 14, 2013, 05:03:15 AM
Update complete.

I'll take a look at the character later...right now I have midterms on my mind.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 14, 2013, 11:14:04 PM
Character looks pretty good. Some neat ideas there, and I think the math checks out. Aspects are a touch redundant though.

That's about all I've got to say about him.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 14, 2013, 11:29:38 PM
For something I took fifteen minutes to do, this turned out surprisingly well. Plant Magic is simple and yet varied and interesting, which is cool. About ten interesting ideas for the sponsored magic popped into my head while I was doing this.


EDIT- Like turning him into a woodcrafter, like I'm about to, by giving him a Bows skill and a stunt. Because Knights Flora are awesome.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 16, 2013, 04:04:23 AM
Glad you like it.

Thanks for coming up with all of those magics for the list, by the way.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 16, 2013, 05:09:38 AM
Happy to help! See my sig- Sponsored Magic is the most flavorful and therefore the best magic.


Oh, and you should probably ask to get the Custom Templates thread moved to this board.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 16, 2013, 09:36:01 PM
I actually did ask a while back, but I don't think the mods noticed. Or maybe they think it's suspect to nominate your own thread for Resource status.

Why don't you try reporting it for movement? That might look better.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 16, 2013, 09:36:48 PM
Fair enough. I'll give it a go.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 19, 2013, 12:57:09 AM
Sent it. Oh, and some Rote ideas for the Chloromancer. Because i'm bored.

Razor Leaf
Type: Plant Evocation, Attack
Power: 12
Control: Rote
Opposed By: Athletics, magical block
Effect: You launch a blast of sharp-edged leaves to slash at your opponent. Weapon:12.

Ingrain
Type: Plant Evocation, Defensive Maneuver
Power:9
Control: Rote
Effect: You root yourself into the ground and begin drawing power from the Green, supplementing your plant form. Gain the fragile aspects Connected to the Green, Flower Power, Miracle-Grown. These aspects are often tagged to control Solarbeam, or to enhance a thaumaturgic ritual.

Grasping Roots
Type: Plant Evocation, Grapple
Power: 12
Control: Rote
Target: 1 zone
Opposed Skill: Might
Effect: Vines and roots leap out of the ground and grapple an entire zone at 10 shifts.

Solarbeam
Type: Plant Evocation, Attack
Power: 16
Control: Roll Disc
Target: 1 LOS
Opposed By: Athletics, magical block
Effect: You collect the sun's power into your form, and fire it in a beam of flaming death. A Weapon:16 attack often controlled via tagging all the aspects gained from Ingrain.

Leech Seed
Type: Plant Evocation, Offensive Maneuver
Power:12
Control: Rote
Target: 1 LOS
Opposed By: Athletics, magical block
Effect: You fire a specially grown seed into the target that leeches all their strength and vitality away. Applies the ENERGY DRAINED aspect three times. the aspect is sticky.

Title: Re: Sponsored Magic Master List
Post by: narphoenix on February 19, 2013, 01:17:16 AM
^Someone likes their Pokemon.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 19, 2013, 01:42:17 AM
I basically just opened up the Grass-type list and went wild. unfortunately, things like Giga Drain are kind of difficult to represent in the DFRPG.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 19, 2013, 03:40:27 AM
Mm...some of those are a bit sketchy. Evocation multi-maneuvers are probably illegal IIRC, and zone grapples may or may not be possible.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 19, 2013, 09:17:02 PM
I'm pretty sure applying the same aspect more than once and zonegrappling is legal. I couldn't cite a page here, but I'm very sure. I just reread the whole Spellcasting section because Thaumaturgy is weird.

On the other hand, they're rotes I based on Pokemon moves and snapped off in about six minutes. If you don't like em' i'd be happy to do more. I like this sponsored magic.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 20, 2013, 05:24:45 AM
You can multimaneuver with Thaumaturgy, no doubt. But I don't see any particular reason to assume you can do so with Evocation.

As for zone grapples, they're doubly iffy. The zone block rules talk about covering multiple allies, not multiple characters. And since grapples are a special kind of block it's arguable whether Evocation can create them. (I know Orbius exists, but it ignores the rules anyway.)
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 20, 2013, 06:58:08 AM
You can multimaneuver with Thaumaturgy, no doubt. But I don't see any particular reason to assume you can do so with Evocation.

Evothaum should be able explain that one, though I'm not sure you can do that a rote. There aren't any rules saying you can't though.

As for zone grapples, they're doubly iffy. The zone block rules talk about covering multiple allies, not multiple characters. And since grapples are a special kind of block it's arguable whether Evocation can create them. (I know Orbius exists, but it ignores the rules anyway.)
I would say as long as a zone maneuver was done in advance (as this is what you need to do to trigger a normal grapple), I don't see why you couldn't. Also you can cover multiple characters with blocks. I don't know why you are saying you can only cover allies...maybe I just don't understand the wording
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 20, 2013, 07:05:38 PM
Indeed, evothaum multi-maneuvers are fine. Though they get a bit weird when they're offensive...if I cast a 12-shift multi-maneuver at you and you defend at 11, how many Aspects do I apply?

Anyway, the rules say "2 shifts of power allow the effect to cover multiple allies within the same zone". It's not clear how to cover multiple enemies, so most people (including me) just assume that the same surcharge applies.

And most people seem to assume that magical grapples don't require invokes.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on February 20, 2013, 07:14:10 PM
Indeed, evothaum multi-maneuvers are fine. Though they get a bit weird when they're offensive...if I cast a 12-shift multi-maneuver at you and you defend at 11, how many Aspects do I apply?.
I would say in that case, you roll individually against each aspect--if those 12 shifts are for four maneuvers, you roll four times to avoid them, just like if you're being attacked multiple times in a round.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 20, 2013, 07:37:50 PM
I would say in that case, you roll individually against each aspect--if those 12 shifts are for four maneuvers, you roll four times to avoid them, just like if you're being attacked multiple times in a round.
If that were the case then wouldnt it make more sense to use the multi attack variant and have the shifts split up between the maneuvers. So in that case it could be 4, 4 shift maneuver attacks. Though you could split it up differently.

Thats my take on it at least.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 21, 2013, 12:06:56 AM
I did another one. I may have a Sponsored Magic problem.

TENEBROMANCY [-4]
Description:You've learned to wield shadow magic, a dark reflection of normal magic. Contrary to popular belief, it isn't evil. It's dark. It's reflective. It isn't particularly nice. But then, neither is regular magic.
Sponsor:The collective ur-intellect composed of the world's billions of shadows.
Agenda:Shadows aren't really clever enough to have an agenda, but they'd like it if the sun went out, or was permanently eclipsed. Destroying sources of light is generally enough for them.
Evocation:Rather obviously, shadows. Besides manifesting corporeal shadows, you also mimic the conventional elements- their "shadow" copies. You can also manipulate reflections and mirrors.
Thaumaturgy: Tenebromantic rituals can obscure things, conjure objects out of shadow-matter, summon creatures of darkness, scry through shadows, teleport through shadows, and steal people's shadows.
Evothaum:You can use any ritual you can cast with Tenebromancy at Evocation's speed and methods.
Extra Benefits: You gain the effects of the Cloak of Shadows power. Also, you learn to reflect spells off bulwarks of darkness- if you successfully defend against an attack with an Evocation block, you may sacrifice your next action to turn that defense into an automatically successful attack, using the block strength as an attack roll, and the strength of the attack as Weapon rating.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 21, 2013, 12:09:43 AM
This reminds me of that doctor who episode with the shadows
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 21, 2013, 12:14:53 AM
Silence in the Library? The Vashta Nerada would make a really, really cool summon. Hm.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 21, 2013, 12:51:38 AM
Yea. That one. That would be cool
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 21, 2013, 04:34:43 AM
Looks a little strong.

I normally don't worry about how broad a Sponsored Magic's evocation is, but I think giving out every element is a bit much.

And while either of the two extra benefits would probably be fine, both together seems like too much.
Title: Re: Sponsored Magic Master List
Post by: Deadmanwalking on February 21, 2013, 05:00:20 AM
Yeah, I'm with Sanctaphrax.

Actually, I might go even farther, it's powerful already given it's scope of Evothaum without either Extra Benefit, and personally, I'd also say that simply and directly granting entire other powers wholesale is outside the scope of Sponsored Magic on it's own...at least without enhanced Refresh cost. So I don't feel that either Cloak of Shadows or what amounts to Riposte are appropriate extras per se.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 21, 2013, 05:25:58 AM
Sponsored Magic gives little extra bonuses as a matter of course. Not sure why it should matter if those bonuses are similar (or identical) to an existing Power or Stunt.

And the evothaum is as broad as a single Ritual specialization, which is standard.
Title: Re: Sponsored Magic Master List
Post by: Deadmanwalking on February 21, 2013, 05:32:03 AM
Sponsored Magic gives little extra bonuses as a matter of course. Not sure why it should matter if those bonuses are similar (or identical) to an existing Power or Stunt.

The powers granted are not usually as powerful as a full -1 Refresh Power or Stunt, and more importantly IMO, thematically, are enhancements of the magic, not thematically related but non-magical or always on effects. I suppose the Riposte version wouldn't fall under the second problem, though it does under the first, but Cloak of Shadows definitely does.

And the evothaum is as broad as a single Ritual specialization, which is standard.

True, I suppose. Seems a bit broad to me, but I suppose that's more personal than anything.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on February 21, 2013, 08:15:35 AM
My problem is more with the agenda.  Shadows don't exist without light so they'd be stupid to want the sun snuffed out.  D&D had the Shadowrealm consisting of twisted reflections, darker though not necessarily evil.  Finding something that works with that and the mirror like aspects of Tenebromancy could be cool.

Although this power does involve manipulating darkness as well, so maybe I needn't say anything.

As to the evocation riposte benefit, that's really cool.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 21, 2013, 02:13:57 PM
Hmm. I didn't mean the full element for the evocation thing, but i'll change it anyway. I just had a better idea.

Sponsored Magic gives little extra bonuses as a matter of course. Not sure why it should matter if those bonuses are similar (or identical) to an existing Power or Stunt.

And the evothaum is as broad as a single Ritual specialization, which is standard.

Sanctaphrax has the right of it. It's basically an additional Thematic Thaumaturgy specialization.

The powers granted are not usually as powerful as a full -1 Refresh Power or Stunt, and more importantly IMO, thematically, are enhancements of the magic, not thematically related but non-magical or always on effects. I suppose the Riposte version wouldn't fall under the second problem, though it does under the first, but Cloak of Shadows definitely does.


Going to have to disagree with you here. Kemmlerian Necromancy provides what amounts to a Refinement and possibly a Stunt, Un/Seelie Magic provides a 1 Refresh power, and Hellfire grants a very broad Stunt. Cloak of Shadows is incredibly thematically appropriate, and explicitly magic.

My problem is more with the agenda.  Shadows don't exist without light so they'd be stupid to want the sun snuffed out.  D&D had the Shadowrealm consisting of twisted reflections, darker though not necessarily evil.  Finding something that works with that and the mirror like aspects of Tenebromancy could be cool.

Although this power does involve manipulating darkness as well, so maybe I needn't say anything.

As to the evocation riposte benefit, that's really cool.

The Plane of Shadows of DND 3.5 (I'm a Pathfinder fan m'self) was a lot of the inspiration for this SM, yeah. And like I said, shadows are sort of simple. The want to kill the sun because shadows are weaker, watered-down versions of darkness.

Also, changes i'll probably make
- Switch the Evocation elements to darkness, cold, mirrors, reflections, and gravity.
-Change the Cloak of Shadows extra benefit into "You gain a +1 to the power/complexity of your spell as long as you're casting it in the dark"
-And because the one I wrote specifically for Plant Magic turned out so well, i'll do a character for this. If I can find the time. 
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 21, 2013, 02:45:26 PM
The revised version.

TENEBROMANCY [-4]
Description:You've learned to wield shadow magic, a dark reflection of normal magic. Contrary to popular belief, it isn't evil. It's dark. It's reflective. It isn't particularly nice. But then, neither is regular magic.
Sponsor:The collective ur-intellect composed of the world's billions of shadows.
Agenda:Shadows aren't really clever enough to have an agenda, but they'd like it if the sun went out, or was permanently eclipsed. Destroying sources of light is generally enough for them. They also like it when you kill photomancers and Summerfae.
Evocation:Rather obviously, shadows. Besides manifesting corporeal shadows, you also manipulate cold, gravity, reflections, and mirrors.
Thaumaturgy: Tenebromantic rituals can obscure things, conjure objects out of shadow-matter, summon creatures of darkness, scry through shadows, teleport through shadows, and steal people's shadows.
Evothaum:You can use any ritual you can cast with Tenebromancy at Evocation's speed and methods.
Extra Benefits: You learn to reflect attacks off bulwarks of darkness- if you successfully defend against an attack with an Evocation block, you may sacrifice your next action to turn that defense into an automatically successful attack, using the block strength as an attack roll, and the strength of the attack as Weapon rating.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 22, 2013, 04:49:01 AM
I think the Riposte effect is enough of an extra benefit on its own, personally.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on February 22, 2013, 06:10:28 AM
I think the Riposte effect is enough of an extra benefit on its own, personally.

Yeah, I agree.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 22, 2013, 09:06:06 PM
I suppose i'll bow to your judgement, then. Removed the complexity/control bonuses.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 22, 2013, 09:24:57 PM
Maybe I should slow down on these. I'll eventually do one for each Horseman, but Death is going to be quite the problem. The stats for each Horse are really up to the GM.

PESTILENCE [-4]
Description:You are heir to the power of bacteria and virus, pollution and plague. You are Pestilence, or one of it's Emissaries.
Sponsor:The ur-mind created by the semi-awareness of every virus, bacterium, and parasite in the world.
Agenda: To give people diseases, and to destroy institutions that would prevent the spread of disease. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfill the goals of Heaven.
Evocation: You can manipulate blood and other vital fluids and systems. Because bacterium alone outnumber humanity a billion to one, you can throw around raw life force, a sort of corrupted Soulfire.
Thaumaturgy:The creation of disease. Surprise! Beyond the obvious, manipulation of biological systems and the creation of new life-forms. For example, a Pestilential Ward might create a type of magic-consuming airborne bacterium.
Evothuam: You may use Biomancy at Evocation's speed and methods.
Extra Benefits: You gain a +1 to Guns/Bows when using a bow. In addition, you gain the Companion stunt for a Virusteed, a type of magical horse.

Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 22, 2013, 09:53:33 PM
I think Sancta already did a death type one
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 23, 2013, 02:04:07 AM
The Power of Death has some interesting ideas, but I was thinking more along the lines of the Discworld's DEATH or Good Omens Death. It's focused on being real. Much, much more real than everything else. War is almost ridiculously easy, but Famine is a little more complex. I'm thinking a beefed-up version of the Spell Eater power (see Thorned Namshiel) and the Aura of Influence power, with the applied aspect being INSANE HUNGER. I really like how Pestilence turned out. I suppose I should stat out the Horses.


Oh, and because there's technically an extra, i'll do Conquest.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 23, 2013, 03:34:03 AM
Here's Famine. I'm pretty happy with how it turned out. I like the White Court angle. And yes, the horse names are going to get very, very corny.

FAMINE [-4]
Description: You are heir to the power of hunger and despair, desperation and greed. You are Famine, or one of it's Emissaries. Famine is an elder spirit of Hunger, and his emissaries are vampires of the White Court.
Sponsor: The part of the human mind that is nothing but greed and hunger. This is where Famine lives.
Agenda: To cause famine, obviously, but in more than one sense. You make people hunger for everything. Famine wants you to want, without satisfaction. Ever. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfill the goals of Heaven.
Evocation: You can manipulate lack. The absence of anything, and the hunger for everything. This translates into power over cold, darkness, ashes, dust and emotions like fear, despair, lust, and greed.
Thaumaturgy: You can instill mass hunger, strip the world of energy and life to create shadow and cold, and command spirits and scavengers. If it involves taking without giving anything back, it’s likely within your purview. For example, a Famine Ward simply eats magic that is thrown at it. A Famine Veil swallows light and sound and hope.
Evothaum: You may use psychomancy and entropomancy at Evocation’s speed and methods.
Extra Benefits: Gain the Aura of Influence power, applying the AURA OF FAMINE aspect. You also learn to, among things, eat magic. Whenever you successfully use a counterspell, you gain a +2 to the control and power to the next spell you cast in that scene. The bonus is not cumulative. Gain the Companion stunt, granting you a Hungarabian steed.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 23, 2013, 04:09:50 AM
War, Death, and Conquest are a bit more difficult than I suspected they'd be. Would anyone be willing to try writing up characters for the one's i've posted so far? It's great fun.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 23, 2013, 05:39:43 AM
Don't have time.

New magics look mostly fine, except that for some reason they have a double share of extra benefits.

And it seems weird that Famine evocations can be used for thaumaturgy-like effects that Famine rituals can't be used for.

PS: The companion rules deserve a disclaimer; they may or may not be any good.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 23, 2013, 06:02:13 AM
I'm actually sort of fuzzy on them myself. where can I reread? And you're supposed to be able to do the "hungry" emotional manipulation thing with ritual too, but if it's unclear i'll change it.

Also, both Extra Benefits are only worth one refresh. Possibly. Again, not super clear on the Companion rules.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 23, 2013, 06:14:54 AM
You're only supposed to have 1 Refresh of extra benefits total.

I'm not just talking about emotional manipulation. Famine evocations can manipulate lack in general, Famine rituals apparently can't.

Here (http://www.jimbutcheronline.com/bb/index.php/topic,30475.msg1481213.html#msg1481213)'s a companion rules summary.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 23, 2013, 06:43:57 AM
Cold and darkness are defined as absences of energy That's what I meant by "strip the world of energy and life".


Hmm. I'd like the Horses to have Wings, Worldwalker or Swift Transition, Supernatural Speed at least, and some kind of stunt that increases the Survival skill of the person riding it for the purposes of riding it. So that seems to be four points of refresh spent? which is too much for a Sponsored Magic. It'd technically work with Wings and Swift Transition if you took No Mortal Home.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 23, 2013, 07:15:30 AM
Here's War and Conquest. I'll start working on Death tomorrow. And yes, Conquest's extra benefit is ridculously powerful depending on how many thralls you have. That's why it's priced up.


WAR [-4]
Description: You are heir to the power of wrath and steel, hate and strife. You are War, or one of it’s Emissaries. War is an elder spirit of Wrath, and his Emissaries are usually lycanthropes.
Sponsor: The part of your mind that tells you to kill indiscriminately, to strike down those who might strike you down first. War lives in the dark, reptile part of your brain that governs the Fight or Flight response.
Agenda: The creation or extension of strife, the instilling of wrath, the slaying of men. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfill the goals of Heaven.
Evocation: War evocations tend to resemble metal, earth, or fire evocations, except used in their warlike forms. Metal attacks, for example, resemble hails of gunfire. Fire attacks look like artillery shelling. Earth blocks or maneuvers create battlements or foxholes.
Thaumaturgy: War rituals tend to push the minds of men away from peace and towards the strife your power loves. War rituals can also create incredibly complex weaponry, things far beyond the scope of normal conjuration. Creating a functioning, magical Howitzer is not outside the realm of possibility.
Evothaum: You can use conjuration and psychomancy at Evocation’s speed, but only for the creation of weapons and armor and the instillment of wrath, respectively.
Extra Benefits: War conjurations can create extremely complex weaponry. Furthermore, the base complexity required to create modern weaponry such as firearms and bombs is reduced by 2 shifts. In addition, this magic is not the will-power of wizards or the elemental power of the Sidhe- it is the strength of your arm, the sharpness of your eye, and the edge of your hate. You may replace Discipline with Guns or Weapons for the control and aiming of spells.

CONQUEST [-5]
Description: You are heir to the power of domination and command, mastery and baleful pride. You are Conquest, or one of it’s Emissaries. Because they are rulers of minds and men, Emissaries of Conquest tend to be psychomancers.
Sponsor: The part of your mind that still respects territory, and demands mastery over other, weaker men, and the destruction of the stronger. Conquest lives in the part of your brain that tells you to dominate.
Agenda: To dominate, in every sense of that word. The creation of thralls, rough or otherwise. To strike down established power and government and put yourself at the top.
Evocation:To the utter surprise of most, Conquest evocations most closely resemble wood or spirit (light)  evocations. Wise men speculate that this is because the Horsemen are forces of nature, and what better representation of man’s desire to rule than wood? Or light? The creeping vine chokes the tree to grow closer to the sun. Arrogant light drives away the darkness.
Thaumaturgy: Conquest evocations resemble psychomancy in essentially every way. Which, considering it’s a type of proto-psychomancy, is reasonable. It’s completely hostile, however- it can be used only to dominate and destroy.
Evothaum: You may use psychomancy with Evocation’s speed and methods.
Extra Benefit: For every thrall (Defined as a person who posesses the CONQUERED consequence) present in the scene with you, you gain the aspect CONQUEROR’S BOON along with one free tag on it.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 24, 2013, 04:23:44 AM
Cold and darkness are defined as absences of energy That's what I meant by "strip the world of energy and life".

You should probably clarify that.

It's probably worth including the ability to create advanced weapons with conjuration in War's Extra Benefits. It is, after all, an extra benefit.

Conquest rituals seem a bit limited. Ritual (Psychomancy) is probably strictly superior.

I strongly suggest you find a new Extra Benefit for Conquest. Uncapped variables are not a good idea. And consequences are a crummy way to represent enthralment.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 24, 2013, 04:47:24 AM
Okay. I'll clarify it.

Hmm. I am having trouble with clarity here. I'll make the change.

Do you have any suggestions for how to broaden it?

I was under the impression that was how enthrallment was represented. That or a High Concept change. So half of Conquest needs to go back to the drawing board. Ideas?

Edit- So after rereading the relevant literature, Conquest's stuff should probably involve diabolism somewhere along the line. A lot of the interpretations say that he's the Antichrist, which speaks of serious demonic mojo.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 24, 2013, 05:01:13 AM
Conquest rituals could probably create minions without damaging the magic's thematic consistency. If you don't like that, maybe some kind of metaphysical dominion over the world effect would be neat.

Enthralment can be represented in a bunch of different ways. Take-out narration would be my preferred method.

Maybe Conquest could give a benefit to Contacts, leadership, or social interaction.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 24, 2013, 05:07:07 AM
Following up on the Diabolism angle. Excellent. Possibly just granting the Reality Warper custom power.


