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		The Dresden Files => DFRPG => Topic started by: JediDresden on March 02, 2012, 05:25:29 PM
		
			
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				I want to make a 'come here' air evocation rote spell.  I think I borrowed most of this spell and format from the forum here somewhere, so if it looks familiar I apologize.  
My wizard has a Conviction ans Lore of 5 and Discipline of 4, and no specializations or focus items using air yet. 
Here is what I have so far:
'Come Here' or 'Oh no you are not running away from me!
Type: Air Evocation, Attack (Air)
Shifts: 6, 6 power
Duration:  1 Exchange
Control:  Discipline
Target: 1 or more people/objects, Enemy or Friendly
Opposed by: Target’s Athletics, Magical Blocks or Determined in play 
Effect: Waves of Air apply force to move the target in the direction of the casters choosing.
I guess they would have to beat evocation or move in the direction I choose, right?  I'm not sure I am doing it right.
			 
			
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				I think I'd phrase it as a maneuver, rather than an attack, creating an aspect which will be invoked for effect instead of tagged for a bonus.  Attacks should generate stress; this doesn't seem to be the goal.
			
 
			
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				Good Point.  So an maneuver powered at 6 shifts instead of a normal 3 shift one just makes it harder to overcome it, right?  Or I could put some into making it sticky, or multiple free tags?  But wait if it is just for evoke for effect then none of that matters - I just get to say what happens, correct?  Would they still have to roll to not have it effect them if it is Evoked for effect?  I am not clear on the Evoke For Effect Thing.
			
 
			
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				You don't get multiple free tags on a maneuver. Yes, they still roll to defend if you invoke for effect; the Maneuver has to succeed on them before you can tag or invoke it.
			
 
			
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				Ok, so it is not a waste to have a 6 shift in power for the maneuver then.  Got it!  Thanks.
			
 
			
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				Possibly-relevant links:
http://www.jimbutcheronline.com/bb/index.php/topic,29788.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,29788.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,25674.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,25674.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,29723.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,29723.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,23165.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,23165.0.html)
			 
			
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				Thanks for the links, has anyone used the alt. rules and if so how do they work?  I really want something that will move an individual, I do not care if it is a grapple or not, how would you all do it?
			
 
			
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				I knew I had this somewhere:
http://www.rickneal.ca/?p=642
I think this is a great way to model this. Makes it not too powerful, but still gets the job done.
On a side note: would you allow a zone wide version of this spell? Would need to be at least 6 shifts (3 for maneuver, 2 for zone wide, 1+ for effect), but then you could kick a whole group of mooks away.
			 
			
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I really want something that will move an individual, I do not care if it is a grapple or not, how would you all do it?
I'd either call it a modified block (for simplicity) or a combination of block and maneuver (which normally means two spells for evocation).  Modelling it after the grapple rules would be the two spell version - block then move.  Moving objects is far easier - they only resist through inertia.
It might be something like this:-  Type:  Air evocation, offensive block (or maneuver for inanimate objects)
 -  Power:  7 shifts
 -  Control:  Discipline roll plus appropriate specialties and foci (and aspects as needed)
 -  Duration:  2 exchanges
 -  Opposed by:  Target's movement skill (most likely Athletics)
 -  Effect:  6 shift block plus 1 shift of duration, the target is moved one zone closer to the caster for each 3 shifts by which the spell beats the target's opposing roll
 -  Variations:  each 3 shifts of power could be a maneuver tagged to move an item closer to the caster
 -  Notes:  With 5 Conviction and 4 Discipline, you'll need an aspect and some extra stress to pull this off.  You could drop the power to 4 and hope the opposing roll nets less than 0 or 1 if you don't spend a shift on duration.  That's a bit less likely to work.
 
You could also run it purely as a maneuver compelled for the effect of moving the target.  That works out close to the same...but doesn't stop (block) them from running away on their action.