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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: Mindflayer94 on November 11, 2010, 12:02:16 PM

Title: Custom Spell Compilation Thread
Post by: Mindflayer94 on November 11, 2010, 12:02:16 PM
While working on a spell for a warden in my group this morning, I realized that we don't have a cutom spell thread (for either evocations, or thaumatgury), so I figured I'd make one. I'll start us off, with the spell I made for the warden:

Ressurection
Type: Thaumaturgy, Necromancy
Complexity: 60 (the cost of restoring a 4 stress character who's used all their consequences * 2.5 to represent the difficulty to raise the dead)
Duration: Permanent
Effect: The target is brought back to life, although they must change their high concept to something that reflects their time in death.

Title: Re: Custom Spell Compilation Thread
Post by: MyNinjaH8sU on November 11, 2010, 03:24:56 PM
I'd love to add to this thread, but just to say before I do, you might want to make a note about how that breaks at least 1 law wide open, and also quite possibly draws the attention of...things... since no one knows where souls actually go.
Title: Shadowglimpse
Post by: devonapple on November 11, 2010, 05:44:52 PM
Shadowglimpse
Type: Shadow evocation, defensive maneuver
Power: 3 shifts (more for duration)
Target: Caster
Duration: One exchange
Effect: This maneuver counters one scene Aspect related to or defining darkness in a zone, only for the caster. This has the advantage of allowing the caster to see in the dark, without alerting opponents to the caster's position.
Variations: Casters may want to extend the duration, or add zones to see farther in the darkness.
Title: Re: Custom Spell Compilation Thread
Post by: Lanodantheon on November 11, 2010, 05:58:04 PM
Here's a few I am designing for a Camp Kaboom Honor Student/AAAA Warden character for my Seattle Game when I don't have to GM.


The Unraveler aka The Most Delicate Fire Spell on The Planet

This spell resulted from an argument between 2 co-ed Apprentice Wardens over whether or not you could make a Fire Spell that didn't blow something up or burn it to cinders. The Guy submitted this one, which uses the Purifying and Subtle Destructive Power of Fire Magic.

Translucent Energy the color of the sun is launched at the target either as a bolt(single target) or a wide glob (Zone-wide). Whatever the energy hits absorbs the energy and is then...Unraveled. The spell doesn't actually destroy anything, just takes things apart at the connecting bits. Stitches unstitced, thread unwoven, bolts pop out, etc. Anything Fleshy hit by it is well.....

It ended up stripping both Apprentices naked in the middle of the New Mexico Desert. (But only because the Female offered to have sex with him....)

Type: Fire Evocation, Offensive Attack

Power: varies on Caster. 6 for this example

Control: Discipline plus appropriate specializations and focus items

Target: one target for this version. can be made into a zone-wide attack if shifts of strength are sacrificed

Opposed by:  Athletics for Single target, Endurance for zone-wide since it would hit everything in the zone.

Effect: Strength 6 attack Unravels the Target. It doesn't destroy the component pieces, so objects hit by the attack become scene aspects like, A Pile of Gun Parts

Consequences for this Spell would include, Very Naked and Falling Apart at The Seams.

Variations: The Zone-wide version hits everything in a zone.



Fro-zone

This spell also resulted from that argument between 2 co-ed Apprentice Wardens over whether or not you could make a Fire Spell that didn't blow something up or burn it to cinders. The Girl submitted this one, using Fire Magic to freeze something.  

The Caster stops the movement of heat in an area either by using brute force to stop it or spreading the heat out so evenly there is no thermal plume. Note: since this messes with Heat and not water, it won't change the amount moisture in the area. Strength 4 attack to everything in the Zone

Type: Fire Evocation, Offensive Attack

Power: Varies Example uses 6 shifts 4 for power 2 for the zone

Control: Discipline plus appropriate specializations and focus items

Target: 1 Zone

Opposed by: Endurance

Effect: Strength 4 attack to everything in the Zone Consequences should include Frost-bitten



Fro-Zone Cage

Forces heat out of the area to freeze a target solid, temporarily

Type: Fire Evocation, Offensive Maneuver

Power: Varies, example uses 6 shifts 3 for maneuver 3 for duration

Control: Discipline plus appropriate specializations and focus items

Target: 1 Target

Opposed by: Endurance or Might

Duration: 4 Exchanges

Effect: Applies the Frozen or Meat Popsicle Aspect to the Target for 3 exchanges

Variations: Could be made Zone-wide with additional Shifts.
Title: Re: Custom Spell Compilation Thread
Post by: Belial666 on November 11, 2010, 06:42:10 PM
Here are a few example spells for prospective Dark Lords, cultists of the Old Ones, really bad really strong warlocks and Outsiders with magical abilities;