Hm. Possibly being able to use Lore in place of Presence for the Charisma and Command trappings of that, or being able to Declare the presence of minions with Contacts?
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 24, 2013, 05:49:14 AM
The revised Conquest. I like the idea of giving it Reality Warper as an Extra Benefit, but that's insanely powerful. I'm enamoured with the idea of a "faith vampire" who gains power from the worship of his thralls. Possibly some kind of Incite Emotion/Effect (Worship), with the thralls being able to take mental stress to give you more power. Or a Feeding Dependency. But for now, it's a simple skill switch.

CONQUEST [-4]
Description: You are heir to the power of domination and command, mastery and baleful pride. You are Conquest, or one of it’s Emissaries. Because they are rulers of minds and men, Emissaries of Conquest tend to be psychomancers.
Sponsor: The part of your mind that still respects territory, and demands mastery over other, weaker men, and the destruction of the stronger. Conquest lives in the part of your brain that tells you to dominate.
Agenda: To dominate, in every sense of that word. The creation of thralls, rough or otherwise. To strike down established power and government and put yourself at the top.
Evocation:To the utter surprise of most, Conquest evocations most closely resemble wood or spirit (light)  evocations. Wise men speculate that this is because the Horsemen are forces of nature, and what better representation of man’s desire to rule than wood? Or light? The creeping vine chokes the tree to grow closer to the sun. Arrogant light drives away the darkness.
Thaumaturgy: Conquest evocations resemble psychomancy in essentially every way. Which, considering it’s a type of proto-psychomancy, is reasonable. You also gain power over demons, and are able to command the hellspawn as easily as you are able to command men.
Evothaum: You may use psychomancy and diabolism with Evocation’s speed and methods.
Extra Benefit: You can use Lore in place of Presence for the Charisma and Command trappings of that skill.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 24, 2013, 05:55:58 AM
Much better.

Might even be possible to cut the cost down to 4. I mean, two stunts is more than you normally get as an Extra Benefit, but...that particular pair of trapping switches is unlikely to break anything.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 24, 2013, 06:10:45 AM
Switched the cost.

Now will someone please do some characters for these? I'm not incredibly busy but I'm pulling my hair out trying to figure out how to do Death. I could probably knock together a Conquest or a War.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on February 24, 2013, 06:44:14 AM
Said you wanted a Pratchett like Death, right?
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 24, 2013, 06:49:05 AM
Yep! That'd be great. Pratchett's interpretation of Death is basically the best. Possibly barring Neil Gaiman's version of Death as either the Lady on the Grey or Death of the Endless.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on February 24, 2013, 07:07:36 AM
More Real than real then.  Seems to me Worldwalking and Chronomancy type stuff would be best with entropy-like evocations as well as a specialization in Veils.

I would probably make the extra benefit that ability Death has where he shows up and people rationalize like crazy until they think he just looks very skinny but normal, however you would stat that up.  That and/or the ability to show up conveniently whenever someone is about to die.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 24, 2013, 07:13:06 AM
Human Guise and Supernatural Sense, respectively.
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on February 24, 2013, 07:20:49 AM
It's not really a sense since technically Death is -always- there already when people do or are about to die.  Unless he's imparting that sense to others who are having a near Death experience and can thus perceive him accurately.

Human Guise is cool, I guess it's really just the narration about how it works that has to change from the typical "You look human." to "You look nothing like a human, but you appear so disconcerting that everyone tries hard to believe you do and for the most part they succeed."
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 24, 2013, 11:34:39 PM
The Eye of Providence and the Teleportation power might work well for an Emissary of Death. She would only have to show up at certain, auspicious deaths in any case.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 25, 2013, 02:27:38 AM
 Ok so I wanted to make an opposing sponsor for chronomancy. This is what I have come up with, it needs work.

SPACE MANIPULATION [-4]
Description: This is power granted by Spacious, the God of Space.
Sponsor: Spacious, the God of Space, who grants his scions the ability to move freely throughout space (within reason).
Agenda: Spacious works to keep the universe in working order. He uses scions who have the ability to manipulate space, prevent the universe from collapsing.
Evocation: Space Manipulation evocations work by affecting the space around the user, extending or reducing space between two points.
Thaumaturgy: Space Manipulation rituals manipulate space. Teleportation is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Space Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: not sure what to put here.

I intend for the two powers be at odds in same way winner and summer are
[/quote]
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 25, 2013, 02:51:24 AM
Spacious? -____-

and this is super cool. For inspiration on what this type of thing can do, it might help to read the tvtropes page Space Master, which I won't link to because i'm not a monster.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 25, 2013, 03:35:33 AM
Spacious? -____-
Best I could think of

I will take a look at space master

EDIT: so the best I could find was bigger on the inside.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 25, 2013, 05:05:17 AM
Made a couple of minor changes expanding Famine's evocation elements.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on February 26, 2013, 12:00:23 AM
If you want Space Manipulation to match up with Time Manipulation, it might be appropriate to make its extra benefit a Supernatural Sense.

Time Manipulation senses temporal anomalies, so Space Manipulation could sense spatial anomalies. But that seems kinda weak, so maybe let it sense space in general. So you can instinctively tell how tall a building is, how far away a monster is, and how big the dark cave you're in is.

I guess you could do something similar for Time Manipulation, letting it be used to sense the current time and stuff like that.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on February 26, 2013, 01:07:41 AM
That makes sense, you could have time manipulation have a perfect sense of passing time
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on February 26, 2013, 04:08:48 AM
How about sensing "perfect" timing and distances as examples of spells?  Not to mention Divinations of how best to take advantage of those perfect times and places.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on February 26, 2013, 06:22:34 AM
Or a variation of Guide My Hand, where you Show Up because of timey-wimeu instead of God.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on March 10, 2013, 05:19:15 AM
So, the Elementalists. This is basically what I envision the users of the various elemental Sponsored Magics as. Plant Magic, Vulcanomancy, Storm Magic, that type of thing.

The Elementalists

The Orphan Knight
(click to show/hide)

Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on March 19, 2013, 03:25:42 AM
So...are you still doing this?
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on March 19, 2013, 03:30:48 AM
Ok so I wanted to make an opposing sponsor for chronomancy. This is what I have come up with, it needs work.

SPACE MANIPULATION [-4]
Description: This is power granted by Spacious, the God of Space.
Sponsor: Spacious, the God of Space, who grants his scions the ability to move freely throughout space (within reason).
Agenda: Spacious works to keep the universe in working order. He uses scions who have the ability to manipulate space, prevent the universe from collapsing.
Evocation: Space Manipulation evocations work by affecting the space around the user, extending or reducing space between two points.
Thaumaturgy: Space Manipulation rituals manipulate space. Teleportation is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Space Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: not sure what to put here.

I intend for the two powers be at odds in same way winner and summer are

Can anyone assist me with a rewrite of this?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on March 19, 2013, 09:31:03 PM
Sure.

What do you need help with?

I remember we came up with some Extra Benefit ideas a while back...have you decided what you want to do there?
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on March 20, 2013, 10:22:25 PM
TIME MANIPULATION [-4]
Description: This is power granted by Kronos, the God of Time.
Sponsor: Kronos, the God of Time, who grants his scions the ability to move freely throughout time (within reason).
Agenda: Kronos works to keep the timestream in working order. He uses scions who have the ability to travel along the timestream to prevent temporal anomalies from occurring.
Evocation: Time Manipulation evocations work by slowing down and speeding up the flow of time. This provides the normal set of Evocation effects, but with some funky desciptions; attacks might work by causing time to flow unevenly across the target's body while blocks might work by creating narrow slices of space where time barely moves.
Thaumaturgy: Time Manipulation rituals manipulate time. Straightforward time travel is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Time Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Time Manipulation have a Lore-based Supernatural Sense for temporal anomalies. It can be used to detect disruptions to the timestream and to determine whether an action will cause such a disruption to occur. Some scions of Kronos use this ability to collect souvenirs from the past without changing history.

SPACE MANIPULATION [-4]
Description: This is power granted by Spacious, the God of Space.
Sponsor: Spacious, the God of Space, who grants his scions the ability to move freely throughout space (within reason).
Agenda: Spacious works to keep the universe in working order. He uses scions who have the ability to manipulate space, prevent the universe from collapsing.
Evocation: Space Manipulation evocations work by affecting the space around the user, extending or reducing space between two points.
Thaumaturgy: Space Manipulation rituals manipulate space. Teleportation is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Space Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Space Manipulation have a lore based supernatural sense to know the distance/size of any space they can occupy or see (rooms they have been in, buildings, point a to point b ect)

I want them to be of similar power but I dont know if they are as written. Just check it and make sure, edit as needed.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on March 20, 2013, 10:39:33 PM
Wow. Sorry for my absence. I was gone for a while, there. Yeah, i'll keep doing them. I was thinking of doing the Tenebromancer next, but do you have a suggestion?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on March 20, 2013, 11:19:33 PM
Wow. Sorry for my absence. I was gone for a while, there. Yeah, i'll keep doing them. I was thinking of doing the Tenebromancer next, but do you have a suggestion?

Nah, I don't have any particular ideas. Just checking up on you.

Speaking of which, it's your turn in EtA.

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

SPACE MANIPULATION [-4]
Description: This is power granted by Spacious, the God of Space.
Sponsor: Spacious, the God of Space, who grants his scions the ability to move freely throughout space (within reason).
Agenda: Spacious works to keep the universe in working order. He uses scions who have the ability to manipulate space, prevent the universe from collapsing.
Evocation: Space Manipulation evocations work by affecting the space around the user, extending or reducing space between two points.
Thaumaturgy: Space Manipulation rituals manipulate space. Teleportation is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Space Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Space Manipulation have a lore based supernatural sense to know the distance/size of any space they can occupy or see (rooms they have been in, buildings, point a to point b ect)

I want them to be of similar power but I dont know if they are as written. Just check it and make sure, edit as needed.

I think they're equal power-wise.

There are a couple of asymmetries, though. Time Manipulation's sense detects anomalies where Space Manipulation's sense detects space in general. Maybe expand them both to cover both anomalies and general space/time stuff. I don't think that'd break anything.

And Time Manipulation explains its Evocation more. Just for the sake of symmetry, it might be worth adding some text to Space Manipulation.

They're both workable as written, but they could mirror each other more closely. I'll take a shot at editing 'em later today or tomorrow.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on March 21, 2013, 04:04:33 AM
Thanks mate
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on March 21, 2013, 10:24:01 PM
SPACE MANIPULATION [-4]
Description: This is power granted by Spacious, the God of Space.
Sponsor: Spacious, the God of Space, who grants his scions the ability to move freely throughout space (within reason).
Agenda: Spacious works to keep the universe in working order. He uses scions who have the ability to manipulate space, prevent the universe from collapsing.
Evocation: Space Manipulation evocations work by affecting the space around the user, extending or reducing the space between two points. This provides the normal set of evocation effects, but with some funky descriptions; attacks might work by warping the space inside someone's body while blocks might work by placing enormous distances between an attacker and their target.
Thaumaturgy: Space Manipulation rituals manipulate space. Teleportation is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Space Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Space Manipulation have a Lore-based Supernatural Sense for space. It can be used to determine one's location, to sense how large or how far away something is, to detect spacial anomalies. Other related effects are also possible; this list is not exhaustive. Some scions of Spacious use this ability to map the universe without a telescope.

TIME MANIPULATION [-4]
Description: This is power granted by Kronos, the God of Time.
Sponsor: Kronos, the God of Time, who grants his scions the ability to move freely throughout time (within reason).
Agenda: Kronos works to keep the timestream in working order. He uses scions who have the ability to travel along the timestream to prevent temporal anomalies from occurring.
Evocation: Time Manipulation evocations work by slowing down and speeding up the flow of time. This provides the normal set of Evocation effects, but with some funky desciptions; attacks might work by causing time to flow unevenly across the target's body while blocks might work by creating narrow slices of space where time barely moves.
Thaumaturgy: Time Manipulation rituals manipulate time. Straightforward time travel is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Time Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Time Manipulation have a Lore-based Supernatural Sense for time. It can be used to tell what time it is, to detect disruptions to the timestream, and to determine whether an action will damage the flow of time. Other related effects are also possible; this list is not exhaustive. Some scions of Kronos use this ability to collect souvenirs from the past without changing history.
Title: Re: Sponsored Magic Master List
Post by: Lavecki121 on March 22, 2013, 02:28:28 AM
That's wonderful. I love the symmetry between them. Thanks Sancta
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on April 13, 2013, 02:42:03 AM
Grabbed these from the Dallas game over on Obsidian Portal. I'll reword them and add them to the list when the next update comes around.


Seiðr (Odin)

Drawing on the power of the god Odin, you’re able to cast spells that fit his essential nature: war and battle, victory and death, wisdom and prophecy, trickery, cunning, and the hunt. These magics are under Odin’s sway and making use of it will inevitably gain his notice far away in his hall of Valhalla (in the Nevernever – the Ginnungagap – in the realm of Asgard).
Cost: 4 refresh for the package, not to mention approval from Odin himself. Reduce this cost by 1 if you have Evocation or Thaumaturgy; reduce the cost by 2 if you have both.

Benefits: Standard sponsored magic benefits (page 288). Odin’s magic is particularly effective against giants; downgrading the effectiveness of any Toughness ability the target has by one step (Mythic Toughness becomes Supernatural, Supernatural becomes Inhuman, Inhuman goes away) when using this magic against a giant enemy (this is mainly in reference to Norse giants, but large ‘humanoid’ Fae like Ogres and Trolls count too). Odin’s Seiðr may be used as an element for evocation, allowing evocation spell effects that encourage trickery, battle, lightning, pain, fury, and knowledge. Odin’s favored type of Thaumaturgy is without a doubt divination and via casting runestones, can be done with an evocation spell’s methods and speed. Additionally, Odin’s magic tends to take the form of (or incorporate) runes.


Seiðr (Freyja)
Drawing on the power of the goddess Freyja, you’re able to cast spells that fit her essential nature: love and beauty, family, hearth and home, sex, birth and fertility, growing things, rain storms, and protective war. These magics are under Freyja’s sway and making use of it will inevitably gain her notice far away in her hall of Sessrúmnir (in the Nevernever – the Ginnungagap – in her realm of Fólkvangr).

Cost: 4 refresh for the package, not to mention approval from Freyja herself. Reduce this cost by 1 if you have Evocation or Thaumaturgy; reduce the cost by 2 if you have both (As Freyja’s version has no Supernatural Toughness reducing ability, it does have more elements that can be used).

Benefits: Standard sponsored magic benefits (page 288). Freyja’s Seiðr may be used as an element for evocation, allowing evocation spell effects that encourage family, home, birth, protection, sexual attraction, growth, healing, hearth fires, and rain storms. This includes the ability to produce effects along the lines of biomancy (page 284) with less of a requirement for biological expertise in the spellcaster – Freyja already understands biology pretty well and will do the heavy lifting for the caster – but with an evocation spell’s methods and speed. Freyja’s magic can take many forms but invariably it will be suffused with a warm golden light in some way (or possibly droplets of red-gold water, the signature color of Freyja’s tears).
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on April 15, 2013, 11:45:23 PM
And another one from Dallas.

-4 Sponsored Magic (Uriel)
Fate Point Debt: You’re in debt to an Archangel of God… they kinda get finicky about what you use the magic for and they’re really big on “accountability.” Make good choices.
Elements: Light, Flame, Free Will, Fair Play, Protection, Retribution, Truth
Thaumaturgy: In addition to the Elements, functions as thematic Photomancy with Evocation’s Method’s and Speed
Soulfire, for an additional -1 Refresh (bringing it to -5 total) this gains Soulfire’s ability to satisfy the Catch of any creature with Holy et al, plus downgrades the toughness of supernaturals by 1 step
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on April 18, 2013, 10:23:28 PM
TENGU MAGIC [-4]
Description: Drawing on the power of the Tengu Court , you're able to cast spells that fit its essential nature: wind, illusions, stealth,and mischief. These magics are under the sway and watch of the Tengu King Sojobo; making use of them will inevitably catch his notice.
Sponsor: The Tengu King and his Dai Tengu Nobles.
Agenda: Finding of worthy opponents and engaging them in a one on one duel or in general combat. Protecting forests and mountains from both mortal and supernatural destruction, taking vengeance for insults and perceived wrongs, and  destroying or subjugating opposing Youkai clans and courts.
Evocation: Tengu Magic evocations take the form of various ninjutsu involving veils and powerful gusts of wind.
Thaumaturgy: Tengu Magic rituals may be used to curse people, especially with disfigurement. Poisons, illusions, possession, telepathy, item creation, and general mischief are also possible.
Evothaum: Tengu Magic rituals can be cast with Evocation's speed and methods if they create illusions, allow telepathic communication, inflict poisons, or target mortals who are enemies of the tengu.
Extra Benefits: A character with Tengu Magic receives the Pack Instincts Power for free, with the tengu as their pack.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on May 05, 2013, 03:01:44 PM
KINDLY MAGIC [-4]
Description: Drawing on the power of the Eumenides, the Kindly Ones, you have become an avatar of vengeance and champion of those wronged, especially by those victimized by family blood. You draw on magic of pure and powerful wrath in the pursuit of righting wrongs.
Sponsor: The Erin-Eumenides, the Kindly Ones
Agenda: Avenging the innocent, especially spilled family blood. Sponsor debt should push you toward vengeance at any cost.
Evocation: Kindly Magic draws on deep forms of measured wrath, calling up precise and vicious beams of fire, powerful and narrow blades of force, focused and terrifying bolts of lightning, and things of that nature.
Thaumaturgy: Kindly Rituals involve finding targets and taking vengeance on them, or protecting the innocent to destroy the guilty. Divination to find targets or innocents are top of the list, followed by Transformation and Disruption rituals to take vengeance from afar.
Evothaum: Divination to find targets may be cast with the speed and methods of Evocation.
Extra Benefits: Any divination performed with Kindly Magic cannot be counterspelled. It also works over Thresholds, running water, and, if a caster is mortal, even over enchanted circles.

This is my first shot at Sponsored Magic. Tell me what you think?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 06, 2013, 05:41:05 AM
Looks okay.

At first glance, I'd say you might be able to make it a little stronger.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on May 06, 2013, 10:19:19 AM
Looks okay.

At first glance, I'd say you might be able to make it a little stronger.

How so?

EDIT: Do you think I could modify the last clause to say that any magic cast with Kindly Magic is unaffected by Thresholds, Wards, Running Water, and circles (if you're mortal for the last one)?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 07, 2013, 12:48:26 AM
Yeah, I think that could work.

I imagine there are some games where that'd be too strong, but still. I'd let you use Kindly Magic with that extra benefit if I was the GM.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on May 07, 2013, 12:58:01 AM
This is the rewrite withe the modification. Would you be willing to put this on the list, Sancta?

KINDLY MAGIC [-4]
Description: Drawing on the power of the Eumenides, the Kindly Ones, you have become an avatar of vengeance and champion of those wronged, especially by those victimized by family blood. You draw on magic of pure and powerful wrath in the pursuit of righting wrongs.
Sponsor: The Erin-Eumenides, the Kindly Ones
Agenda: Avenging the innocent, especially spilled family blood. Sponsor debt should push you toward vengeance at any cost.
Evocation: Kindly Magic draws on deep forms of measured wrath, calling up precise and vicious beams of fire, powerful and narrow blades of force, focused and terrifying bolts of lightning, and things of that nature.
Thaumaturgy: Kindly Rituals involve finding targets and taking vengeance on them, or protecting the innocent to destroy the guilty. Divination to find targets or innocents are top of the list, followed by Transformation and Disruption rituals to take vengeance from afar.
Evothaum: Divination to find targets may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell performed with Kindly Magic cannot be counterspelled. It also works over Thresholds, running water, and, if a caster is mortal, even over enchanted circles.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 07, 2013, 01:06:09 AM
Sure.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 08, 2013, 06:35:50 AM
Speaking of list updates...I might as well do one now.

This list is a lot easier to manage than the Power list, so I'll be able to gather up the new stuff before I go to sleep tonight.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 08, 2013, 06:42:30 AM
(click to show/hide)
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 09, 2013, 02:26:11 AM
Now to format everything.

(click to show/hide)
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 09, 2013, 03:19:40 AM
Now, what's left to be done?

Tengu Magic, Kindly Magic, Tenebromancy, Time Manipulation, and Space Manipulation are probably fine as is.

Uriel Magic and Freyja's Seiðr need real extra benefits. And the Norse magics need agendas. I'll have to talk to the DFRPG Dallas people.

Pestilence and Famine both have a double share of extra benefits. I'm inclined to ditch the horses or turn them into Aspects, since the companion stunt rules are pretty iffy.

I'm not sure about the Horseman magics in general. The power levels look a bit iffy and I'm not thrilled by their wording. I might do some minor rewrites on them. But of course I should ask Hick Jr first.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 09, 2013, 07:05:06 AM
Talked to Wolfhound from DFRPG Dallas.

The magics of Uriel, Freyja, and Odin are now ready to be added to the list.

At least, I think so. Feel free to tell me I'm wrong.

Also: I'm spoiler-blocking these lists. They take up too much space.

Note: I lost the formatting of this post in an editing mistake.

(click to show/hide)
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on May 09, 2013, 07:42:15 PM
Sancta, if I could make a suggestion: Instead of spoiler blocking the list as a whole, why not spoiler each power (or maybe group them), with a label so you can open up the spoiler you're looking for instead of opening them all up and having to scroll all over the place?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 10, 2013, 07:09:47 AM
That sounds like a lot of work.

But if there's a specific magic you want to look at, I can pull it out for you.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on May 10, 2013, 07:04:23 PM
That sounds like a lot of work.

But if there's a specific magic you want to look at, I can pull it out for you.
Not at the moment, was just a general thought on organization.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 15, 2013, 05:49:19 AM
Wolfhound from DFRPG Dallas sent me his takes on Odin and Freya's Agendas, so those have been added to the relevant Sponsored Magics.

Since Hick Jr still hasn't gotten back to me, I went ahead and edited the horseman magics myself. Hopefully he'll approve of the changes I made. They weren't too drastic, so I doubt he'll be greatly offended.

Anyway, I think the following is ready for inclusion in the list. As always, it would be greatly appreciated if someone were to check to make sure I'm right about that.

This'll go up on the list late Thursday or early Friday unless something happens to slow me down.

(click to show/hide)
Title: Re: Sponsored Magic Master List
Post by: Mrmdubois on May 15, 2013, 07:27:00 AM
I didn't see any problems except this:

Quote
Thaumaturgy: Conquest evocations resemble psychomancy in essentially every way. Which, considering it’s a type of proto-psychomancy, is reasonable. You also gain power over demons, and are able to command the hellspawn as easily as you are able to command men.

Bolting mine, I think you meant rituas or something.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 15, 2013, 10:17:53 PM
Oops. Fixing that now.

Thanks for the look-over.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 16, 2013, 04:12:59 AM
Just remembered another thing I have to do.

I have a player with The Curse Of The Seven, and the issue of how to suppress the Signs came up in game. Back when it came up I required a supplemental action to stop suppressing the Signs, but in retrospect it should probably be free. Adding a bit to the Extra Benefits section in order to cover that.

CURSE OF THE SEVEN [-4]
Description: You’re one of the Chandrian, the Seven chosen of darkness. Your power is blood and shadow and rot and madness. And hate. Hate like iron and bitter rue. Pretty much everyone wants to kill you, and you probably eat souls.
Sponsor: The Curse Of The Seven is sponsored by the Dead Star, a blue supergiant star that exists deep in the Nevernever. It draws its power from alternate timelines which have ended in the heat death of the universe. This is a secret, though, and even the Chandrian don't know it. People who know about the Curse tend to think it's sponsored by some evil god from before humanity, or by the ancient Wyldfae known as the Cthaeh (a flawlessly malevolent and perfectly accurate oracle).
Agenda: The acceleration of entropy. Destruction of evidence of themselves, remaining secret. The death of good creatures like angels. And the protection of the universe from the agents of the Outside. That last bit is secret to everyone except the Chandrian, though.
Evocation: Curse Evocation manipulate blood, shadows, silence, smoke, the weather, entropy, chill, madness, decay, raw elemental energy, and the void.
Thaumaturgy: The Curse of Seven’s rituals are nightmare things meant only to bend, break, or destroy. They can curse people, accelerate entropy, raise the dead, erase knowledge, control demons, and bend or break the minds of men.  Preservation and protection are anathema to this power.
Evothaum: The Curse allows its user to use entropomancy, necromancy, psychomancy, and divination with Evocation’s speed and methods.
Extra Benefits: You begin to display the Signs; within your presence flames turn blue, wood rots, liquids freeze, iron rusts, animals go mad, and silence falls. Any scene that you are in has the SIGNS OF THE SEVEN Aspect, which you can tag once per scene. Because this power is a curse, it is not without detriment. You take a -2 penalty on all social rolls except Intimidation with beings who know who and what you are, and there is almost no potential for friendly interaction. People get +2 to any check to successfully identify you as one of the Seven if the Signs are obvious or visible. You may attempt to suppress this ability by making a Discipline roll. This requires an action if you do it in the middle of a scene. The default difficulty is Superb, but areas directly hostile to or unusually resonant with your High Concept may modify this. If you succeed, no aspect is applied. You may stop supressing this ability at any time as a free action.
Title: Re: Sponsored Magic Master List
Post by: Wolfhound on May 16, 2013, 07:58:07 PM
Thanks Sanctaphrax, looks great.

EDIT
Noticed something craptacular about my sentence structure here:
"Those she selects are cunning warriors worthy of Sessrúmnir. Those she selects "

Can you change that second "Those she selects" to "Her chosen"
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 17, 2013, 04:47:03 AM
Done.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 17, 2013, 05:02:48 AM
And now the list has been updated.

I probably didn't actually need to use the fifth post, but the list is 21 pages long now and fitting it into 4 posts would have been annoying.
Title: Re: Sponsored Magic Master List
Post by: Troy on May 18, 2013, 12:35:03 PM
Are all these categories of magic things that have been displayed in the Dresden Files series of novels? Or are they just really interesting things people have come up with for their own PCs during a game?

Most of the Sponsored Magics cost -4 Refresh, but there are a couple that cost -5 Refresh. What's the reasoning for that?

Also, how did the concept of the "Extra Benefits" come about? Is that something that's part and parcel with Sponsored Magic? Do Seelie and Unseelie magic have Extra Benefits?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on May 18, 2013, 07:27:03 PM
Are all these categories of magic things that have been displayed in the Dresden Files series of novels? Or are they just really interesting things people have come up with for their own PCs during a game?

Some have been demonstrated in the novels, but most are pure homebrew.

Most of the Sponsored Magics cost -4 Refresh, but there are a couple that cost -5 Refresh. What's the reasoning for that?

Generally a cost of -5 indicates a double share of Extra Benefits.

Also, how did the concept of the "Extra Benefits" come about? Is that something that's part and parcel with Sponsored Magic? Do Seelie and Unseelie magic have Extra Benefits?

Yes. All Sponsored Magics in canon have Extra Benefits. Seelie and Unseelie Magic, for example, downgrade the Toughness of the opposing Court by one step.
Title: Re: Sponsored Magic Master List
Post by: vultur on May 26, 2013, 07:18:08 PM
Some have been demonstrated in the novels, but most are pure homebrew.

Specifically, we've seen Rune Magic (Gard, in SmF and "Heorot") and Fomor Magic (Mag, in "Even Hand").

Wyld Magic is based on the Erlking's balefire seen in Changes, and some of the Superior magics are based on stuff we've seen (Superior Warding on the Merlin's army-stopping ward, for example).
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 13, 2013, 06:33:04 AM
Tengu Magic has been edited slightly. New version:

TENGU MAGIC [-4]
Description: Drawing on the power of the Tengu Court , you're able to cast spells that fit its essential nature: wind, illusions, stealth,and mischief. These magics are under the sway and watch of the Tengu King Sojobo; making use of them will inevitably catch his notice.
Sponsor: The Tengu King and his Dai Tengu Nobles.
Agenda: Finding of worthy opponents and engaging them in a one on one duel or in general combat. Protecting forests and mountains from both mortal and supernatural destruction, taking vengeance for insults and perceived wrongs, and destroying or subjugating opposing Youkai clans and courts.
Evocation: Tengu Magic evocations take the form of various ninjutsu involving veils, powerful gusts of wind, and strange fireballs.
Thaumaturgy: Tengu Magic rituals may be used to curse people, especially with disfigurement. Poisons, illusions, possession, telepathy, item creation, and general mischief are also possible.
Evothaum: Tengu Magic rituals can be cast with Evocation's speed and methods if they create illusions, allow telepathic communication, inflict poisons, or target mortals who are enemies of the tengu.
Extra Benefits: A character with Tengu Magic receives the Pack Instincts Power for free, with the tengu as their pack.
Title: Re: Sponsored Magic Master List
Post by: PirateJack on June 25, 2013, 06:52:37 AM
A player of mine has come up with a decent idea for an antagonist. Since he is playing an emissary/mantle bearer of Apep/Apophis, he figured that an Emissary of Ra would be a good idea. I agree with him, but I'd like to hear your takes on whether this sponsored magic makes sense. The Emissary is designed to be essentially the anti-Apep (since there's a lot of mythology about Ra and Apophis), so she's focusing on magic, as opposed to his Supernatural Strength. The way he's playing the game so far is basically to stealth around a bit, ambush, then throw whatever heavy object comes to hand.

RA'S MAGIC [-4]
Description: Drawing upon the power of the Sun God, Ra, you're able to cast spells that fit his essential nature; sunlight, rebirth, fire and creation.
Sponsor: Ra, Egyptian deity of the sun.
Agenda: Ra's goals are as many and varied as his names, but his one overriding goal is the overcoming Apep every day as he makes his way beneath the world on his solar boat.
Evocation: Ra's magic evocations commonly take the form of pyromancy and illusions.
Thaumaturgy: Ra's magic rituals most often take the form of healing, conjuration or growth. While they can be cast at any time, they tend to be easier at high noon and often require offerings to be burnt as sacrifices.
Evothaum: Ra's Magic rituals can be cast with Evocation's speeds and methods.
Extra Benefits: A character with Ra's Magic gains a free High Noon aspect to tag when performing a ritual at noon. Spells that use the sunlight aspect of this power also satisfy the Catch of creatures weak to sunlight.
Title: Re: Sponsored Magic Master List
Post by: MadAlchemist on June 25, 2013, 07:48:18 PM
I would give Ra's Magic a "Downgrade the Toughness powers of Creatures of Darkness and satisfies the Catch of creatures vulnerable to Sunlight" effect.
Title: Re: Sponsored Magic Master List
Post by: PirateJack on June 25, 2013, 08:33:06 PM
Ha! That would be a kick in the teeth for him. He's been relying on supernatural toughness the whole game. I like it.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 25, 2013, 10:37:36 PM
Looks mostly good.

Needs some kind of extra benefit, though. Downgrading Toughness would be a good one, do you want to go with that?

If not, I suggest adding some kind of bonus to performing rituals at noon.
Title: Re: Sponsored Magic Master List
Post by: PirateJack on June 27, 2013, 06:12:25 AM
I want to go for lowering the toughness one level, since it has more of an effect on the PC, but thematically it makes more sense to get a bonus at noon. Perhaps a free tag for rituals cast at noon.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 28, 2013, 12:33:52 AM
They both sound fine to me. Pick one and I'll add the magic to the list.
Title: Re: Sponsored Magic Master List
Post by: PirateJack on June 28, 2013, 05:44:42 AM
Okay, I've gone with High Noon and edited it into the description.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 28, 2013, 08:35:27 AM
Alright. I'll add that to the list.

Actually, wait. It just occurred to me that "counts as sunlight" doesn't necessarily have to cost anything. We don't charge pyromancers for the ability to satisfy Catches that have to do with fire, do we?

If you don't object, I'll include a bit saying that Ra's Magic attacks can manipulate Catch-satisfying sunlight.
Title: Re: Sponsored Magic Master List
Post by: PirateJack on June 28, 2013, 08:48:20 AM
Sure, that works. I'd intended it to satisfy sunlight Catches anyway, just forgot to put it in.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 09, 2013, 04:41:27 AM
So, does anyone have any thoughts on what an Extra Benefit for a Sponsored Magic based on the Sun and the Moon would be like? The evocation and ritual are already pretty broad, encompassing most of the physical and mythical aspects of both. I'm hitting a roadblock with the extra benefit, however.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on July 09, 2013, 06:41:07 AM
During the day, you have X ability. During the night, you have Y ability.

That's what I'd go with.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 09, 2013, 06:49:55 AM
I was thinking something along those lines, but I wasn't sure where to go with it. Like, should it grant a 1 refresh power for time of day? Provide a free "Astral Conjunction" tag to rituals? something else? If I go the 1 refresh power route, it'd probably go

Day- the Sight
Night- Cloak of Shadows
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on July 10, 2013, 01:54:13 AM
Yeah, I was thinking something like that. One Power or stunt during the day, another one during the night.

Hopefully it's not too strong...ideally, not being able to control which ability you have ought to cancel out the benefit of having access to two abilities.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 10, 2013, 06:02:04 AM
I was also thinking something along the lines of possibly replacing your Scholarship with your Lore for the purposes of ritual complexity. Or possibly providing a +3 to Astronomy-based Scholarship checks or something mimicking the Doctor stunt.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on July 10, 2013, 07:48:55 AM
I like the astronomy idea. Unfortunately it might be kind of useless...but you could use it for ritual prep, so that's something.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 10, 2013, 10:48:29 PM
I was also thinking ritual prep. Conjunctions and all that. Can anyone else think of anything? It's a cool concept that i'm struggling to do stuff with beyond really the really vast evocation elements that are my trademark.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 16, 2013, 11:04:16 PM
Oh, and just to prove that I haven't lost my touch, another one. This one is based on the power of the Red God R'hllor from the Song of Ice and Fire series (Game of Thrones).

THE RED FAITH
Description:You wield the power of the God Of Light and Life, R'hllor.
Sponsor:The aforementioned deity. Rumor has it that R'hllor is simply a Summer King of immense power, and so Summerfae and other Seelie creatures may be able to gain this power.
Agenda:The devastation of creatures of darkness, cold, and death. Namely, the Unseelie Fae, but all those who wield such powers are evil and disgusting in your eyes. Burn them.
Evocation:Followers of R'hllor wield power over fire, light, life, smoke, ash, and to the surprise of many, shadows.
Thaumaturgy:Followers of R'hllor can look into flames and see the future, summon terrors of shadow and flame, create wards to defend the bright and living, and step through flames to travel from one location to another.
Evothaum:Any ritual that can be cast using the Red Faith can be cast with Evocation's speed and methods.
Extra Benefits:While wearing nothing but red, you gain Marked By Power (R'hllor), and the Holy Touch custom power.

Suggestions for a better name would be appreciated.

A Sponsored Magic for the Great Other, who's DV counterpart is featured in a famous horror video game, is forthcoming.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 18, 2013, 05:03:23 AM
Seeing as how i'm using this in EtA, i figured i'd post it.

ASTROMANCY [-4]
Description: You wield power over the physical and mythological aspects of the Sun and the Moon. This power is generally wielded by priests, witches, and druids.
Sponsor: This power is often self sponsored, gained by heliomancers and menemancers who learn to blend the two arts. However, gods of Day and Night will often grant this power to their followers. If so, it is sponsored by them. Amaterasu, Tsukuyomi-no-mikoto, Apollo, Selune, Helios, Artemis, Horus, Ra, Quetzalcoatl, Svarog, Nut, Sekhmet, Hecate, and Chang’e are all gods or goddesses whose portfolios include the sun or the moon, and thus are capable of granting this power.
Agenda: The preservation of the balance between Day and Night. Protection of both the Sun and the Moon against creatures who would do harm to either, such as vampires who want the sun to go out, Summerfae who would love daylight everlasting, and so on. If granted by a god, that god’s agenda.
Evocation:You can manipulate aspects of the sun and the moon. From the moon, you gain power over darkness, cold, gravity, earth, oceans, blood, time, trickery, and madness. From the sun, you gain power over light, fire, electromagnetism, nuclear forces, radiation, space, growth, battle, and plants.
Thaumaturgy: Rituals cast with Astromancy make use of the same themes as Evocation cast with it, but their applications lean towards the abilities of deities of the day, the night, and the sun and the moon.
Evothaum: Any ritual that can be cast with Astromancy can be cast with evocation’s speed and methods.
Extra Benefits: The power granted by the sun and the moon changes depending on which one of those is in the sky at the moment. During the day, you gain the Sight. During the night, you gain Cloak of Shadows. 


The extremely broad evocation elements are where people might take issue, but that's honestly a flavor thing. Trapping someone in a recursive space loop (Block vs Conviction/Alertness/Lore) isn't much different than imposing your will on someone's motor centers via Spirit evocation (Block vs Conviction/Discipline/Might). They're also fairly accurate representations of the portfolios of the gods mentioned above.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on July 19, 2013, 03:46:59 PM
I think the Red Faith's extra benefit is too good. Needing to wear red isn't much of a limitation, and being able to turn off Marked By Power is kind of useful.

Little bit hesitant about Astromancy too, since not having Cloak Of Shadows during the day will rarely matter.

BRIDE OF HADES [-4] (More in-game lore relevant to our campaign)

Description:  Drawing on the power of Hecate as the bride of Hades, you are able to cast spells that fit into her nature as the consort of the death god.

Sponsor: Hades and Hecate

Agenda: Convert mortals to Hades' or Hecate’s worship.  Stop the other gods of death.  Pursuit and execution of Necromancers and mortals made immortal (Vampires, Denarians, even ghosts, zombies and other undead raised against their will)

Evocation: Evocations that involve this sponsor involve killing things, or causing them to end.

Thaumaturgy: Ectomancy, sending souls to Tartarus or Asphodel, contacting the recent dead.

Evothaum: Ectomancy

Extra Benefits: The positive benefits of Lawbreaker (First) as well as insulation from the effects of continued use.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 19, 2013, 06:13:22 PM
Well, as a "faith" thing, Holy Touch works really well thematically. But the wearing red thing is what makes the red priests really recognizable.


Okay, i thought that one could use some review. Thoughts on a better extra benefit?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on July 19, 2013, 09:05:12 PM
Well, as a "faith" thing, Holy Touch works really well thematically. But the wearing red thing is what makes the red priests really recognizable.

It's certainly appropriate narratively. But it's 2 Refresh worth of stuff, plus it lets you get around Marked By Power's drawback and Holy Touch's prerequisite.

Okay, i thought that one could use some review. Thoughts on a better extra benefit?

How about switching Cloak Of Shadows for Flesh Mask? Being wrapped in an inhumanly beautiful illusion seems very moon-y to me.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 19, 2013, 09:47:31 PM
Hm. Split the difference at a bonus for first impressions and holy touch?


and after a reread of Flesh Mask, i'm not incredibly sure about it. Echoes of the Beast, for nocturnal animals?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on July 20, 2013, 04:40:35 PM
Hm. Split the difference at a bonus for first impressions and holy touch?

That's still 2 1-Refresh abilities for the price of one. I think it'd be better to make the limitation harsher.

and after a reread of Flesh Mask, i'm not incredibly sure about it. Echoes of the Beast, for nocturnal animals?

I dunno, animal Echoes doesn't seem totally fitting.

Though...you could go with Echoes Of The Moon. You get +1 to Alertness/Investigation in situations where the moon's senses would be better than a human's (whatever that means), you can do one minor thing humans can't (like maybe glowing), and you can sort-of talk to moon (it's not much of a conversationalist because it lacks a brain).

If you went that route you could make the day ability into Echoes Of The Sun.
Title: Re: Sponsored Magic Master List
Post by: username on July 30, 2013, 02:50:22 AM
Seeing as how i'm using this in EtA, i figured i'd post it.

ASTROMANCY [-4]
Description: You wield power over the physical and mythological aspects of the Sun and the Moon. This power is generally wielded by priests, witches, and druids.
Sponsor: This power is often self sponsored, gained by heliomancers and menemancers who learn to blend the two arts. However, gods of Day and Night will often grant this power to their followers. If so, it is sponsored by them. Amaterasu, Tsukuyomi-no-mikoto, Apollo, Selune, Helios, Artemis, Horus, Ra, Quetzalcoatl, Svarog, Nut, Sekhmet, Hecate, and Chang’e are all gods or goddesses whose portfolios include the sun or the moon, and thus are capable of granting this power.
Agenda: The preservation of the balance between Day and Night. Protection of both the Sun and the Moon against creatures who would do harm to either, such as vampires who want the sun to go out, Summerfae who would love daylight everlasting, and so on. If granted by a god, that god’s agenda.
Evocation:You can manipulate aspects of the sun and the moon. From the moon, you gain power over darkness, cold, gravity, earth, oceans, blood, time, trickery, and madness. From the sun, you gain power over light, fire, electromagnetism, nuclear forces, radiation, space, growth, battle, and plants.
Thaumaturgy: Rituals cast with Astromancy make use of the same themes as Evocation cast with it, but their applications lean towards the abilities of deities of the day, the night, and the sun and the moon.
Evothaum: Any ritual that can be cast with Astromancy can be cast with evocation’s speed and methods.
Extra Benefits: The power granted by the sun and the moon changes depending on which one of those is in the sky at the moment. During the day, you gain the Sight. During the night, you gain Cloak of Shadows. 


The extremely broad evocation elements are where people might take issue, but that's honestly a flavor thing. Trapping someone in a recursive space loop (Block vs Conviction/Alertness/Lore) isn't much different than imposing your will on someone's motor centers via Spirit evocation (Block vs Conviction/Discipline/Might). They're also fairly accurate representations of the portfolios of the gods mentioned above.

I remember WoJ that magic doesn't really work when you're beyond the Earth or something. I can imagine the Pro-Nightists using magic smoke or whatever to obscure the sky, but how would the Pro-Sunners reach the moon?
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 30, 2013, 05:49:31 AM
I flavor it as drawing power from the elementals inhabiting the stars. Earth's magic-field is helpful, but unnecessary. Which is a useful Compel if your player ever leaves the atmosphere.

Pro-Nightists would probably put something in an orbit as that it was always causing a full solar eclipse. Obscuring the sky would also work.

Keep in mind that "the fabric of space" is one of the evocation and ritual elements of this. Pro-Sun people might literally teleport the Moon away, which would be ecologically devastating and would destroy a healthy chunk of the planet's ocean life.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 02, 2013, 08:46:02 AM
Am I the largest contributor to this list?

TECHNOMANCY [-4]
Description: You wield power over technology itself, the cornerstone of civilization.
Sponsor: The new gods of things like Media and Internet and Highway. Ferromancers and those with metal elementals in their ancestry might naturally develop this power.
Agenda: The furtherance of technology and scientific discovery, the application of rigor and structure to magic as a whole.
Evocation: Technomantic evocations resemble metal evocations, and involve advanced weaponry, like lasers, homing missiles, electricity blasts, and so on.
Thaumaturgy: Technomantic rituals can look through cameras, see through satellites, create golems out of electronics, conjure pieces of technology, and create techno-magical marvels.
Evothaum: Any ritual that can be performed with Technomancy can be performed at Evocation’s speed and methods.
Extra Benefits: You are incapable of accidentally hexing technology, and the technology created via your spells cannot be accidentally hexed. You gain Echoes of the Beast (Machines), which allows you to talk with machines, and grants +1 to Craftsmanship to working with complex machinery.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 02, 2013, 09:48:29 PM
Looks good to me, and I think so.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 02, 2013, 10:07:39 PM
ANOTHER CROWN TO ADD TO MY VAST COLLECTION OF FRIVOLOUS CROWNS.

If anyone has any suggestions or requests for a Sponsored Magic, i'm down.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on August 02, 2013, 10:19:55 PM
I contributed!

(click to show/hide)
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 02, 2013, 11:04:40 PM
PUNY NARPHOENIX. FUHRER KING HICK HAS CONTRIBUTED A DOZEN.

(note to self: Fullmetal Alchemy sponsored magic?)

Title: Re: Sponsored Magic Master List
Post by: narphoenix on August 02, 2013, 11:23:45 PM
PUNY NARPHOENIX. FUHRER KING HICK HAS CONTRIBUTED A DOZEN.

(note to self: Fullmetal Alchemy sponsored magic?)

Murphy is puny, too. You don't see Harry willing to get on her bad side. 
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 02, 2013, 11:51:20 PM
I kid, I kid. I actually really like Kindly Magic! It's extra benefit is coolio.


But no really, i need new ideas for sponsored magics i'm getting the shakes

oh god

the shakes
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 03, 2013, 10:35:25 AM
FMA Sponsored Magic could be neat. Or maybe some kind of Law Magic.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 03, 2013, 11:49:40 PM
What do you mean by Law Magic? Law in the D&D sense?


FMA may be better represented by Incite Effect, but I'll take a crack at it. After replaying Brutal Legend, i really want to do a Power of Metal SM.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 04, 2013, 01:20:41 AM
Law in either the D&D sense or the government sense. They could both work.
Title: Re: Sponsored Magic Master List
Post by: Troy on August 08, 2013, 02:32:58 PM
WHITE LIGHTER MAGIC [-4]
Description: This is the magic of White Lighters, ranked among the guardians of White Magic. It is almost always used to defend and protect innocents from the perturbations of the forces of evil and darkness. White Lighters are able to orb (teleport) to any location on Earth or other realms, taking passengers with them. They can also heal those who have been injured, but their power cannot bring the dead back to life.
Sponsor: The Elders.
Agenda: Guide, advise, and protect witches and others who potentially have a great destiny. A White Lighter's charges are assigned to them by the Elders. White Lighters must also work to keep magic a secret from the uninitiated and cannot act in mortal affairs if such action might expose the existence of magic to the world.
Evocation: White Lighter Evocations create blocks and maneuvers in order to protect and defend their charges. Evocations are rarely ever used to attack, but when they do, the magical attack appears to be a searing bolt of lightning.
Thaumaturgy: White Lighter rituals include minor Divination and healing rituals.
Evothaum: White Lighters can perform their Divination and healing with Evocation's methods and speed.
Extra Benefits: Once per target, per scene, a White Lighter may remove Physical Stress and Consequences provided injuries were sustained via "unnatural" means. A man shot by a mugger could not be healed, but a man shot by a mugger who was under the influence of a demon could be healed. Physical Stress and Consequences healed in this manner at transferred to the White Lighter in the form of Mental Stress or Consequences. White Lighters are extremely empathic souls and witnessing the pain and violence wrought by mortals can be taxing and traumatizing for them.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on August 08, 2013, 03:26:32 PM
WHITE LIGHTER MAGIC [-4]
Description: This is the magic of White Lighters, ranked among the guardians of White Magic. It is almost always used to defend and protect innocents from the perturbations of the forces of evil and darkness. White Lighters are able to orb (teleport) to any location on Earth or other realms, taking passengers with them. They can also heal those who have been injured, but their power cannot bring the dead back to life.
Sponsor: The Elders.
Agenda: Guide, advise, and protect witches and others who potentially have a great destiny. A White Lighter's charges are assigned to them by the Elders. White Lighters must also work to keep magic a secret from the uninitiated and cannot act in mortal affairs if such action might expose the existence of magic to the world.
Evocation: White Lighter Evocations create blocks and maneuvers in order to protect and defend their charges. Evocations are rarely ever used to attack, but when they do, the magical attack appears to be a searing bolt of lightning.
Thaumaturgy: White Lighter rituals include minor Divination and healing rituals.
Evothaum: White Lighters can perform their Divination and healing with Evocation's methods and speed.
Extra Benefits: Once per target, per scene, a White Lighter may remove Physical Stress and Consequences provided injuries were sustained via "unnatural" means. A man shot by a mugger could not be healed, but a man shot by a mugger who was under the influence of a demon could be healed. Physical Stress and Consequences healed in this manner at transferred to the White Lighter in the form of Mental Stress or Consequences. White Lighters are extremely empathic souls and witnessing the pain and violence wrought by mortals can be taxing and traumatizing for them.

Charmed, anyone?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 09, 2013, 05:34:47 AM
Looks mostly good to me.

Don't think you need to limit White Lighters to minor Thaumaturgy, but maybe I'd think different if I'd seen the show.

Might be worth clarifying the Extra Benefit a little too. I assume it's a full action in combat?

Can you choose to take some, but not all, of your target's stress and consequences?
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on September 17, 2013, 11:47:00 PM
It's been too long.


THE POWER OF ROCK [-4]
Description:You wield the power of rock and roll.
Sponsor:Ormagöden, the Fire Beast, the Lord of the Chord, and the God of Metal.
Agenda:Kick ass. Rock out. Be awesome while doing it. Either resist attempts to destroy The Metal, or destroy rival musical avatars.
Evocation:In place of earth, wind, and water, the Metal uses even cooler versions- Metal, Noise, Blood. Fire too, because it was the only one cool enough to stay.
Thaumaturgy:Metal rituals involve conjuring forth massive stages, summoning beasts of metal, melting faces, inspiring the crowds, and looking awesome.
Evothaum: You can perform any rituals using the Power of Rock at Evocation’s speed and methods.
Extra Benefits:You can use Performance in place of Discipline for all magical purposes. In addition, you gain a magical guitar that carries 4 free focus slots that can only be spent on improving the evocations or rituals of the Power of Rock.


ELECTROMAGNETOMANCY [-4]
Description: You wield absolute power over electromagnetism, one of the four fundmental forces of the universe.
Sponsor: Extremely competent geomancers may self-sponsor this Magic. It can be granted by powerful Lightning or Metal elementals, or the occasional Dragon. The occasional storm deity are known to grant this power, and the scions of such deities can develop it as well.
Agenda: User's own, if self sponsored. If granted by an outside entity, the regulation of the laws of physics as they pertain to both magic and reality. The regulation and caretaking of stars.
Evocation:Electromagnetomancy allows for manipulation of all forms of all forms of electromagnetic radiation (ultraviolet, infrared, microwaves, thermal, radio, x-rays, gamma rays), light, electricity, electrons, metal, magnetism, chemistry, and matter.
Thaumaturgy:Electromagnetomantic Rituals utilize the same elements as it's Evocation.
Evothaum:Any ritual that can be performed with Electromagnetomancy can be performed with Evocation's speed and methods.
Extra Benefits:You gain a Supernatural Sense allowing you to perceive the electromagnetic spectrum in it's entirety.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on September 19, 2013, 03:18:54 AM
Electromagnetomancy looks good, but The Power Of Rock is too strong. Four focus slots is 2 Refresh worth, and an Extra Benefit should only be worth 1 Refresh. Switching spellcasting control to Performance would normally also cost 1 Refresh, but I think you could probably get away with including that for free since I have a hard time imagining Performance breaking anything.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on October 08, 2013, 10:11:11 PM
I'll adjust the Power of Rock.

Anyway, I found this while trawling my old posts. I wrote it for a theoretical organization of evil spellcasters led by an ex-Blackstaff. It's possible the Extra Benefit is undercosted, which I tend to do. Feedback is appreciated.

Have I posted Halloween Magic yet? I should get around to finishing that.

BLACKSTAFF MAGIC [-4]
Description:You wield the fell power of the Blackstaff, the black ops man of the White Council.
Sponsor:The Blackstaff itself.
Agenda:To break the Laws of Magic- namely to kill, to transform, to invade the thoughts of others, to enthrall, to use necromancy, to swim against the flow of time, and to look Outside the Outer Gates.
Evocation: Any evocation that breaks one of the Seven Laws.
Thaumaturgy:Any ritual that breaks one of the Seven Laws.
Evothaum:Any ritual that breaks one of the Laws can be used at evocation's speed and methods.
Extra Benefits:If you possess Blackstaff Magic, you cannot gain a Lawbreaker power. Instead, you can spend a Fate Point and gain a +2 bonus to control and complexity/power to spells that break a specific Law for that scene.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on October 09, 2013, 02:56:32 AM
You haven't posted Halloween Magic yet.

That is an interesting extra benefit. Pretty powerful, but...I'd be tentatively willing to allow it if I were GMing. 1 Refresh for the benefit plus 1 FP for 2 Refinements worth of bonuses is reasonable, though I am a little worried about stacking bonuses.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on October 09, 2013, 03:22:31 AM
I'll try to have it up by the end of the week.


I should probably put "spend a FP or take a point of Sponsor Debt" in there, because the Sponsor Debt makes more sense given what we saw of the Blackstaff in Changes. I personally view the benefit as fairly limited. I mean, if you want to kill people, fine. Go wild. But i've never seen a situation on this board or in an IRL game where the Second, Sixth, and Third Laws came up. I came up with the magic because I had a character concept for an ex-cultist of the aforementioned Blackstaff cult, who was basically a wizard with this Sponsored Magic.

Thanks for the feedback. I wished more people used all these magics I write.  :'(
Title: Re: Sponsored Magic Master List
Post by: narphoenix on October 09, 2013, 03:55:35 AM
Thanks for the feedback. I wished more people used all these magics I write.  :'(

Whereas all the magics I wrote up are in use right now! :P
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on October 09, 2013, 03:56:41 AM
Whereas all the magics I wrote up are in use right now! :P
YOU ARE A BUTT

FILLED WITH OTHER, SMALLER BUTTS
Title: Re: Sponsored Magic Master List
Post by: narphoenix on October 09, 2013, 04:23:11 AM
YOU ARE A BUTT

FILLED WITH OTHER, SMALLER BUTTS

I knew your response was going to be hilarious. But I didn't think it would be that funny.

Anyway, I need this Sponsored Magic so that I can post the stats of a group known as the Seven. A powerful group known as the Seven (not from a fan work). The wizard among them has this power, so I'm putting it through the wringer to see how it goes:

SUPERIOR ECTOMANCY [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. A wizard with this level of power over ghosts attracts ghosts to herself and can use them to affect the living with all due haste
Sponsor: This Magic is Self Sponsored
Agenda: As this magic is self sponsored, it lacks an agenda
Evocation: This magic does not provide Evocation
Thaumaturgy: This power does not provide Thaumaturgy
Evothaum: All Ectomancy may be cast with the speed and methods of Evocation.
Extra Benefits: Immediately gain the benefits of the Ghost Speaker. However, the power of the wizard who has taken this makes it more extreme. Ghosts notice you at +4 instead of +2, but you may use Contacts at +2 when dealing with the dead.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on October 09, 2013, 04:26:39 AM
Which work? If you're doing the Seven from the Kingkiller Chronicle, I did a Sponsored Magic for them.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on October 09, 2013, 04:31:36 AM
Which work? If you're doing the Seven from the Kingkiller Chronicle, I did a Sponsored Magic for them.

This Seven are not from a work. Although the wizard of this Seven is based off of a member of one of the Seven from a certain series. Hint: the magic she's taking is related to the character she's based off of.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on October 09, 2013, 07:03:32 PM
I mean, if you want to kill people, fine. Go wild. But i've never seen a situation on this board or in an IRL game where the Second, Sixth, and Third Laws came up.

I think the 3rd would come up fairly often if it wasn't forbidden. Mind reading is handy.

The 6th is pretty out there, though. And breaking the 2nd is usually just a needlessly elaborate way to kill someone.

Thanks for the feedback. I wished more people used all these magics I write.  :'(

I know the feeling.

Unfortunately, Sponsored Magic tends to get used rarely. It's very conceptually specific and it's usually central to the character using it. So many people prefer to write their own, and even if people go hunting for Sponsored Magics to use they're only gonna use 1 per PC.

SUPERIOR ECTOMANCY [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. A wizard with this level of power over ghosts attracts ghosts to herself and can use them to affect the living with all due haste
Sponsor: This Magic is Self Sponsored
Agenda: As this magic is self sponsored, it lacks an agenda
Evocation: This magic does not provide Evocation
Thaumaturgy: This power does not provide Thaumaturgy
Evothaum: All Ectomancy may be cast with the speed and methods of Evocation.
Extra Benefits: Immediately gain the benefits of the Ghost Speaker. However, the power of the wizard who has taken this makes it more extreme. Ghosts notice you at +4 instead of +2, but you may use Contacts at +2 when dealing with the dead.

I like the idea of the extra benefit, but I'm not sure it's appropriate to use an increased bonus to contacting you as a drawback. I mean, what's wrong with being contacted?
Title: Re: Sponsored Magic Master List
Post by: narphoenix on October 09, 2013, 07:26:14 PM
I like the idea of the extra benefit, but I'm not sure it's appropriate to use an increased bonus to contacting you as a drawback. I mean, what's wrong with being contacted?

It's actually very simple.

Example:

Diana, the wizard among the Seven, is trying to sneak into a warehouse. Her stealth is Good, but there are Lecter Specters guarding the place with an Alertness of Average. Although she could usually count on her Stealth being good enough to sneak past, her Superior Ectomancy bites her in the ass as the Lecter Specters can sense her presence at Superb.   

Essentially, where there are dead people, someone with Superior Ectomancy finds it *really* difficult to sneak around.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on October 09, 2013, 07:32:00 PM
I guess. But even so, it seems really narrow.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on October 09, 2013, 07:39:50 PM
I guess. But even so, it seems really narrow.

I like the Contacts +2 to contact ghosts, though. It makes it different than Ghost Speaker + Mastery of Ectomancy. Any other suggestions for drawbacks?
Title: Re: Sponsored Magic Master List
Post by: Taran on October 09, 2013, 08:01:10 PM
It's been too long.


THE POWER OF ROCK [-4]
Description:You wield the power of rock and roll.
Sponsor:Ormagöden, the Fire Beast, the Lord of the Chord, and the God of Metal.
Agenda:Kick ass. Rock out. Be awesome while doing it. Either resist attempts to destroy The Metal, or destroy rival musical avatars.
Evocation:In place of earth, wind, and water, the Metal uses even cooler versions- Metal, Noise, Blood. Fire too, because it was the only one cool enough to stay.
Thaumaturgy:Metal rituals involve conjuring forth massive stages, summoning beasts of metal, melting faces, inspiring the crowds, and looking awesome.
Evothaum: You can perform any rituals using the Power of Rock at Evocation’s speed and methods.
Extra Benefits:You can use Performance in place of Discipline for all magical purposes. In addition, you gain a magical guitar that carries 4 free focus slots that can only be spent on improving the evocations or rituals of the Power of Rock.


My name is Mock (http://www.youtube.com/watch?v=_8vaPv3Myl0); Thanks a lot.

3:15
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on October 09, 2013, 09:35:05 PM
Well, that was....interesting.


I was thinking of Brutal Legend when I wrote it, but if it'd look good as an Iron Maiden album cover, you can do it.
Title: Re: Sponsored Magic Master List
Post by: Taran on October 09, 2013, 09:39:43 PM
Dude, you have to watch that movie.  It's awesome.  It's called Rock n Rule.  Unfortunately, I gave away the end...it's still worth watching.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on October 10, 2013, 10:32:01 AM
I like the Contacts +2 to contact ghosts, though. It makes it different than Ghost Speaker + Mastery of Ectomancy. Any other suggestions for drawbacks?

Best thing I can think of is making the caster vulnerable to the physical attacks of ghosts.

I once wrote a -0 Power that made you solid to ghosts, so you could touch them and they could touch you. I think just getting the second half of that Power would make a good weakness for an ectomancer, since they can already affect ghosts and since they'll inevitably spend enough time around ghosts to make the weakness meaningful.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on October 10, 2013, 02:08:18 PM
So something like this?

SUPERIOR ECTOMANCY [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. A wizard with this level of power over ghosts attracts ghosts to herself and can use them to affect the living with all due haste
Sponsor: This Magic is Self Sponsored
Agenda: As this magic is self sponsored, it lacks an agenda
Evocation: This magic does not provide Evocation
Thaumaturgy: This power does not provide Thaumaturgy
Evothaum: All Ectomancy may be cast with the speed and methods of Evocation.
Extra Benefits: Immediately gain the benefits of the Ghost Speaker. However, the power of the wizard who has taken this makes it more extreme. You may use Contacts at +2 when dealing with the dead, but spirits can physically harm you, even if they are unable to manifest.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on October 11, 2013, 02:47:29 AM
Yeah.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on October 11, 2013, 03:10:52 AM
Yeah.

So it's filed under "add to the list"?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on October 11, 2013, 03:30:15 AM
Yep.
Title: Re: Sponsored Magic Master List
Post by: vultur on November 09, 2013, 06:39:43 AM
Maybe needs a better Extra Benefit. Suggestions? A Scholarship bonus with math seems possible, but not that interesting.

MATHEMAGIC [-4]
Description: You wield magic derived from a surpassing comprehension of mathematics. Or perhaps the mathematical underpinnings of the universe favor you.
Musts: You must have extensive knowledge of mathematics, through a high Scholarship score and/or stunt.
Sponsor: The mathematical underpinnings of reality and physics: fundamental constants like e, pi, the speed of light in vacuum, and the fine-structure constant; the basic operations of mathematics.
Agenda: To discover, accumulate and preserve mathematical and physical knowledge. Mathemagicians often become obsessive scholars.
Evocation: Mathemagical evocation manipulates probability, dimension, and direction. Probability effects manifest as bizarre flukes of chance; someone sneezes at exactly the right moment to throw off his aim, trips while standing still, is stung by a convenient wasp, and so on. On the more offensive end, someone might suffer a heart attack during combat despite no previous history of problems, or a Red Court vampire might accidentally rip open its own blood storage by fumbling with its claws. Dimension/direction manipulation can cause bullet paths to bend, melee blows to be unable to reach their targets, and so on.
Thaumaturgy: Mathemagical thaumaturgy can provide the effects of entropomancy, as well as equivalent but opposite good-luck effects, via probability manipulation. It can also produce transportation and worldwalking effects.
Evothaum: Entropomancy and good-luck effects can be used with evocation's methods and speed.
Extra Benefits: So many things can go wrong with a spell. Gain a +1 power and control bonus on counterspells using Mathemagics.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on November 09, 2013, 09:28:16 PM
I'd go with something that moves trappings between Scholarship and Lore. Either casting with Scholarship or doing math with Lore. Because having to buy up Scholarship as well as casting skills would be a real pain in the neck.

Both possible bonuses seem kind of small, though, so I'd probably throw in another small extra benefit.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on November 09, 2013, 09:44:05 PM
For an extra benefit, how about perception of quantity? You can instantly calculate, day, how many beans are in a jar, the distance between two points, the number of hairs on someone's head, how much something weighs, etcetera.
Title: Re: Sponsored Magic Master List
Post by: vultur on November 09, 2013, 11:08:26 PM
OK, would replacing Lore with Scholarship for magic purposes + 1 control on counterspells be good?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on November 10, 2013, 05:33:39 AM
Could work.

But in my experience counterspells hardly ever get used. I'd be inclined to move some other piece of Lore over to Scholarship instead.

Up to you, of course.

For an extra benefit, how about perception of quantity? You can instantly calculate, day, how many beans are in a jar, the distance between two points, the number of hairs on someone's head, how much something weighs, etcetera.

I oppose this on the grounds that it would discourage me from using Numerical Prodigy with this.
Title: Re: Sponsored Magic Master List
Post by: vultur on November 15, 2013, 12:05:33 AM
But in my experience counterspells hardly ever get used. I'd be inclined to move some other piece of Lore over to Scholarship instead.

Maybe arcane research?  Then you could pretty much do the "scholarly/pure knowledge" parts of Lore with Scholarship. Perceiving supernatural stuff and so on would still be a function of your actual supernatural awareness (Lore).
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on November 15, 2013, 04:04:17 AM
Sounds good to me.
Title: Re: Sponsored Magic Master List
Post by: vultur on November 15, 2013, 06:50:21 AM
OK, cool.

Also, did my versions of Fomor Magic and Outsider Magic ever end up here?

New Version:
MATHEMAGIC [-4]
Description:
You wield magic derived from a surpassing comprehension of mathematics. Or perhaps the mathematical underpinnings of the universe favor you.
Musts: You must have extensive knowledge of mathematics, through a high Scholarship score and/or stunt.
Sponsor: The mathematical underpinnings of reality and physics: fundamental constants like e, pi, the speed of light in vacuum, and the fine-structure constant; the basic operations of mathematics.
Agenda: To discover, accumulate and preserve mathematical and physical knowledge. Mathemagicians often become obsessive scholars.
Evocation: Mathemagical evocation manipulates probability, dimension, and direction. Probability effects manifest as bizarre flukes of chance; someone sneezes at exactly the right moment to throw off his aim, trips while standing still, is stung by a convenient wasp, and so on. On the more offensive end, someone might suffer a heart attack during combat despite no previous history of problems, or a Red Court vampire might accidentally rip open its own blood storage by fumbling with its claws. Dimension/direction manipulation can cause bullet paths to bend, melee blows to be unable to reach their targets, and so on.
Thaumaturgy: Mathemagical thaumaturgy can provide the effects of entropomancy, as well as equivalent but opposite good-luck effects, via probability manipulation. It can also produce transportation and worldwalking effects.
Evothaum: Entropomancy and good-luck effects can be used with evocation's methods and speed.
Extra Benefits: You understand magic through the lens of mathematics. Use Scholarship instead of Lore for arcane research and all spellcasting purposes (thaumaturgy, enchanted items, Refinement cap...)
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on November 15, 2013, 09:41:46 PM
Looks good.

Fomor Magic is in the first post and on the list, but Outsider Magic seems to have fallen through the cracks. If you tell me where to find it, I'll add it to the list.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on November 15, 2013, 10:08:21 PM
I think maybe he means this one: http://www.jimbutcheronline.com/bb/index.php/topic,38894.msg1913681.html#msg1913681
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on November 15, 2013, 10:12:38 PM
I posted this on the "Outsider Stats" thread on the GS/CD spoiler board, but here's my version --

Outsider Magic
Description: Drawing upon the power of the Outside (or a powerful Outsider patron), you're able to cast spells that destroy, distort, ruin, or harm aspects of reality (time, space, energy or matter) and induce fear, despair, and horror.
Cost: 4 refresh, 3 if you have Evocation or Thaumaturgy, 2 if you have both. You also need to either be an Outsider, or have an Outsider patron.
Benefits: Standard sponsored magic benefits.
Evocation - Outsider magic may be used as an element for evocation; when used this way, it produces effects similar to the entropy aspect of water evocation, and can also produce veils (as per spirit evocation). Outsider evocation effects are always obviously and profoundly weird, warping and twisting aspects of reality.
Thaumaturgy - Outsider magic can produce the effects of entropomancy, as well as psychomancy and transportation/worldwalking effects appropriate to the themes of this magic (psychomancy cannot produce beneficial or calming effects, transportation creates teleport effects, etc). It also may produce limited chronomantic effects.
Evothaum  - Outsider magic can produce Outsider-appropriate psychomancy effects with evocation's methods and speed.
Other Benefits - Outsider magic provides a +1 power bonus on evocations (not evothaum) which directly cause destruction or harm.

Extra benefit seems a little weak. Hellfire boosts complexity too.

But other than that it looks fine. I'll add it to the list next update.
Title: Re: Sponsored Magic Master List
Post by: vultur on November 16, 2013, 02:55:20 AM
Yeah, it should probably have the same extra benefit as Hellfire. I think that's probably what I had in mind (given that OW says to use the stats for Hellfire for Outsider Magic), I likely just messed it up.
Title: Re: Sponsored Magic Master List
Post by: S1C0 on January 16, 2014, 03:52:27 AM
At Sanctaphrax

I had an idea and i wondered how you would stat it out since your boss at it

A sponsor magic that is tied to three separate IOPs The powerglove , Code Book , and my favorite the light gun

as you can guess i need an epic Retro Video game sponsor magic letting you draw the powers of all video games of the
time
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on January 16, 2014, 06:43:37 AM
Evocation and thaumaturgy effects seem simple enough. An attack evocation might involve conjuring a bob-omb or shooting someone with a gun from Halo. A ritual might conjure up Pac-Man to eat your enemies or trap someone inside a game of Super Smash Bros.

The extra benefit might let you play video games with your Lore skill or something. That seems kind of weak, though...maybe also include video game knowledge or a numerical bonus? Dunno for sure.

The sponsor/agenda would depend on what you have in mind for the story of this magic. Were the items created by a god or something?
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on January 16, 2014, 01:10:13 PM
At Sanctaphrax

I had an idea and i wondered how you would stat it out since your boss at it

A sponsor magic that is tied to three separate IOPs The powerglove , Code Book , and my favorite the light gun

as you can guess i need an epic Retro Video game sponsor magic letting you draw the powers of all video games of the
time
...Are you planning a Captain N game?

Because that sounds awesome.
Title: Re: Sponsored Magic Master List
Post by: S1C0 on January 17, 2014, 12:35:41 AM
Very similar possibly to a Captain N game it was an attempt by a nerd warlock to create a weaker infinity gauntlet long story short he had to turn two focus items into resonance items of power so you need all three..

the magic comes purely from the collective wishful thinking of all sentient gamers and the innocence of play

the agenda is simple , the agenda of any game, Beat The Enemy or Win The Game, what i am going with is a arch

enemy a nega-me an evil clone of myself through a scanner darkly
Title: Re: Sponsored Magic Master List
Post by: S1C0 on January 17, 2014, 03:26:24 AM
My main thing needed for the power is the extra benefits and i have never tryed my hand at powers with any good balanced result :'( sos
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on January 17, 2014, 04:16:47 AM
I think I'd go with "use Lore + 2 to play video games and to know things about video games". Presumably, when there's a Video Game Magician character gaming skills and knowledge are important.

I included the +2 because it's still a pretty narrow bonus even then. I mean, you can't destroy vampires by beating them at Call of Duty.

PS: Writing balanced powers is mostly a matter of practice. If you keep playing and fiddling with mechanics, eventually you'll be good at it.

Though you do have to care. If your attitude is that balance isn't terribly important, no amount of practice will make you good.
Title: Re: Sponsored Magic Master List
Post by: S1C0 on January 18, 2014, 02:53:52 PM
that is a good balanced one i think i may go with that, how would it look written up?
 
Title: Re: Sponsored Magic Master List
Post by: Taran on January 18, 2014, 10:58:24 PM
what about a +1(power) bonus to video game themed enchanted items.  Or something like that...or maybe an extra use.  (like finding a power-pack or med-kit in a video game).

Edit:  I guess it would be worded as: One free enchanted item slot to be used on a video game themed item.

So then it could be it's own device or it could add 1 power or 2 extra uses to an existing one.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on January 19, 2014, 12:25:05 AM
that is a good balanced one i think i may go with that, how would it look written up?

Something like this, maybe:

VIDEO GAME MAGIC [-4]
Description: You can draw upon the magical power of video games.
Sponsor: The collective wishful thinking of the world's video gamers and the innocence of play.
Agenda: Beat the enemy, win the game, play again. Do it all in a "fun" and "fair" way.
Evocation: Video Game Magic evocations work by temporarily creating things from video games in the real world. An attack might be a virtual explosive conjured out of thin air, while a shield might be a video game character who protects the caster for the duration of the spell. All such effects look as realistic or unrealistic as the games they originate from.
Thaumaturgy: If it involves video games, a Video Game Magic ritual can probably do it. Summoning things from video games, travelling into video games, and trapping people in video games are all possible.
Evothaum: All rituals that may be cast with Video Game Magic may be cast with Evocation's speed and methods.
Extra Benefits: A character with Video Game Magic may use their Lore skill plus two to play video games and to know things about video games.
Title: Re: Sponsored Magic Master List
Post by: S1C0 on January 19, 2014, 12:57:34 AM
At Sanctaphrax


that is epic man just what i was thinking. :D
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 06, 2014, 12:42:23 PM
Can someone explain to me please what does Rune Magic do?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on April 06, 2014, 07:36:30 PM
I can try.

What do you find confusing?
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 06, 2014, 07:42:56 PM
The extra benefit. What exactly is new as opposed to normal crafting?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on April 06, 2014, 08:24:26 PM
Rune Items can contain any ritual spell regardless of power. But they're unusually difficult to create.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on April 06, 2014, 08:37:38 PM
You need an unholy amount of Enchanted Item slots to get the kind of mileage out of it that merits actually taking the power. Having a really high complexity/control bonus for Runecrafting also makes the power scale exponentially, possibly up to the point where you're carrying around multiple 20-shift disruption bombs.

It's a power for extremely dedicated crafting characters that sort of forces you to use this modified crafting system.
Title: Re: Sponsored Magic Master List
Post by: vultur on April 07, 2014, 06:01:37 AM
So you can ignore the "twice your Lore" cap?

That seems kind of dangerous at very high Refresh levels.
Title: Re: Sponsored Magic Master List
Post by: Cadd on April 07, 2014, 10:09:34 AM
The way I read it, with Rune Magic you no longer use the rules for making Enchanted Items, you store a Thaumaturgy Spell - one that you actually have to perform mechanically, risk of Backlash and all - in the rune, for later, one-time use.

Normal crafting is actually pretty darned easy to hit effect strengths of 7-8 with a single slot and adding slots for Strength is pretty weak at that point, but you can never go past 10 (unless the skill cap i raised). You really only need one skill - Lore.

Rune Magic will depend just as much on your Discipline, and somewhat on Conviction, as you need to finish the spell in as few exchanges as possible since every exchange "costs" an item slot. It requires a higher Skill point investment, for comparable (or weaker) single-slot items, in exchange for more powerful multi-slot items.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on April 07, 2014, 07:51:52 PM
You can still make normal items if you want, though.
Title: Re: Sponsored Magic Master List
Post by: vultur on April 09, 2014, 04:03:36 AM
Oh, OK, I thought it was just removing the cap on enchanted items...
Title: Re: Sponsored Magic Master List
Post by: umdshaman on April 09, 2014, 04:24:01 AM
Well, if I read it correctly, it does that. But it also costs you an enchanted item slot for EVERY exchange. So (considering you need Superb Discipline to safely draw 1 power at a time) you can build a safe custom item on-the-fly for a lot more than it would have cost you at character creation, or you can risk setting off a small nuclear detonation by pulling your average every exchange.
Title: Re: Sponsored Magic Master List
Post by: Cadd on April 09, 2014, 02:57:41 PM
It will also fit with Gards description of being "out for three weeks" after scribing a specific rune - a good chunk of backlash to avoid it going nuclear in her hands, probably ;)
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 09, 2014, 04:23:22 PM
It will also fit with Gards description of being "out for three weeks" after scribing a specific rune - a good chunk of backlash to avoid it going nuclear in her hands, probably ;)
In that case, though, I doubt they are consumables, it's just too impractical and neither Gard nor Odin would ever use it that way.
Title: Re: Sponsored Magic Master List
Post by: Cadd on April 09, 2014, 04:32:25 PM
That one was specifically a one-use thing. She mentions being knocked out after making it in the context of what it would require to get more of them. Pretty much every rune-based thing we've seen Gard use seems to be one-off, except her defensive enchantments on her ax. Those are like Harry's rings - one use each in flavour, but mechanically several uses.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on April 09, 2014, 05:11:54 PM
It will also fit with Gards description of being "out for three weeks" after scribing a specific rune - a good chunk of backlash to avoid it going nuclear in her hands, probably ;)
Yeah, that's exactly what I was thinking of when I helped design the power.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 09, 2014, 07:24:26 PM
That one was specifically a one-use thing. She mentions being knocked out after making it in the context of what it would require to get more of them. Pretty much every rune-based thing we've seen Gard use seems to be one-off, except her defensive enchantments on her ax. Those are like Harry's rings - one use each in flavour, but mechanically several uses.
I get that, but I find it hard to accept that an experienced fighter like Gard would rely that much on consumables. Maybe I'll make a character in a game to test it in real conditions and see it with my own eyes.
Title: Re: Sponsored Magic Master List
Post by: Cadd on April 09, 2014, 07:38:47 PM
I doesn't really matter that they're consumables if you have enough of them ;) She seems to always have a rune ready for the right effect, but they are clearly one-use* every time we see her do anything in the source material.

*At least flavor-wise - see the ax.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on April 09, 2014, 07:42:00 PM
I get that, but I find it hard to accept that an experienced fighter like Gard would rely that much on consumables. Maybe I'll make a character in a game to test it in real conditions and see it with my own eyes.
You rely on consumables when those consumables are more powerful than you can get in a renewable source.

In a broader sense, you really should accept it, otherwise I imagine you have a hard time accepting that an experienced fighter like Murphy would rely that much on bullets. Or that an experienced wizard like the Merlin would bother putting potions in his combat belt.

Look at it this way: To create a renewable enchanted item takes weeks of effort, for a base power only of your Lore score, with a power boost at a rate of 1:1, shifts for enchanted item slots.

A rune created this way, however, can be made more quickly (hours instead of weeks), at more power (if you're feeling lucky, a rate of your Discipline score for each enchanted item slot).

Harry's ring, for instance--two enchanted slots for a Weapon:4 effect, usable once before it's recharged. A runic item, you could cram 6-shifts into the first round with relative impunity (you're all but guaranteed a mild consequence, but those can be shrugged off in a scene), then continue to add on. Those same two enchanted slots could end up holding an 8 or 10-shift spell effect.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 09, 2014, 07:50:12 PM
(Even though bullets aren't the same, being more numerous and easier to acquire) Yeah, I get what you're saying.
Title: Re: Sponsored Magic Master List
Post by: vultur on April 10, 2014, 05:23:34 AM
The "three weeks of being knocked out" bit does seem kind of extreme, though. That was a panic button, though.

Plus, Gard may not have the full toolkit that somebody like Harry has access to. We've never seen her demonstrate anything like evocation - Harry might well have been able to defeat Mag's shield just by throwing more power at it, but Gard didn't have that option.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 11, 2014, 08:13:12 AM
Any Neil Gaiman fans on this board?

Trickster's Gift [-4]
Description: Anansi in Africa, Prometheus in Greece, Coyote in America, Loki in Norse myth, the Trickster god has been around since the Time before Time, in some incarnation or other. He embodies the human ingenuity, breaking the rules and deviating from conventional behaviour.
Sponsor: The Trickster God
Agenda: The good of mankind (ultimately, in a roundabout way), doing tricks and pranks, bending the rules, undermining persons of authority (especially bad ones like dictators), tormenting Tiger and his agents, spreading stories and knowledge, McGuyvering.
Evocation: Trickster evocations take the form of the spirit element. Force effects are applicable, but tricksters are especially attuned to the mystic/mental part of the element.
Thaumaturgy: Trickster rituals can be used to manipulate and deceive people, turn their words/stories/songs into reality, shapeshifting, situation-inverting, McGuyvering. It's open season for Tigers.
Evothaum: Trickster rituals can be used with the speed and methods of Evocation.
Extra Benefits: Tricksters gain +1 Power/Complexity and +1 Control to spells that undermine opponents (most commonly maneuvers and blocks, although creative attacks may gain the favour of Anansi). Also, the bearer of the Trickster's Gift can speak to intelligent animals, like spiders, foxes and ravens.

It's my first custom power write-up, so be gentle.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on April 13, 2014, 06:24:21 AM
Trickster's Gift looks good. I'm a gigantic Neil Gaiman fan. I wrote a writeup of the Mad Hatter that was basically Dream of the Endless.

Anyway, because it's been too long, this.

BLACKSTAFF MAGIC [-4]
DESCRIPTION:You wield the power of a Blackstaff, a name for both the a power magical foci of Lawbreaking magic, and the wizards who wield it's power.
SPONSOR:The Blackstaff itself.
AGENDA:To break the Laws of Magic- namely to kill, to transform, to invade the thoughts of others, to enthrall, to use necromancy, to swim against the flow of time, and to look Outside the Outer Gates.
EVOCATION:Any evocation that breaks one of the Seven Laws.
THAUMATURGY:Any ritual that breaks one of the Seven Laws.
EVOTHAUM:Any ritual that breaks one of the Laws can be used at evocation's speed and methods.
EXTRA BENEFITS:Possessing this power makes you immune to the negative effects of Lawbreaking, and thus you never have to take the Lawbreaker stunt. You can replace your control bonus for evocation with your control bonus for any Lawbreaking spell. If you spend a Fate Point, you can choose one Law and gain a +2 bonus to complexity/power and control for any spell that involves the breaking of that Law for one scene.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 13, 2014, 12:09:51 PM
Quote
Trickster's Gift looks good. I'm a gigantic Neil Gaiman fan. I wrote a writeup of the Mad Hatter that was basically Dream of the Endless.
I'd like to see it. I've been meaning to read The Sandman for quite some time.

Quote
BLACKSTAFF MAGIC [-4]
DESCRIPTION:You wield the power of a Blackstaff, a name for both the a power magical foci of Lawbreaking magic, and the wizards who wield it's power.
SPONSOR:The Blackstaff itself.
AGENDA:To break the Laws of Magic- namely to kill, to transform, to invade the thoughts of others, to enthrall, to use necromancy, to swim against the flow of time, and to look Outside the Outer Gates.
EVOCATION:Any evocation that breaks one of the Seven Laws.
THAUMATURGY:Any ritual that breaks one of the Seven Laws.
EVOTHAUM:Any ritual that breaks one of the Laws can be used at evocation's speed and methods.
EXTRA BENEFITS:Possessing this power makes you immune to the negative effects of Lawbreaking, and thus you never have to take the Lawbreaker stunt. You can replace your control bonus for evocation with your control bonus for any Lawbreaking spell. If you spend a Fate Point, you can choose one Law and gain a +2 bonus to complexity/power and control for any spell that involves the breaking of that Law for one scene.
Personally, I'm not too fond of powers/stunts that require you to spend FP. Does the bonus lasts for the whole of the scene? If not, you can do the same with a scene aspect. Since it's already based on necromancy, you could go all the way and just give a refinement on lawbreaking. Or raise the bonus at +4 and make it once per scene, that would make it substancially different than normal.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on April 13, 2014, 02:11:15 PM
The bonus does last for the whole scene, yes. Technically it's worth 4 specialization points and ergo is already a +4 bonus. I thought about giving a Refinement for all Lawbreaking spells until I realized that there's no specific Thematic Thaumaturgy for "lawbreaking" like there is for necromancy.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 13, 2014, 02:27:21 PM
Sure you can. You can create any theme you want, as long as it doesn't include all of thaumaturgy, it says so in the rules.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on April 13, 2014, 03:11:22 PM
Right, but the actual Laws encompass more than one area of magic. Giving a Refinement to Necromancy is fine, Giving a Refinement to Necromancy, Transformation, Psychomancy, Chronomancy, and Outsider Magic is broken.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 13, 2014, 03:23:51 PM
Right, but the actual Laws encompass more than one area of magic. Giving a Refinement to Necromancy is fine, Giving a Refinement to Necromancy, Transformation, Psychomancy, Chronomancy, and Outsider Magic is broken.
True, but by RAW it's legal. It means that you won't be able to use the bonus for beneficial magic, however you will be one (legal) terror in battle.

EDIT: Actually... Now I want to play a Blackstaff...

EDIT 2:Actually... Have you thought of giving a bonus powered-up foci/enchanted item named blackstaff (like the warden's sword)?

EDIT 3:Or... Tie it in an IoP (the blackstaff obviously), get refund and break the game! The more I think about it, the more I'm liking it...
Title: Re: Sponsored Magic Master List
Post by: Taran on April 13, 2014, 08:27:33 PM
There's a (or many) blackstaff Iop's on this board ...  somewhere.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on April 13, 2014, 09:47:26 PM
Trickster's Gift looks good to me.

You can replace your control bonus for evocation with your control bonus for any Lawbreaking spell.

Not sure what this means.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on April 13, 2014, 09:55:37 PM
Sorry, it's meant to approximate Kemmlerian Necromancy's "replace your evocation control bonus with your necromancy control bonus".

You know, this SM would be easier to define if Blackstaff was an actual thematic thaumaturgy thing.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on April 13, 2014, 09:58:35 PM
So which bonus are you using instead of necromancy control?
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on April 13, 2014, 10:01:57 PM
I think it would use your control bonus for pretty much any magic that broke a Law. Which is probably too broad. Maybe I should actually define "Blackstaff" as a thematic thaumaturgy specialization.
Title: Re: Sponsored Magic Master List
Post by: vultur on April 14, 2014, 12:12:35 AM
I'd make the Blackstaff Magic a [-2] that required you to already have Evocation and Thaumaturgy.

My take on Blackstaff Sponsored Magic...

Blackstaff Magic [-2]
Musts: Blackstaff Sponsored Magic requires you to already possess Evocation and Thaumaturgy, thus there is no cost rebate for already having these powers.
Sponsor: The Blackstaff, an item of immense power. This power is thought to be ultimately derived from Winter, but it remains distinct from Unseelie Magic.
Agenda: Death, destruction, corruption/transformation, decay, disruption.
Evocation: Blackstaff Magic aids with evocations that break the Laws of Magic, generally in destructive ways.
Thaumaturgy: Blackstaff Magic aids with thaumaturgy that breaks the Laws of Magic, generally in destructive ways.
Evothaum: Blackstaff Magic allows entropomancy and rituals intended to kill mortals to be cast as evothaum.
Extra Benefits: Blackstaff Magic adds a +1 control and power/complexity bonus to any magic intended to kill a mortal. Furthermore, you can take 1 physical stress to increase these bonuses to +2 for one spell.

The reasons I set it up this way:
(click to show/hide)

EDIT: incomplete sentence, bolding, evothaum
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on April 14, 2014, 09:39:29 AM
(I like the +1 control, so I will stea incorporate it in my own also)
Nice touch with the stress. However, the sole focus on the killing implies that the blackstaff can only disobey the first law, so I still support a thematic lawbreaking/blackstaff magic.

Quote
There's a (or many) blackstaff Iop's on this board ...  somewhere.
Since the search function failed to deliver, could you provide some examples please?
Title: Re: Sponsored Magic Master List
Post by: Taran on April 14, 2014, 05:35:53 PM
Since the search function failed to deliver, could you provide some examples please?
The search is tricky...there may be more...

http://www.jimbutcheronline.com/bb/index.php/topic,37129.msg1800186.html#msg1800186

http://www.jimbutcheronline.com/bb/index.php/topic,22594.msg973923.html#msg973923

http://www.jimbutcheronline.com/bb/index.php/topic,38915.msg1913295.html#msg1913295

http://www.jimbutcheronline.com/bb/index.php/topic,25799.msg1098295.html#msg1098295

Edit:
Quote
-The very strong implication the Blackstaff is Mother Winter's walking stick, and Mother Winter's association with death, destruction, entropy
-Jim's suggesting that the Blackstaff is specifically for killing, perhaps more so than other Law-breaking (the WoJ about 'does the Blackstaff have any powers related to the dead', the response was 'other than making people dead? that's kind of the point')
-The Physical Stress bit is based on the 'tendrils' feeding on Eb after he did the big killing spell in Changes

Makes me think that the blackstaff only kills.  That it doesn't give any advantage for any other Laws.
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 03, 2014, 11:33:05 AM
Here's something I created for Belial666's game. Would appreciate a critique on this, if anyone's willing to give it. Also, inspiration was taken from several other homebrew powers I've seen around here.


[-5] Hunger Magic (Sponsored Magic)
This is the power that a White Court Vampire's Hunger allows him to access. It will  subsume what talent the vampire might have had entirely into it's own essence.
Themes: Minds, Emotions, Life, Control. Hunger Magic deals with all these, and related spheres of influence, as befits its nature.
The Hunger Feeds On All: Reduce any Toughness power a target has by one step.
Power From A Demonic Pact: When casting a spell that is not a rote, the vampire takes a -1 penalty to control, power, and complexity, due to using his power in ways not previously agreed upon with his Hunger.


See below.
reviously agreed upon with his Hunger.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 03, 2014, 08:45:36 PM
Seems weak. The extra benefit is strong, but the drawback is painful and it has no evothaum. Plus it costs extra.

Make it better or cheaper, I say.
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 04, 2014, 02:16:59 AM
Seems weak. The extra benefit is strong, but the drawback is painful and it has no evothaum. Plus it costs extra.

Make it better or cheaper, I say.

Now that you mention it, it does suck compared to Soulfire. Hmm. Usually my custom powers are called out as overpowered.
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 04, 2014, 02:18:10 AM

[-5] Hunger Magic(Sponsored Magic)
This is the power that a White Court Vampire's Hunger allows him to access. It will  subsume what talent the vampire might have had entirely into it's own essence.
Themes: Minds, Emotions, Life, Control. Hunger Magic deals with all these, and related spheres of influence, as befits its nature. In addition, when casting rituals related to these themes, you may cast them with the speed and method of evocation.
The Hunger Feeds On All: Reduce any Toughness power a target has by one step.
Power From A Demonic Pact: When casting a spell that is not a rote, the vampire takes a -1 penalty to control, power, and complexity, due to using his power in ways not previously agreed upon with his Hunger. In addition, the GM may use this as justification for a compel to prevent the caster from doing something that the Hunger might take issue with.
Fuelled By Hunger: This Power is ultimately powered by the Hunger within a vampire. In times of need, it can be persuaded to even further exert itself, though it will require a correspondingly greater amount of "food" afterwards. When invoking an Aspect for the purpose of spellcasting, you may take a two-point stress hit to your hunger stress track instead of spending a fate point.

Turns out, there's already a Power called Hunger Magic on the customer powers list. Seems a bit overpowered though, so I tuned it down.

See below.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 05, 2014, 01:52:16 AM
Two clarifications: does The Hunger Feeds On All reduce Recovery? And can you take multiple stress hits to boost a single spell repeatedly?

Assuming you use the interpretation of Feeding Dependency where you don't lose Powers every time you take stress, and that it reduces Recovery but only allows one boost per spell, that's probably decently balanced. Feels kinda bad to pay extra and get a significant drawback, but it's got two extra benefits and one of them is pretty big.
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 05, 2014, 04:38:19 AM
No (it works exactly like Soulfire in this regard), and no (That was the part I toned down; the original Hunger Magic did allow you to.) Maybe I should work on it a little more.
Title: Re: Sponsored Magic Master List
Post by: idirex on June 08, 2014, 10:04:23 PM
 ;D Hi . Thank you for all your hard work and collective efforts . Love it
(click to show/hide)

Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 09, 2014, 01:54:20 AM
I'm not quite sure I understand what you're going for here. It looks like you're departing from the standard mechanics in quite a few places and I'm not sure why. Moreover, I'm not sure exactly how the altered rules are supposed to work.

For example: you say you must take a mild consequence for every ritual, but it's not clear whether that consequence counts for complexity or not. And you say that you can increase complexity by taking consequences, but that's standard...so are you try to say that you can't increase complexity through Declarations?

There are other similar areas of confusion that I'm glossing over here. If I were you I'd probably use less interesting and more standardized mechanics for most of this, just to make things easier to understand.
Title: Re: Sponsored Magic Master List
Post by: idirex on June 09, 2014, 02:03:21 PM
...I'm not sure exactly how the altered rules are supposed to work.

For example: you say you must take a mild consequence for every ritual, but it's not clear whether that consequence counts for complexity or not...so are you try to say that you can't increase complexity through Declarations?
I edited your original comment a bit...

(click to show/hide)

I eagerly await further questions and ideas . :)
 
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 09, 2014, 08:30:45 PM
Why does this power need all of these anti-abuse mechanisms? Do you feel that standard spellcasting is broken?
Title: Re: Sponsored Magic Master List
Post by: idirex on June 10, 2014, 11:58:45 AM
In our game , players found ways to distort and abuse the official rules... You are right to be skeptic since i started with the wrong assumption that others would intuitively understand / implement our home brew rules . My mistake  :-[
I started from scratch and edited another "standard" sponsored magic template . I used these references for the cost : evocation , thaumaturgy , "alternate magical paradigm" stunt , emissary of power , activation cost discount , limited power discount . You can change it if it seems inadequate .

(click to show/hide)


Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 11, 2014, 04:06:36 AM
Looks good to me.

Being able to use both stress tracks for evocation is powerful, but the power is expensive and you need to take a consequence to do that. Actually, I might let you take that Power for 5.
Title: Re: Sponsored Magic Master List
Post by: idirex on June 11, 2014, 08:47:00 PM
Upon examining it further i see there is a small problem . If you activate evothaum  you already get both effects and more... A player would have to pay twice for the same thing . I'll drop emissary of power , add "rote reliance"(-2 to non rote spells) and split also thaumaturgy in day-night . The activation cost  lets you use evothaum ( now at range , essentially both channeling types ) and remove all day-night and power limitations . I'll drop the cost to [-4] . This will be the final version . I'll also post the final version of IoP Catalyst . Thank you for your help . 
PS : Find the word game... :P

(click to show/hide)

Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 11, 2014, 11:57:49 PM
Looks good to me. I'll add it to the list next update, as long as you don't mind. Same goes for the IoP.

I missed Emissary of Power last time round, though. Thought it was just fluff, but I guess you meant the Power included the effects of Marked By Power.
Title: Re: Sponsored Magic Master List
Post by: idirex on June 12, 2014, 08:47:39 PM
Minor edits and typos...Changed Emissary of Power to its official name Marked by Power . It would be my pleasure if you could include them to the list . ;D
Will they also be in the wiki or should they be entered manually ?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 13, 2014, 03:11:10 AM
I plan to update the wiki when I next update the list.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 18, 2014, 04:45:04 AM
It's been too long, so I revised Soulfire, Hellfire, and my old writeup of Oneiromancy.

SOULFIRE V.2 [-5]
Description: You are a wielder of Soulfire, the power of Heaven and the fire of Creation.
Sponsor: Heaven.
Agenda: The ineffable agenda of the divine. May also correspond to a specific archangel’s agenda if granted by that archangel. Create things. Be righteous, pacifistic, or faithful. Avoid “sin”-think 7 Deadly Sins.
Evocation: Soulfire typically takes the form of silver-white fire, but it’s evocations also involve the elements of light, creation, life, purity, and holiness.
Thaumaturgy: Soulfire can be used to perform miracles, granting all areas of Thaumaturgy.
Evothaum: Any ritual that can be performed with Soulfire can be performed with Evocation’s speed and methods.
Extra Benefits: Soulfire downgrades the Toughness ability of any supernatural creature by one step when employed, and fully satisfies the Catch for creatures vulnerable to True Faith or Holy objects.

HELLFIRE V.2 [-4]
Description: You are a wielder of Hellfire, the power of Hell and the fire of Destruction.
Sponsor: Hell
Agenda: The sinister agenda of Hell. May correspond to the agenda of a specific demon if granted by a specific demon. Destroy things. Be wrathful, prideful, vengeful, greedy, envious, lustful, slothful, or gluttony.
Evocation: Hellfire typically involves a brimstone-reeking angry crimson flame, but can also include elements of raw destruction, smoke, darkness, death, corruption, and unholiness
Thaumaturgy: Hellfire grants it’s users the ability to use demonic energies in their rituals, curse their foes, and strike them down from afar, granting Diabolism, Entropomancy, and Disruption.
Evothaum: Normally, any ritual that can be cast with Hellfire can be cast with Evocation’s speed and methods, but the sponsor (be it Hell itself, Lucifer, or a demon lord) might demand a point of sponsor debt on specific occasions.
Extra Benefits: Hellfire is a force of destruction, and when employed in such spells, it’s power is awful to behold. Any spell involving destruction or demonic energy cast with Hellfire gains two extra shifts: an attack’s Weapon rating would rise by +2, an evothaumic Might roll to break a wall would gain a +2 bonus, and a psychomantic block blasting the target with demonic psychic energy would gain a +2 bonus.

ONEIROMANCY V.2 [-5]
Description: You have mastered the powers of Sleep and Dreams. Dreams are far more powerful than most believe; Dreams and Reality are like a wyrm biting its own tail - they both tell each other what they are, all the time.
Sponsor: Psychomancers, nightmare Changelings, and denizens of Dream sometimes have self-sponsored Oneiromancy. When Oneiromancy has an external sponsor, it's usually an ancient god of sleep or the ever-moving moon.
Agenda: Oneiromancy wants to put people to sleep, give them dreams or nightmares, and eat their dreams. Oneiromancers tend to be cold and proud, inclined to punish those who slight them.
Evocation: Oneiromancy evocations involve shadows, sand, reflections, perception, existence, illusions, dreams, dreamfire, sleep, and the manipulation of oneiroplasm (psychically charged ectoplasm) to create objects.
Thaumaturgy: Oneiromancy rituals involve putting people to sleep, sending messages in dreams, manipulating perception, and making things from dreams real.
Evothaum: You gain the ability to use dream-related psychomancy, summoning, and conjuration with Evocation’s speed and methods.
Extra Benefits: Oneiromancy grants the Telepathy power.

Telepathy is in the spoiler below.
(click to show/hide)
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 18, 2014, 06:36:38 AM
So what's the difference between the RAW Soulfire and this version? As far as I can see it just lays out the agenda more explicitly.

Also, interesting take on Oneiromancy, but isn't it undercosted? It's a regular sponsored magic, but with 3 Refresh of extra benefits.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 18, 2014, 05:17:09 PM
I'll second Locnil's comments, but I do have a few things to add:

1. There's no apostrophe in a possessive "its".
2. I think you made Hellfire too strong. An extra benefit should be roughly equal to a Refinement, which can give +2 power to a specific field of either evocation or thaumaturgy. This boosts a field of evocation and a field of thaumaturgy, and by the looks of things the extra power is auto-controlled.
3. There's some disagreement over what Soulfire does. I tend towards your interpretation, even if it is a bit much for 5 Refresh, but I thought I should mention it anyway.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on June 18, 2014, 05:31:49 PM
I think that hellfire is also the same as RAW (and possibly it's also auto-controlled, though I don't remember well).
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 18, 2014, 06:13:21 PM
@Sanctaphrax

1. I knew there was something wrong with that. Grammatical errors make my teeth itch.

2. I strengthened it because Hellfire's extra benefit is sort of terrible. Should I cost it up to [-5]?

3. Soulfire is unquestionably the most powerful sponsored magic, but what about it seemed too powerful?

@Locnil: I just wanted to make the evocation elements, extra benefits, and agenda clearer. It's useful having canon SM's in this format.

Damn. I thought Telepathy was a [-1] power. I'll remove the Blood Drinker add-on. It's kind of sinister anyway.
Title: Re: Sponsored Magic Master List
Post by: vultur on June 19, 2014, 01:10:49 AM
Soulfire's canon writeup doesn't actually mention any evothaum, which makes it not really worth -3 to a spellcaster (It's still worth -5 to a nonspellcaster, since it includes all Thaumaturgy, but if you already have that...)

Although, the "downgrade all toughness powers by 1" is impressive... but still, there should be some evothaum.

I don't think it necessarily needs all thaumaturgy as evothaum, just somewhat broader than say Seelie/Unseelie is good. Maybe wards, healing and conjuration? Those fit its themes well IMO.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 19, 2014, 01:30:26 AM
2. I strengthened it because Hellfire's extra benefit is sort of terrible. Should I cost it up to [-5]?

Maybe. I'd prefer reducing the bonus a little, though.

Thematically, I think it's more appropriate for Hellfire to be hard to control. So I don't think the extra shifts should be auto-controlled. Tighten up the list of spells they apply to (attacks only, maybe?) and I think that'd be fair-ish for an extra benefit.

Another idea: Hellfire could let you take fallout without reducing the power of your spell. That'd make it optimal for the user to focus on power over control, and for them to inflict ridiculous amounts of damage to their surroundings when fighting. Might be abusable if unlimited, though.

3. Soulfire is unquestionably the most powerful sponsored magic, but what about it seemed too powerful?

Everything together. Full thaumaturgy, full evothaum, an extra-good Extra Benefit, and it satisfies a common catch to boot. Magics get bumped up to -5 just for having an exceptional Extra Benefit, never mind all that other stuff.

Anyway, whether the evothaum is actually there or not is debatable. Thematically I feel like it fits, but balance-wise is tricky. The writeup says that Soulfire provides the full range of thaumaturgical spells, and I'm not quite sure how to parse that. I feel like evothaum might be part of that range, but it might not be.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 19, 2014, 02:22:47 AM
The "hard to control" thing is incredibly clunky mechanically, though. It forces you to drop another Refinement or focus slot into control unless you want to have constant fallout. If the bonus was refocused so it only applied to spells involving pain, harm, doom, or destruction, would that be a [-5] Sponsored Magic? It's basically a broad stunt, so I wouldn't terribly mind reducing it to an auto-controlled +1 bonus.

I don't really understand what you mean by "fallout with no Power reduction". It kind of sounds like what I want out of it, but I'd need a little more clarification before making a final decision.

You know, I never even noticed that Soulfire doesn't grant evothaum. I think it should be wards, healing, conjuration, and maybe some kind of angelic counterpart to diabolism?

Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 19, 2014, 03:51:54 AM
Doesn't seem any more clunky than any other power/complexity bonus, to me.

By fallout with no power reduction, I mean you could take shifts of fallout to mitigate a poor control roll without weakening your spell.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 19, 2014, 06:29:41 PM
For me, taking Hellfire meant I had to reallocate all my foci for a situation that I wasn't always spellcasting for (hurting people).

Tell me if I'm wrong here: Tessa throws a Hellfire-lightning bolt at Weapon:11. Her control roll is only +8. She takes three shifts of fallout, but the spell is still Weapon:11?
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 19, 2014, 06:35:47 PM
For me, taking Hellfire meant I had to reallocate all my foci for a situation that I wasn't always spellcasting for (hurting people).

Tell me if I'm wrong here: Tessa throws a Hellfire-lightning bolt at Weapon:11. Her control roll is only +8. She takes three shifts of fallout, but the spell is still Weapon:11?

IIRC, if you take fallout instead of backlash you lose the power given to fallout. So it'll be a weapon: 8 spell.

Come to think of it, that might be a good idea for Hellfire's extra benefit - when taking fallout, you can still keep your spell's full power as if you were taking backlash. In fact I think I saw a warlock build once that had this ability.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 19, 2014, 06:40:22 PM
Come to think of it, that might be a good idea for Hellfire's extra benefit - when taking fallout, you can still keep your spell's full power as if you were taking backlash. In fact I think I saw a warlock build once that had this ability.

Another idea: Hellfire could let you take fallout without reducing the power of your spell. That'd make it optimal for the user to focus on power over control, and for them to inflict ridiculous amounts of damage to their surroundings when fighting. Might be abusable if unlimited, though.

...

Given that it's being suggested via some kind of hive mind, i'll offer this one some serious thought. It's a powerful ability, for sure. It gives you the environment-wrecking aspect of Hellfire while not detracting from your spell strength, but I'm still leaning towards the straight bonus to certain types of spellcasting.
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 19, 2014, 06:44:27 PM
Oops, didn't see that.  :-[

Tbh it's still not optimal to focus on power over control though, as control is more important than power when it comes to attacking. And fallout can work against you. And end of the day it doesn't actually give a bonus to anything. If it were up to me I'll add it as another benefit over and beyond the base benefit, as its value is mostly flavour, but well.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on June 19, 2014, 06:51:18 PM
Discussing it with my players, one of them suggested making that function an invoke on Hellfire's destructive aspect.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 19, 2014, 06:53:06 PM
Hmm. +2 to "destructive" spells, take fallout with no Power reduction with Sponsor Debt. Sounds like a [-5] magic to me. I'll make the adjustments.


HELLFIRE V.2.1 [-5]
Description: You are a wielder of Hellfire, the power of Hell and the fire of Destruction.
Sponsor: Hell. Can also be granted by demons or demon lords, or even Lucifer himself.
Agenda: The sinister agenda of Hell. May correspond to the agenda of a specific demon if granted by a specific demon. Destroy things. Be wrathful, prideful, vengeful, greedy, envious, lustful, slothful, or gluttony.
Evocation: Hellfire typically involves a brimstone-reeking angry crimson flame, but can also include elements of raw destruction, smoke, darkness, death, corruption, sin, and unholiness
Thaumaturgy: Hellfire grants it’s users the ability to use demonic energies in their rituals, curse their foes, and strike them down from afar, granting Diabolism, Entropomancy, and Disruption.
Evothaum: Normally, any ritual that can be cast with Hellfire can be cast with Evocation’s speed and methods, but the sponsor (be it Hell itself, Lucifer, or a demon lord) might demand a point of sponsor debt on specific occasions.
Extra Benefits: Hellfire is a force of destruction, and when employed in such spells, it’s power is awful to behold. Any spell involving destruction or sin cast with Hellfire gains 2 extra shifts: an attack’s Weapon rating would rise by +2, an evothaumic Might roll to break a wall would gain a +2 bonus, and a psychomantic block blasting the target with greed would gain a +2 bonus. In addition, spells enhanced by Hellfire retain their devastating power no matter how poorly controlled: When casting a spell with Hellfire, you can take take a point of Sponsor Debt in order to take shifts of fallout without reducing the actual power of the spell.
Title: Re: Sponsored Magic Master List
Post by: narphoenix on June 19, 2014, 06:55:57 PM
Oops, didn't see that.  :-[

Tbh it's still not optimal to focus on power over control though, as control is more important than power when it comes to attacking. And fallout can work against you. And end of the day it doesn't actually give a bonus to anything. If it were up to me I'll add it as another benefit over and beyond the base benefit, as its value is mostly flavour, but well.

It actually gives a substantial bonus even if you don't change your Refinements around for it. I mean, let's say your base spellcasting is +7 control, Weapon:7 in the element of your choice. But let's say you have an enemy you want to nuke horribly, who's easy to hit but hard to hurt (like someone with big size powers). So, you take a moderate and two mild consequences and cross out your fourth bubble of mental stress. Now you're still throwing off of +7 (maybe +9 because you probably are willing to spend a FP/take a Sponsor Debt to kill this guy), but your attack is Weapon:/18/. If you can make fallout without losing /any/ power, you're keeping it at Weapon:18 without taking Severe/Extreme Consequences to stay in the game like you would with Backlash.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 19, 2014, 06:57:18 PM
For me, taking Hellfire meant I had to reallocate all my foci for a situation that I wasn't always spellcasting for (hurting people).

You know, there's no rule saying your power and control have to be equal.

Tell me if I'm wrong here: Tessa throws a Hellfire-lightning bolt at Weapon:11. Her control roll is only +8. She takes three shifts of fallout, but the spell is still Weapon:11?

Yes.

And end of the day it doesn't actually give a bonus to anything.

Sure it does. It gives a bonus to the power of every spell with a blown control roll, except for the ones where you choose to take backlash.

Discussing it with my players, one of them suggested making that function an invoke on Hellfire's destructive aspect.

It'd be pretty rare for that to be better than just invoking for a better control roll. That's a really weak benefit.

Also there's no reason why you couldn't invoke an Aspect to negate fallout-related power reduction without Hellfire.

Any spell involving destruction or sin...

That's every spell cast with Hellfire.
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 19, 2014, 06:59:25 PM
It actually gives a substantial bonus even if you don't change your Refinements around for it. I mean, let's say your base spellcasting is +7 control, Weapon:7 in the element of your choice. But let's say you have an enemy you want to nuke horribly, who's easy to hit but hard to hurt (like someone with big size powers). So, you take a moderate and two mild consequences and cross out your fourth bubble of mental stress. Now you're still throwing off of +7 (maybe +9 because you probably are willing to spend a FP/take a Sponsor Debt to kill this guy), but your attack is Weapon:/18/. If you can make fallout without losing /any/ power, you're keeping it at Weapon:18 without taking Severe/Extreme Consequences to stay in the game like you would with Backlash.

Ah yes, that would be one scenario. I typically design my spellcasters to have control in excess of power, under the assumption I could just boost power at any time, so it didn't occur to me. But for a build that balances the two it would be quite useful.
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 19, 2014, 07:01:22 PM
Sure it does. It gives a bonus to the power of every spell with a blown control roll, except for the ones where you choose to take backlash.

Like I said above, scenarios like that didn't occur to me, since it's optimal to have more control than power anyway, but I can see how it might be useful.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 19, 2014, 07:16:50 PM
You know, there's no rule saying your power and control have to be equal.
I'm aware. It just makes things a little easier for me, math-wise, and makes the spellcasting a little more versatile. I'd obviously prefer to have control be four more than power in every case, but doing that without a ton of Refinements generally means that you're only good at attacking.


Hmm. Sanctaphrax is right. The extra benefit needs to be narrowed further. Just "destruction"? Any spell that destroys.

Situations like the one narphoenix outlined are exactly the way the extra benefit is meant to be used. 
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 21, 2014, 01:39:27 AM
Destruction-only is probably a good idea.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 21, 2014, 01:46:10 AM
Final version of Hellfire. If this is good, I'd like all three revisions to be added to the list.

HELLFIRE V.2.2 [-5]
Description: You are a wielder of Hellfire, the power of Hell and the fire of Destruction.
Sponsor: Hell. Can also be granted by demons or demon lords, or even Lucifer himself.
Agenda: The sinister agenda of Hell. May correspond to the agenda of a specific demon if granted by a specific demon. Destroy things. Be wrathful, prideful, vengeful, greedy, envious, lustful, slothful, or gluttony.
Evocation: Hellfire typically involves a brimstone-reeking angry crimson flame, but can also include elements of raw destruction, smoke, darkness, death, corruption, sin, and unholiness
Thaumaturgy: Hellfire grants it’s users the ability to use demonic energies in their rituals, curse their foes, and strike them down from afar, granting Diabolism, Entropomancy, and Disruption.
Evothaum: Normally, any ritual that can be cast with Hellfire can be cast with Evocation’s speed and methods, but the sponsor (be it Hell itself, Lucifer, or a demon lord) might demand a point of sponsor debt on specific occasions.
Extra Benefits: Hellfire is a force of destruction, and when employed in such spells, it’s power is awful to behold. Any spell involving destruction cast with Hellfire gains 2 extra shifts that are controlled automatically: an evocation attack’s Weapon rating would rise by +2, an evothaumic Might roll to break a wall would gain a +2 bonus, and a ritual that caused a volcano to erupt would gain 2 shifts of complexity. In addition, spells enhanced by Hellfire retain their devastating power no matter how poorly controlled: When casting a spell with Hellfire, you can take take a point of Sponsor Debt in order to take shifts of fallout without reducing the actual power of the spell.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 21, 2014, 06:43:55 PM
I think you should clarify whether the shifts are auto-controlled.

And I still think the debt-based fallout-control is kinda useless, given that even if you fail a control roll by 4 you'll still get a better attack by invoking for a standard +2.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 21, 2014, 07:23:13 PM
I think you should clarify whether the shifts are auto-controlled.

And I still think the debt-based fallout-control is kinda useless, given that even if you fail a control roll by 4 you'll still get a better attack by invoking for a standard +2.

Clarified that the shifts are indeed automatically controlled.

I think the point of the unlimited-fallout thing was to let evokers throw gigantic attacks that would normally cost them several stress/consequences in backlash or fallout for the price of a Compel.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 21, 2014, 07:54:37 PM
It doesn't accomplish that point, then. It'll almost never be worth using, and when it is it usually won't be on an attack.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 21, 2014, 08:01:03 PM
It doesn't accomplish that point, then. It'll almost never be worth using, and when it is it usually won't be on an attack.
Could you clarify, please? I'm not entirely sure about it myself and will probably remove it if nobody provides me with a compelling reason to keep it. The bonus to destruction is plenty, IMO.
Title: Re: Sponsored Magic Master List
Post by: Cadd on June 21, 2014, 11:37:23 PM
Could you clarify, please? I'm not entirely sure about it myself and will probably remove it if nobody provides me with a compelling reason to keep it. The bonus to destruction is plenty, IMO.

I really like the idea, due to the fact that it encourages taking lost control as fallout instead of backlash and over-reaching with power. The details of how it should do that is less obvious to me though. At first I figured it would be awesome but as Sancta said, as long as the control deficit is 4 or less, you get an equal or better net result on attacks with an invoke (Invoke for +2 to the control roll would give both +2 damage from the to-hit roll and +2 Weapon rating for a net +4 stress done). Maneuvers might gain more from it, as there's no gain from excess control there...
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 22, 2014, 03:05:18 AM
At first I figured it would be awesome but as Sancta said, as long as the control deficit is 4 or less, you get an equal or better net result on attacks with an invoke (Invoke for +2 to the control roll would give both +2 damage from the to-hit roll and +2 Weapon rating for a net +4 stress done). Maneuvers might gain more from it, as there's no gain from excess control there...

Yep.

Attacks benefit far less from this effect than blocks do. Making an accuracy 7 attack weapon 15 instead of weapon 9 is pretty useful, but how often do you overclock your spellcasting like that? And when you do, how confident are you that your opponent won't dodge?

So on the rare occasions when you really want to cut loose, you'll usually be better off dropping an offensive block that totally paralyses your target.
Title: Re: Sponsored Magic Master List
Post by: Belial666 on June 22, 2014, 10:56:01 AM
How about changing the benefit like this;

Uncontrolled Power: Hellfire can offer power at the cost of control. When wielding Hellfire for any magic, taking fallout functions as if you had taken backlash, not reducing your spells' power but still damaging the environment. In addition, if you're casting a spell that deals stress or is otherwise destructive, you may get up to +2 bonus in power; if that bonus would exceed your control you must cast with fallout, not backlash.
Title: Re: Sponsored Magic Master List
Post by: Cadd on June 22, 2014, 11:36:56 AM
That looks cool to me! It also looks like just the thing to throw in as a compel on sponsor debt in situations where collateral damage is extra bad... I like it!
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on June 23, 2014, 03:54:22 PM
It doesn't accomplish that point, then. It'll almost never be worth using, and when it is it usually won't be on an attack.
There are times when higher power at this cost can be useful.

Generally speaking, an attack roll of 5 or 6 is going to be enough to land a hit on most things; so with this effect, once your effective Discipline is up that high, you could pour all the rest of your resources, refinements, foci, whatever, into boosting power.

Say you've got someone with Discipline and Conviction both at 5. This version is going to make all attack spells 7 easily; two slots in offensive power will push that up to 9, which means that someone can cast a Weapon:12 spell before taking a consequence for it. Weapon:14 at a mild, which they've got two of if they've got Conviction at 5.

Sounds useful to me.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 23, 2014, 08:26:54 PM
How about changing the benefit like this;

Uncontrolled Power: Hellfire can offer power at the cost of control. When wielding Hellfire for any magic, taking fallout functions as if you had taken backlash, not reducing your spells' power but still damaging the environment. In addition, if you're casting a spell that deals stress or is otherwise destructive, you may get up to +2 bonus in power; if that bonus would exceed your control you must cast with fallout, not backlash.

Not sure what that last phrase means. I'm guessing it prevents you from taking backlash if you choose to use that bonus and then fail your control roll. Not sure though. I'd probably drop that limitation, and maybe limit the fallout bonus to attacks.

There are times when higher power at this cost can be useful.

Generally speaking, an attack roll of 5 or 6 is going to be enough to land a hit on most things; so with this effect, once your effective Discipline is up that high, you could pour all the rest of your resources, refinements, foci, whatever, into boosting power.

Say you've got someone with Discipline and Conviction both at 5. This version is going to make all attack spells 7 easily; two slots in offensive power will push that up to 9, which means that someone can cast a Weapon:12 spell before taking a consequence for it. Weapon:14 at a mild, which they've got two of if they've got Conviction at 5.

Sounds useful to me.

An attack roll of 5 or 6 will hit most things as long as it's not too important, but once you pump up the weapon rating FP come out and things become less certain.

More importantly...take your hypothetical spellcaster and replace their power bonuses with control bonuses. They now do just as much damage, hit more often, and don't need to burn Sponsor Debt to avoid losing power. Taking power is only better if you're not focusing on attacks.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on June 23, 2014, 08:34:12 PM
An attack roll of 5 or 6 will hit most things as long as it's not too important, but once you pump up the weapon rating FP come out and things become less certain.
It'd work wonders on crowds of goons, though, as zone attacks.

Quote
More importantly...take your hypothetical spellcaster and replace their power bonuses with control bonuses. They now do just as much damage, hit more often, and don't need to burn Sponsor Debt to avoid losing power. Taking power is only better if you're not focusing on attacks.
Thematically speaking, that goes against Hellfire and how it's typically used. Hellfire isn't for precision and lots of control -- it's about power and damage. The kind of character who's going to go the Hellfire route instead of other available ones is the kind of character who's going to err toward power.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 23, 2014, 08:36:27 PM
It'd work wonders on crowds of goons, though, as zone attacks.
Thematically speaking, that goes against Hellfire and how it's typically used. Hellfire isn't for precision and lots of control -- it's about power and damage

Exactly!

That's why I want Hellfire to make power over control into a good choice. If someone with Hellfire is better off pumping control over power, or if Hellfire is better at blocks than attacks, then something is wrong.
Title: Re: Sponsored Magic Master List
Post by: Mr. Death on June 23, 2014, 09:35:50 PM
Exactly!

That's why I want Hellfire to make power over control into a good choice. If someone with Hellfire is better off pumping control over power, or if Hellfire is better at blocks than attacks, then something is wrong.
Given the way magic is cast in this game, control is always going to be better than power when you're talking about mechanics and attacks.

I don't see the sponsored magics as being about optimization -- they're about theme and flavor. What I'm saying is you're not going to take Hellfire so much because its unique mechanics make it so that throwing more power into a spell works better; you're going to take it because it lets you put more power into a spell than other magics.
Title: Re: Sponsored Magic Master List
Post by: Belial666 on June 23, 2014, 10:42:27 PM
My version of Hellfire does make Power (marginally) better than control, assuming you got enough control to hit in the first place. Take a submerged guy with Evocation + Hellfire plus superb casting skills.

1) This guy hits with Power 5, Control 6 evocations before any bonuses. Enough to hit in most cases.

2) He had a +2 power focus to offensive fire via Evo, which he upgrades to +4. He can now cast Power 9, Control 6 evocations before bonuses, if he accepts fallout. The zone the spell is aimed at is going to take a 3-shift environmental hazard in addition to his aimed spells. As long as he isn't in that zone personally, that's yet another danger for his enemies.

3) He factors in the Hellfire bonus to Power for harmful spells. He can now cast at Power 11, Control 6, and the environmental hazards from Fallout come at 5 shifts.

4) Through continued use of Hellfire he's practiced enough to get a Refinement for +2 specialization to fire Power, and he's gotten the second stage of Lawbreaker 1st and the "All Kittens Must Die" aspect. He now casts at Power 13, Control 8 for harmful spells, still with Fallout hazards of 5 shifts.


Not too shabby. As long as he's careful not to burn himself with his Evocations, he should be fine.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 28, 2014, 02:13:36 AM
Okay, I'll just keep the fallout=backlash thing. It makes it worth [-5] and I was planning on keeping it costed like that anyway.

Now for Tenebromancy. I'm working my way through watching Fullmetal Alchemist: Brotherhood, so Pride has a heavy influence on this. God, I want to use this on a character.

Suggestions for a better Extra Benefit would be appreciated.

TENEBROMANCY 2.0 [-4]
Description:You've learned to wield shadow magic, a dark reflection of normal magic. Contrary to popular belief, it isn't evil. It's dark. It's reflective. It isn't particularly nice. But then, neither is regular magic.
Sponsor:The collective ur-intellect composed of the world's billions of shadows. It can also be provided by gods or demons whose portfolios include night, shadow, or darkness.
Agenda:Shadows aren't really clever enough to have an agenda, but they'd like it if the sun went out, or was permanently eclipsed. Destroying sources of light is generally enough for them. They also like it when you kill photomancers and Summerfae. If provided by a god or demon, that god or demon.
Evocation:Rather obviously, shadows and darkness. Besides manifesting corporeal shadows, you also manipulate cold, gravity, obfuscation, deception, and reflections.
Thaumaturgy: Tenebromantic rituals can obscure things, conjure objects out of shadow-stuff, summon creatures of darkness, scry through shadows, teleport through shadows, and consume people's shadows.
Evothaum:You can use any ritual you can cast with Tenebromancy at Evocation's speed and methods.
Extra Benefits: You gain the Cloak of Shadows power.
Title: Re: Sponsored Magic Master List
Post by: bobjob on June 28, 2014, 04:19:21 AM
Now for Tenebromancy. I'm working my way through watching Fullmetal Alchemist: Brotherhood, so Pride has a heavy influence on this. God, I want to use this on a character.

Suggestions for a better Extra Benefit would be appreciated.

TENEBROMANCY 2.0 [-4]
Evocation:Rather obviously, shadows and darkness. Besides manifesting corporeal shadows, you also manipulate cold, gravity, obfuscation, deception, and reflections. 

I think the Extra Benefit is right in line with Tenebromancy.

As for the Evocation elements, where does Gravity come into play? Is that something they did with the inspirational material (Full Metal Alchemist)? How exactly is it justified?
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on June 28, 2014, 04:48:14 AM
I think the Extra Benefit is right in line with Tenebromancy.

As for the Evocation elements, where does Gravity come into play? Is that something they did with the inspirational material (Full Metal Alchemist)? How exactly is it justified?
It's thematically appropriate, yeah, but I generally like Extra Benefits to be esoteric
Or more interesting than a straight +2 bonus.

It's partially from One Piece (Yama Yama no Mi or something like that), and from the association of shadows with black holes and things like that.
Title: Re: Sponsored Magic Master List
Post by: bobjob on June 28, 2014, 05:18:01 AM
It's thematically appropriate, yeah, but I generally like Extra Benefits to be esoteric
Or more interesting than a straight +2 bonus.

It's partially from One Piece (Yama Yama no Mi or something like that), and from the association of shadows with black holes and things like that.

I don't think it would be out of line for it to provide Cloak of Shadows and maybe lower the toughness of light or fire based baddies.
Title: Re: Sponsored Magic Master List
Post by: Locnil on June 28, 2014, 12:31:09 PM
I don't think it would be out of line for it to provide Cloak of Shadows and maybe lower the toughness of light or fire based baddies.

I do. Compare to (UN)seelie magic, or other sponsored magics.  The extra benefit in this case would be much better than theirs.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on July 06, 2014, 09:00:23 PM
Has anyone made a character with the Dragon Magic sponsored power? I can't really think of a way to use it.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 07, 2014, 06:25:21 PM
I did a writeup for a group of villains called the Wyrmbound who were a dragon-cult with the same basic model as the Denarians, where holding a golden coin taken from the dragon's hoard would give you a direct line to the dragon's power, letting you use Dragon Magic and actually transform into a humanoid reptile thing. I mainly had them using Dragon Magic for pyrokinesis because it was a "fire dragon", but the whole "elemental energies" thing is pretty broad.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on July 07, 2014, 06:27:59 PM
Not to mention the true names part. I've been meaning to make a dragon, but since I don't know the first thing about their powers, that was my first thought.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on July 07, 2014, 06:36:00 PM
Well, there are two types of dragon in the DV: Dragons-with-a-capital-D, and dragons. The first kind are godlike. Ferrovax, the eldest of them, is one of the only things ever that is capable of actually killing Mab. Capital-D-Dragons are more like the Oriental dragons, where they're celestial beings who hang around with the gods.

Lowercase-d-dragons are still ridiculously powerful, but much less so. They're more like Western dragons- big scaly lizard monsters, extremely intelligent, extremely magically powerful. Think Smaug. This would probably be more appropriate for play in a very high-refresh game.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on July 07, 2014, 07:10:49 PM
So just put obsenely high evo and thaum and maybe modular abilities on the side? I was hoping for something more unique.
Title: Re: Sponsored Magic Master List
Post by: Belial666 on July 08, 2014, 10:58:08 AM
Greater Dragons would be a liiiiiittle bit beyond the scale of your typical DFRPG characters. For example Kur, the Sumerian earth/underworld dragon, is as long as the Euphrates river in the legends. That's approximately 1750 miles long. Even curled up he would take a space 200+ miles long and nearly 100 miles wide. His stirrings would cause earthquakes and his steps could flatten mountains.  :o


How many ranks of Strength, Size and Toughness would that be?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on July 08, 2014, 04:36:16 PM
So just put obsenely high evo and thaum and maybe modular abilities on the side? I was hoping for something more unique.

Why would they have Modular Abilities? Shapeshifting's not a big thing for most dragons in mythology.

As for spellcasting, it probably depends on the dragon.

Here (http://dfrpg-resources.wikispaces.com/NPC+Generic+Ordinary+Dragon)'s one take.

Greater Dragons would be a liiiiiittle bit beyond the scale of your typical DFRPG characters. For example Kur, the Sumerian earth/underworld dragon, is as long as the Euphrates river in the legends. That's approximately 1750 miles long. Even curled up he would take a space 200+ miles long and nearly 100 miles wide. His stirrings would cause earthquakes and his steps could flatten mountains.  :o


How many ranks of Strength, Size and Toughness would that be?

Dunno if Kur is representative of a Dresden Dragon. Far as I know Butcher never went into detail about which sources he was using for Ferrovax and company.

Anyway, I figure Mythic Strength, Unthinkable Size, and Mythic Toughness with some level of Immunity to small-scale attacks could cover it. Maybe Aura of Influence or something for the earthquake steps.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on July 08, 2014, 04:38:17 PM
Most Chinese dragons like to transform. Also, it's the easiest way to depict the fact that they can take human form.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on July 08, 2014, 05:00:11 PM
Nope. Modular Abilities doesn't even necessarily change your shape, IIRC.

You're probably thinking of Human Form, Beast Change, or True Shapeshifting.
Title: Re: Sponsored Magic Master List
Post by: Blk4ce on July 08, 2014, 05:15:29 PM
Indeed. I meant the whole package. Sorry for not being clear.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 29, 2014, 01:49:08 AM
I thought i might be losing my touch, so, this. This one's pretty powerful and ergo might merit a cost of [-5]. Feedback is appreciated. Using this on a character in an IRL game who's basically a combination of Bonesaw, the Vord Queen, Infested Sarah Kerrigan, and a Tzimisce. She is the most frightening and the most adorable character I have ever played.

DEUS VITAE [-4]
Description: You are a master of both mind and body, and have learned to manipulate both raw psychic energy and pure life force, allowing you to do incredible things with biomancy and psychomancy.
Sponsor: Typically self-sponsored, but is occasionally granted by creator gods or gods of fertility and life.
Agenda: Your own, if self sponsored. If granted by a god or other entity, that entity's agenda. Typically, the influence of Deus Vitae will drive you to use your powers in some way linked to your worldview- one user might be constantly tempted to make everyone around her happy, while another, disgusted by his own appearance, might be compelled to twist other's features into grotesque, nightmarish things.
Evocation: You can manipulate blood, flesh, bone, and other vital fluids and systems. You can also manipulate psychic energy, allowing you to use Spirit magic, but with more finesse and skill than a spellcaster without this Power.
Thaumaturgy: You can create and manipulate biological systems and life-forms of nearly any degree of complexity, from an amoeba to an oak tree to a human. You can also manipulate psychic energy and minds, allowing you to use fantastically powerful and precise psychomancy.
Evothaum: You can use any ritual that can be cast with Deus Vitae with Evocation's speed and methods.
Extra Benefits: You may use your complexity and control bonuses from Deus Vitae in place of your power and control bonuses for evocation, so long as the spell incorporates some element of biomancy or psychomancy.
Title: Re: Sponsored Magic Master List
Post by: gojj on August 29, 2014, 02:58:05 AM
Sponsor: Typically self-sponsored, but is occasionally granted by creator gods or gods of fertility and life.
Agenda: Your own, if self sponsored. If granted by a god or other entity, that entity's agenda. Typically, the influence of Deus Vitae will drive you to use your powers in some way linked to your worldview- one user might be constantly tempted to make everyone around her happy, while another, disgusted by his own appearance, might be compelled to twist other's features into grotesque, nightmarish things.
Hmmm, well I generally do not like self-sponsored magic as being tied to the agenda of your sponsors is one of the few drawbacks of Sponsored Magic. However, I think this could definitely work as long as both the player and GM are diciplined in enforcing it.

Evocation: You can manipulate blood, flesh, bone, and other vital fluids and systems. You can also manipulate psychic energy, allowing you to use Spirit magic, but with more finesse and skill than a spellcaster without this Power.
Thaumaturgy: You can create and manipulate biological systems and life-forms of nearly any degree of complexity, from an amoeba to an oak tree to a human. You can also manipulate psychic energy and minds, allowing you to use fantastically powerful and precise psychomancy.
I'd be careful on the creating life part. While I have little knowledge of Dresden lore when compared to others on this board, I am fairly certain that even mending a cut is supposed to be incredibly difficult, so the shifts required to create life from scratch would have to be humungous I would imagine, especially considering this is self-sponsored, no one to cover the knowledge end of things.

Evothaum: You can use any ritual that can be cast with Deus Vitae with Evocation's speed and methods.
This may be my personal bias, but I really dislike the "anything you can cast with this sponsored magic can be cast as evothaum" thing. Evothaum is supposed to represent something the sponsored magic is especially good at, so saying that it is especially good at everything just seems like kind of a cop-out to me. Evothaum is a way to further develop the story of your sponsored magic via mechanical means, so I think it should be utilized as much. At the very least I think the chooser should have to pick whether they wish to specialize in the Biomancy or Psycomancy side of things.

Extra Benefits: You may use your complexity and control bonuses from Deus Vitae in place of your power and control bonuses for evocation, so long as the spell incorporates some element of biomancy or psychomancy.
This translates into several points of free refresh and I would not allow this on even a -5 Sponsored Magic. The only reason Kemmlerian Necromancy allows this is because it requires both Evocation and Thaumaturgy, so the incredibly strong bonus is balanced by the 8 refresh up-front cost. The user would always be able to include biomancy or psycomancy in the spell effect anyway.

I do like the flavor of it overall.
[Edit]
Hmmm, this came off more critical than I wanted. If I did not specifically say I did not like something, than I liked it!
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 29, 2014, 03:21:08 AM
Even discounting the idea of being granted it by, say, Freyja, The whole "mastery of life itself" thing is sort of god-complex inducing, which is pretty much the same thing as Titania breathing down your neck about using your magic. The examples I provided are very tame. I actually would avoid using the character i'm playing with this Magic on this board, just because some of the things she does (that she's compelled to do) are utterly horrific.

There's no actual mechanical difference between using a Summoning ritual to whistle up a Frog Demon and using a Biomancy ritual to create a chimeric mutant. Narratively, maybe. We don't really see any biomancy in the series beyond some of Elaine's stuff and Listens-To-Wind, so it's hard to establish a benchmark for how strong biomancy should be.

Well, this sponsored magic is meant to be taken by people who are really good biomancers or psychomancers, and is an enhancement to your biomancy or psychomancy. I don't hate the idea of restricting it to one of the two.

Regarding the extra benefit, I forgot to include that you do need at least Thaumaturgy to take this Magic. It's implied in the Description, but I'll make it explicit. It's functionally just one or two stunts. I'm a little confused by your reaction. It's powerful, but only in a fairly limited scope. I can't really think of anything I could do with it that I also couldn't do with, say, Spirit magic.

Thank you!
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 29, 2014, 03:33:12 AM
This is pushing it. Two evocation elements, two ritual fields, and two evothaum fields, and a strong extra benefit. With this you really don't need Evocation at all.

...being tied to the agenda of your sponsors is one of the few drawbacks of Sponsored Magic.

No it isn't. The agenda is as much an advantage as it is a disadvantage.

This may be my personal bias, but I really dislike the "anything you can cast with this sponsored magic can be cast as evothaum" thing. Evothaum is supposed to represent something the sponsored magic is especially good at, so saying that it is especially good at everything just seems like kind of a cop-out to me. Evothaum is a way to further develop the story of your sponsored magic via mechanical means, so I think it should be utilized as much. At the very least I think the chooser should have to pick whether they wish to specialize in the Biomancy or Psycomancy side of things.

I'd probably make them pick one too, on this Power. After all, the ritual section here is basically double-sized.

But sometimes evothaum can't do anything except the things it's especially good at.

This translates into several points of free refresh and I would not allow this on even a -5 Sponsored Magic. The only reason Kemmlerian Necromancy allows this is because it requires both Evocation and Thaumaturgy, so the incredibly strong bonus is balanced by the 8 refresh up-front cost. The user would always be able to include biomancy or psycomancy in the spell effect anyway.

Kemmlerian Necromancy actually has the standard cost for Sponsored Magic. The prerequisites don't affect its balance too terribly much. And while it doesn't replace power, it does provide a free Refinement.

Honestly, Kemmlerian Necromancy isn't quite balanced. When I tried to work out cost math for Sponsored Magic, every variety worked except for it.

It's hard to work out exactly how much letting you use one specialization in place of another is worth, but I'd guesstimate a little under 1 Refresh.
Title: Re: Sponsored Magic Master List
Post by: gojj on August 29, 2014, 03:35:57 AM
Regarding the extra benefit, I forgot to include that you do need at least Thaumaturgy to take this Magic. It's implied in the Description, but I'll make it explicit. It's functionally just one or two stunts. I'm a little confused by your reaction. It's powerful, but only in a fairly limited scope. I can't really think of anything I could do with it that I also couldn't do with, say, Spirit magic.
Say Joe takes this sponsored magic and a refinement, and he chooses to use all six slots for specializations. He now effectively gets six free specializations for any Evocation spell he casts, which amounts to three refresh worth of refinements.

Say Joe takes this Sponsored magic and decides to use all four focus item slots as focus items, +2 Deus Vitae Complexity and +2 Deus Vitae Control (Thaum). He now effectively gets +2 DV Offensive Power, +2 DV Defensive Power, +2 DV Offensive Control, and +2 Defensive Control for free, a total of four refresh worth of focus item bonuses.

If Joe decided to take this power and three refinements, and used them on 6 thaumaturgy specializations, and 4 thaumaturgy focus items, he gets a whopping seven refresh worth of evocation bonuses for free.

Maybe I am looking this in a different way than you guys, but this seems like a ridiculous amount of power for relatively little refresh.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 29, 2014, 03:42:37 AM
It's a lot. Probably too much. Especially with the way your foci always cover both offence and defence.

But every Sponsored Magic allows some of what you describe. Even with no extra benefit at all, you can get +2 offensive power and control with your base item slots. You won't have the same level of defensive or thaumaturgy ability, but honestly those numbers tend to be less important.
Title: Re: Sponsored Magic Master List
Post by: gojj on August 29, 2014, 03:52:27 AM
I definitely outlined a worse-case scenario, but even if someone wasn't trying to power game it could still result in at least two free refresh worth of refinements.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 29, 2014, 05:01:12 AM
This is probably one of my more powerful sponsored magics, I'll admit.

Would pricing it up to [-5] alleviate most of your concerns?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 30, 2014, 02:59:08 AM
Some of them. It still sort of feels like two magics glued together, though.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 30, 2014, 03:27:51 AM
The biomancy/psychomancy thing is weird. The character I wrote this for had this whole myth arc where she was the descendant of the Horseman of Conquest, except that Conquest also bears the mantle of Pestilence. So she's got super biomancy from Pestilence, and super psychomancy from Conquest. Theyre also linked to her Sponsor Debt compels.
Title: Re: Sponsored Magic Master List
Post by: dragoonbuster on September 05, 2014, 06:06:18 PM
After looking through just about every power on this thread and comments on them for research, I put together a Self-Sponsored magic for my wizard Sergio (http://ragnarok.gamingsandbox.com/characters/publicView/61) over at RagnarokNYC (http://ragnarok.gamingsandbox.com/). This wound up being fairly similar to a Dresden-y version of Aleran Metalcrafting, but it's not intended to be exactly the same, either. I was curious what others think of it, and figured I would drop it here for criticism and in case someone else wanted to use it.  Unlike some of the other Superior Spellcasting powers, I personally wouldn't limit this to only wizards, regardless of wording below that implies otherwise.

Superior Ferromancy [-4]
Description: A master wizard can refine his skills in a particular area so fully that his abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. PCs with evocation taking this power must be able to evoke with metal and have a specialization in it, or the cost is not reduced by 1 for having Evocation.

Sponsor: This magic is self-sponsored. (Though finding an outside Sponsor could be easily achieved...)

Agenda: As self-sponsored magic, this power lacks an agenda. Drawing on ferromancy makes the user more withdrawn, cold, and resolute/stubborn. They become harder people in every way, the deeper they draw on the magic (i.e. take Sponsor Debt).

Evocation: Directly manipulating metallic objects—‘telekinetically’ moving metal—is the most common, such as by having a bunch of cooking pots fly across a room, wrapping someone up in steel cables, or making a pipe-wielding enemy’s weapon whack him in the face. Degrading metal with entropy is possible, as is making it very hot through inducing vibration (the opposite effect, cold, can also be achieved). Weapon strikes guided by ferromancy are more powerful and more precisely aimed.

Thaumaturgy: Divination when related to assessing metal in some way (the strengths/construction/history of a sword, the weak points in a building’s skeleton, the exact alloy composition of a support beam, etc). Summoning may be used to call upon spirits/beings related to blacksmithing, metal, armor, weapons, etc. Transformation may be used to combine individual metals into alloys, separate alloys into their components, or even create metal sculptures/weapons; complex manipulation of metallic structures can also be performed.

Rituals with ferromancy also often take the form of internalized, ‘subtle’ spellcasting; a combination of transformation, aeromancy and ferromancy (ultimately it's all still Transformation)—increasing speed and reaction time when using or defending against metal weapons, reinforcing and sharpening weapons to withstand the abuse a ferromancer can put on them, and hardening oneself against pain are all possible, as well as hardening oneself psychologically against things like intimidation and persuasion. Legends have it that the most powerful Ferromancers can surround their bodies in a metallic “skin” that renders them impervious to nearly all attacks.

Evothaum: All Transformations associated with Superior Ferromancy may be used with evocation’s methods and speed.

Extra Benefits: The character’s connection with metal means they have the equivalent of Supernatural Sense: Metal. They may set this power aside to be able to use Discipline in place of Guns or Weapons (not both) when wielding a metal weapon of some kind. Ferromancers specializing in different metals may have a different extra benefit; discuss w/ GM.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on September 05, 2014, 11:49:57 PM
Looks more or less fair. Not quite sure about that extra benefit, though; do you have to choose which benefit you get when you take the Power? Or can you swap during a session?
Title: Re: Sponsored Magic Master List
Post by: dragoonbuster on September 06, 2014, 04:10:32 AM
I'd intended it to be a one-time choice upon choosing the power. Doesn't make much sense to me to be able to swap it on the fly; you've either developed a broad overall sense of metal or managed to focus and hone that inherent sense into one very specific application of it to the point of excluding the other aspects that would go along with the ability to "sense" metal. At least for a self-sponsored "superior wizardry" style power.

With an outside Sponsor, I might be more lenient and say you could swap on the fly (probably for a point of sponsor debt).
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on September 06, 2014, 04:55:11 PM
I'd intended it to be a one-time choice upon choosing the power.

Sounds good.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on June 20, 2015, 08:50:08 PM
Two more for the list, though one of them is only vaguely fitting.

OP-OP FRUIT [-4]
Description: You ate the Op-Op fruit. This isn't really magic, or sponsored, but the sponsored magic rules seem to suit it so...
Sponsor: Nope.
Agenda: Nope.
Evocation: The Op-Op fruit can be used to chop things up and move their parts around. This allows some crazy stuff, like swapping somebody's head with somebody else's foot and somehow leaving both of them alive.
Thaumaturgy: The Op-Op fruit's "ritual" effects are similar to its evocation effects, but bigger and more complex. They include mental attacks that move people's personalities from body to body and movement spells that swap the places of things.
Evothaum: All "spells" that can be "cast" with the Op-Op fruit may be cast with Evocation's speed and methods.
Extra Benefits: Attacks and movement "spells" "cast" with the Op-Op fruit may be given additional targets for 2 shifts per extra target. Movement spells cast this way must exchange the places of the targets. If a target defends well enough that there aren't enough shifts left over to move them to another targets place, but not well enough to be unmoved, move them all the way.

UNLIGHT [-5]
Description: In a real world, physics-grounded Universe, darkness is simply the absence of light. Bring a light into a darkened room and the darkness recedes - it has no power to resist. The power of the Unlight is another matter.
Sponsor: Unlight is one of the powers offered by one or more Old Ones, the forgotten gods in the Outside. Even seeking knowledge of this power is a violation of the Seventh Law, as is every use of it, regardless of how benign it might seem. This is a very quick road to self-destruction.
Agenda: Unlight seeks to destroy things, especially things that keep the Outside from coming inside.
Evocation: Evocations cast with Unlight destroy things. They resemble darkness and cold evocations.
Thaumaturgy: Rituals cast with Unlight can disrupt, destroy, and decay things. They can also open holes in space-time to allow for world-walking effects, but this tends to be bad for reality as a whole.
Evothaum: All rituals that may be cast with Unlight may be cast with Evocation's speed and methods.
Extra Benefits: Unlight can harm characters with Physical Immunity as though they had Mythic Toughness. Moreover, any Unlight spell that is used to block or destroy matter or energy gets two free shifts of effect added to it after casting. Double this bonus to four free shifts when Unlight is used to block or destroy light or heat. Reduce it to zero free shifts when Unlight is used against magic infused with Soulfire.
Drawbacks: A character who fails to control of an Unlight spell must take their margin of failure in both backlash and fallout. The sponsor will never help mitigate this effect.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 07, 2015, 04:30:16 PM
Well, I'm back, so back to doing what I do best.

GATE OF BABYLON[-5]
Description: You have access to the infinite treasures contained in the vault of Gilgamesh the God-King, allowing you to call forth legendary objects from throughout history.
Sponsor: Gilgamesh.
Agenda: Gilgamesh’s agenda. Rulership. Kingly pride. The collection of more treasures.
Evocation: Gate of Babylon evocations typically involve calling forth a treasure from the vault.
Thaumaturgy: Gate of Babylon rituals typically involve displays of wealth, summoning treasures, kingship, and pride.
Evothaum: You can employ Gate of Babylon rituals that summon treasures with Evocation’s speed and methods.
Extra Benefit: You can use Gate of Babylon rituals to summon Items of Power, mechanically represented as you gaining the IoP for one scene by casting a spell. For every two shifts invested into the spell, the IoP gains 1 more Refresh. These items never provide any Refresh rebate.

I wrote this one while making a Dresdenverse version of Gilgamesh based on his Fate/stay night incarnation, and I think it works fairly well. It covers both his "shoot magic swords at it until it dies" stuff with offensive Evocations, and his "summon some ridiculously overpowered weapon" stuff with Evothaum and the Extra Benefit. The Extra Benefit basically just streamlines the Paranet Papers rules for granting yourself powers with magic.
Title: Re: Sponsored Magic Master List
Post by: Rossbert on August 07, 2015, 05:16:11 PM
Maybe I missed something obvious but where did it say that sponsorship gives you item slots? We never saw that in our read, either in the power, the description or the character stat blocks.  Did my group grossly overlook something?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 07, 2015, 06:42:21 PM
Maybe I missed something obvious but where did it say that sponsorship gives you item slots? We never saw that in our read, either in the power, the description or the character stat blocks.  Did my group grossly overlook something?

The Power writeup on page 183 of Your Story says

Quote
If you're paying full price, you get four focus item slots with this ability. If you have either Evocation or Thaumaturgy, thus reducing the cost of Sponsored Magic, you only get two additional focus item slots. If you have both, reducing the cost more, you don't get any additional focus item slots.

GATE OF BABYLON[-5]
Description: You have access to the infinite treasures contained in the vault of Gilgamesh the God-King, allowing you to call forth legendary objects from throughout history.
Sponsor: Gilgamesh.
Agenda: Gilgamesh’s agenda. Rulership. Kingly pride. The collection of more treasures.
Evocation: Gate of Babylon evocations typically involve calling forth a treasure from the vault.
Thaumaturgy: Gate of Babylon rituals typically involve displays of wealth, summoning treasures, kingship, and pride.
Evothaum: You can employ Gate of Babylon rituals that summon treasures with Evocation’s speed and methods.
Extra Benefit: You can use Gate of Babylon rituals to summon Items of Power, mechanically represented as you gaining the IoP for one scene by casting a spell. For every two shifts invested into the spell, the IoP gains 1 more Refresh. These items never provide any Refresh rebate.

I wrote this one while making a Dresdenverse version of Gilgamesh based on his Fate/stay night incarnation, and I think it works fairly well. It covers both his "shoot magic swords at it until it dies" stuff with offensive Evocations, and his "summon some ridiculously overpowered weapon" stuff with Evothaum and the Extra Benefit. The Extra Benefit basically just streamlines the Paranet Papers rules for granting yourself powers with magic.

So does the Extra Benefit remove the need to take consequences? If so, it seems overpowered. If not, I don't see why you need the Extra Benefit at all.

Also, do you still need to create an Aspect? And can you extend the duration?
Title: Re: Sponsored Magic Master List
Post by: Rossbert on August 07, 2015, 08:26:20 PM
Looks like I might still be working off the unrevised PDFs. I should send in for the updated copies, my hard copies are just so heavy to carry always.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 07, 2015, 08:26:44 PM
It does remove the need to take Consequences, yes. It's why it's priced at [-5]. Is it still too unbalancing?


Actually, I have a question about the whole "fake high concept" thing for Power-granting rituals- what if your High Concept already fits the powers you're granting yourself?

I don't see why not.
Title: Re: Sponsored Magic Master List
Post by: dragoonbuster on August 07, 2015, 09:49:48 PM
It does remove the need to take Consequences, yes. It's why it's priced at [-5]. Is it still too unbalancing?


Actually, I have a question about the whole "fake high concept" thing for Power-granting rituals- what if your High Concept already fits the powers you're granting yourself?

I don't see why not.

My two cents, at that price and considering it's an IoP--so it can  be taken away from you--it's balanced enough.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 08, 2015, 12:33:50 AM
It does remove the need to take Consequences, yes. It's why it's priced at [-5]. Is it still too unbalancing?

Yes. Exchanging a temporary and trivial resource like shifts for something like Refresh is rarely fair.

Suppose you've got 7 shifts of no-prep thaumaturgy or evothaum. You can give yourself 2 Refresh of Powers on short notice, at no significant cost, and get a taggable Aspect to boot. And you can do it over and over again. Casting four evocations takes like ten seconds and gives you 8 Refresh of stuff. And since it's 8 (or 2, or whatever) Refresh of your choice of stuff, it can perfectly suit whatever problem you have.

That's actually a pretty mild example. Better casters, or people who take the time to cast a serious ritual, can easily make that 5 Refresh pay for itself many times over.

Actually, I have a question about the whole "fake high concept" thing for Power-granting rituals- what if your High Concept already fits the powers you're granting yourself?

No idea.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 10, 2015, 07:35:15 AM
If it was priced at like [-8] and limited to only one treasure at a time, would you be okay with it? The character it's designed for can afford the Refresh hit and it's basically only for this character.



Do you feel like you should still have to pay for the false High Concept if you're granting yourself powers that fit your actual High Concept? I feel like you shouldn't.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 10, 2015, 10:15:25 PM
The PP temporary power rules already look kind of abusable to me, and I'm not keen to make them stronger. So if I used them  I'd probably insist on the maneuver regardless.

Even for 8 Refresh, I don't think that'd be fair. I'm not even sure it's possible to put a fair price on the ability to acquire a point of Refresh for 2 shifts; how heavily you try to exploit the Power has such a huge effect on its effectiveness that any cost is going to be unfair to someone.

And a lot of the Power's strength depends on how strictly rituals are adjudicated, which varies wildly from table to table.

If you're really attached to the idea of temporary Items of Power, my advice is to make a new Power which lets you spend any amount of Refresh on "permission" to have that amount of temporary Powers. Then you can be granted new Powers with thaumaturgy up to your limit without taking consequences, and be granted new Powers by sponsors up to your limit without taking debt. Give one or two points of that power as the extra benefit of this magic.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 11, 2015, 02:13:31 AM
The PP temporary power rules already look kind of abusable to me, and I'm not keen to make them stronger. So if I used them  I'd probably insist on the maneuver regardless.

Even for 8 Refresh, I don't think that'd be fair. I'm not even sure it's possible to put a fair price on the ability to acquire a point of Refresh for 2 shifts; how heavily you try to exploit the Power has such a huge effect on its effectiveness that any cost is going to be unfair to someone.

And a lot of the Power's strength depends on how strictly rituals are adjudicated, which varies wildly from table to table.

If you're really attached to the idea of temporary Items of Power, my advice is to make a new Power which lets you spend any amount of Refresh on "permission" to have that amount of temporary Powers. Then you can be granted new Powers with thaumaturgy up to your limit without taking consequences, and be granted new Powers by sponsors up to your limit without taking debt. Give one or two points of that power as the extra benefit of this magic.
Do you think raising the number shifts needed to grant a single Refresh could balance it out, or does the nature of shifts make it too easy?

That is an excellent idea. I'll get cracking once I'm not on mobile. 
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 12, 2015, 01:34:44 AM
Raising the number of shifts per Refresh point would help, but I don't think it would be a real solution.
Title: Re: Sponsored Magic Master List
Post by: dragoonbuster on August 12, 2015, 01:45:58 AM
At this rate, you might want to just model the IoP-on-the-go thing as Modular Abilities, possibly with a little modification.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 12, 2015, 03:31:10 AM
What if Gate of Babylon's extra benefit was giving you a variable abilities list that represented the treasures and their powers, and giving you form points equal to your Resources, with the Limitation of having to cast a spell equal to the amount of form points you want to access, and it only lasts one scene? It'd still be a [-5] or [-6] Magic.


Edit: Changed it to Resources. Ritual complexity is too easy to pump. Here's the revised version.


Gate of Babylon [-5]
Description: You have access to the infinite treasures contained in the vault of Gilgamesh the God-King, allowing you to call forth legendary objects from throughout history.
Sponsor:Gilgamesh.
Agenda: Gilgamesh’s agenda. Rulership. Kingly pride. The collection of more treasures.
Evocation: Gate of Babylon evocations typically involve calling forth a treasure from the vault.
Thaumaturgy: Gate of Babylon rituals typically involve displays of wealth, summoning treasures, kingship, and pride.
Evothaum: You can employ Gate of Babylon rituals that summon treasures with Evocation’s speed and methods.
Extra Benefit: You can use Gate of Babylon rituals to summon Items of Power. You can summon Items of Power of a Refresh cost up to your Resources skill by casting a Gate of Babylon evocation of complexity equal to that item’s Refresh. You may spend additional Refresh on this Sponsored Magic to increase the Refresh cap for you summoned treasures on a 1:1 basis.
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 12, 2015, 02:40:21 PM
That's even less fair. It's actually better than free Refresh equal to your Resources because you can re-assign it at will.

I still think your best bet is to pre-pay Refresh for a temporary Power budget.
Title: Re: Sponsored Magic Master List
Post by: Hick Jr on August 12, 2015, 05:27:19 PM
okay this is what I get for having ideas after not sleeping for a day and a half


So, the Extra Benefit is that you can pre-pay Refresh to gain that many Refresh worth of IoP's by casting an evocation of complexity equal to that item's Refresh. Should you not get any "form points" right out of the gate (unintended pun is unintended), or should the EB come with one or two?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 12, 2015, 10:51:28 PM
Up to you, really.

I was thinking a 4-Refresh magic would come with 1 temporary power point, but that you'd have to use a ritual of the normal complexity to justify using that point. If you want to make power-granting rituals easier for people with this magic, it might be better to do without the free temporary power point.
Title: Re: Sponsored Magic Master List
Post by: EndlessKng on August 13, 2015, 07:58:07 PM
I'm working this one out, based on Bayonetta.  There would be a parallel form for Lumen Sages, as well, though there may be a few changes in between the two.  I'm not sure of the power level though.

Umbran Magic
Description: Being bound to a demonic power of Inferno, the Umbra Witch is capable of summoning demons and slowing subjective time in combat
Agenda: Destroy the angels of Paradiso (up to the GM if this means the actual angels of the Dresdenverse or a separate form of Nevernever spirit, akin to the difference between a Fallen and the frog demon).
Evocation: Umbra Witches are able to use Chronomancy to a limited extent; they cannot travel through time, but are able to slow it down when threatened.  They also are able to use their Hair as an element of magic, akin to Air or Spirit in function.
Thaumaturgy: Demon Summoning
Evothaum: Umbra Witches can use summoning magic and alchemy with the speed and methods of evocation (for the latter, this still requires ingredients and appropriate recipes).
Extra Benefits:  ???

Any suggestions or alterations welcome!
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on August 15, 2015, 01:30:49 AM
I don't know much about Bayonetta, but Chronomancy seems more like thaumaturgy than evocation to me. As for the extra benefit...maybe an anti-angel effect similar to the extra benefits of Seelie and Unseelie Magic. Or maybe some kind of special time-slowing spell option.
Title: Re: Sponsored Magic Master List
Post by: dragoonbuster on September 26, 2015, 05:52:45 AM
I thought it was high-time to have some kind of magic available for Champions of God. You can model what Michael does in combat as invocations and maneuvers and whatnot if you like...but you can also model it as special kind of magic, whether Michael sees it that way or not. Maybe this is counter to the idea of Michael merely being a Vessel for the White God to act through, but that's for you to decide. This is sort of what I think they were trying to get out of Soulfire in Your Story; this is intended to replace it and provide justification for CoG's to have a Soulfire-like effect or to justify them knowing enough magic to actually take the PP Soulfire power. Which, with some clarification of how stress can be taken to invoke Soulfire, is a better power than I originally gave it credit.

Quote
SPONSORED MAGIC: TRUE FAITH [-5]
Description: Through a combination of training, practice, talent, and divine inspiration, you are capable of channeling your faith and conviction into achieving some miraculous effects that mimic magic; generally more experienced Champions of God or particularly devout True Believers are who are capable of this.
Sponsor: A Higher Power; one in which you have True Faith in.
Agenda: This varies, but for the traditional Champions of the White God this Agenda (and most of these Sponsor's in general) has to do with fighting agents of darkness/evil, and opposing anything that attempts to affect the free will of, kill, or enslave mortals.
Evocation: You are capable of expressing True Faith with evocation-like effects; these generally appear as white light and/or cleansing fire.
Thaumaturgy: With the power of your faith it is possible perform Thaumaturgy related to combating the enemies to free will. As such it may be possible to divine information related to a Righteous cause, banish/exorcise/bind/erect wards against the Unholy, worldwalk in pursuit of your Calling, and disrupt magic or the links between a mortal and its source of power, etc. Psychomancy in the form of inciting awe in the Unholy is also possible.
Evothaum: All Thaumaturgy granted by True Faith magic can be case with Evocation's methods and speed.
Extra Benefits: All spells cast with True Faith magic automatically meet the criteria for the Catch on anything vulnerable to Holy or True Faith. You gain a +1 to the power/complexity/control of any spell that is defensive/protective in nature, and the toughness of all creatures--whether vulnerable to Holy or not--is downgraded by one rank.
Note: If you also take Soulfire, this power's cost is reduced to -4 only. Like other Sponsored Magics, this one provides 4 Focus Item slots. If you have Evocation or Thaumaturgy, you get a +1 rebate to this power for each of them you have. When appropriate, this ability's +1 bonus to defensive spells may stack with Soulfire's +1 power bonus to Making Things.

Thoughts?
Title: Re: Sponsored Magic Master List
Post by: Sanctaphrax on September 27, 2015, 02:06:19 AM
Might be a bit much.

+1 defensive control, power, and complexity is probably worth about 2 Refinements, reducing Toughness by a level is probably worth another Refresh, and counting as holy is a nice bonus too. So that's more than 3 Refresh of extra stuff. Granted, it's not the most optimally-spent 3 Refresh, but it still seems rather strong.
Title: Re: Sponsored Magic Master List
Post by: dragoonbuster on September 27, 2015, 04:07:25 AM
Might be a bit much.

+1 defensive control, power, and complexity is probably worth about 2 Refinements, reducing Toughness by a level is probably worth another Refresh, and counting as holy is a nice bonus too. So that's more than 3 Refresh of extra stuff. Granted, it's not the most optimally-spent 3 Refresh, but it still seems rather strong.

The Holy thing is kind of a throwaway to me, more like a part of the 'element' being used here, especially since this is intended for characters that are very likely to have Holy Touch (and Righteousness; already -3 invested) as well--though of course, then here we're talking about cases where they don't have those powers I guess. Fire is probably about as useful as a catch, so, *shrug*. +3 in specialties is a straight 1.5 refresh--and the stacking onto other casting is balanced by it being only defensive and not all spells like a standard Specialization, figured around half a refresh at best for Holy, and then one for the toughness-reduction...Since you usually get around 1 refresh of Extra Benefit for free in a Sponsored Magic, I figured another refresh spent (@ -5 total) was worth a bit more than one more refresh in EB.

It'd be too expensive to cost at -6 I think. Maybe the +1 should be limited to just power/complexity.