ROTES

Dark Banishing: weapon 16 physical attack vs athletics that slowly forces the target out of phase with reality. Take Out forces target into another plane of existence.
Feed the Darkness: weapon 14 zone attack vs discipline that slowly drains the victims' energy and feeds it to dark powers. Take Out forces the victims into exhausted sleep.
Darkfade: 11-shift veil - the caster becomes slightly out of synch with time and reality, thus becoming invisible.
Circle of Power: the caster requests the aid of the Dark Powers. This applies the sticky aspects "Dark Gift", "Inhuman Focus", "Dark Energies" and "Unnatural Power" that can only be tagged for destructive purposes.
Grasp of the Void: 14-shift, duration 2 grapple vs might, as per the orbius spell. The caster must usually pay for duration increase in following rounds.



THAUMATURGY

Sightblinder: 12-23 shifts summoning via diabolism. The caster summons power from Outside and infuses an object or person with it. Anyone looking at said person or object with Sight or similar abilities for the following day faces a horrendous vision through the Sight with power equal to the strength of the Sightblinder. A typical sightblinder will momentarily stun a wizard and force them to close their Sight. A verypowerful sightblinder can turn a wizard into a raving lunatic that tries to write down protective wards using his own eye fluids as ink. The spell is NOT discriminatory; the "protected" creature also faces the horrendous vision if it employs such divination. Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Dark One's Claim: 18-29 shifts barrier via disruption/diabolism. The caster warps the area, creating an unnatural barrier of Outside energy that blocks the passage of and attempts to obliterate those trying to pass. This works similar to a warding except that it does not stack with a threshold or holy ground. (in fact, it acts in opposition to such forces). Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Despoil: 12-23 shifts disruption. The caster unleashes a bolt of corrupting Outside energy that attempts to violate a non-Outsider barrier or threshold such as the sanctity of a home or holy ground. The spell does get weakened by the threshold but the remaining energy acts as an attack against the threshold it seeks to violate. Do note that, unless countered, the energy of the spell dissipates into the world when the spell ends and effects minor changes, taking the world a very small step towards corruption...
Veilripper: 16+ shifts disruption. The caster makes a tear in the fabric of the Veil that separates the physical world from another dimension - usually the NeverNever but also works with the Outside. Unlike with worldwalking, the intention is not a stable gateway through which creatures can easily travel that closes after a few minutes; the result of this spell is too strong, too disruptive to the Veil to close naturally (practically, it has enough shifts to always resist the Veil's attempts to heal). Unless dispelled, it stays up for a long time. Naturally, there are some agencies that frown on the weakening or tearing of the Veil...
Have-a-Squid: 16 shifts diabolism. The caster uses a sympathetic link to a location or target to summon an Outsider (such as a tentacled horror) practically on top of them, hungry and primed to eat them. The caster neither binds nor controls the Outsider herself - she merely summons one that is already hungry. As such, while this is a blatant violation of the 7th Law, it does not violate the 1st Law. The target must fight off the Outsider, run like hell, or be devoured (his choice). The Outsider, after the victim is eaten or flees, is free to do what Outsiders do when they come to our reality. It's not that Elena cares that much about it.
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on November 11, 2010, 08:37:55 PM
Curse of Night
Type: Shadow evocation, offensive, adjudicated as a block
Power: 5 shifts
Control: roll Discipline plus any items or specializations
Target: One target in line-of-sight
Duration: 3 exchanges
Opposed by: Target's Athletics skill
Effect: Target suffers a block against all actions due to blindness.

Shadowlash
Type: Shadow evocation, offensive maneuver
Power: 4 Shifts [2 stress]
Control: roll Discipline plus any items or specializations
Target: One target in line-of-sight
Duration: 2 exchanges unless extended
Effect: Summons a whip of shadows which the caster can use to perform maneuvers, usually to place Aspects such as Off Balance, Tied Up, or On the Ground.

Umbral Betrayal
Type: Tenebromancy ritual, transformation
Complexity: Varies; 16 shifts in this case, 9 shifts for the target's Discipline, and 7 for increased duration
Duration: A few days
Effect: Target gains the Aspect: My Shadow Betrays Me. In the vicinity of the caster, the target's shadow will call attention to the target. This will serve to warn the caster of the target's presence (the aspect can be tagged for an Alertness roll), and if the target was a shapeshifter, this can also be tagged to let the caster see through the ruse.
Variations: The caster may opt to reduce the duration, or apply it to more targets.
Notes: Assumes the target has a Great (+4) Discipline. Requires a symbolic link to the target.


Title: Re: Custom Spell Compilation Thread
Post by: Lanodantheon on November 11, 2010, 10:20:02 PM
Here are some more possible spells designed for that same AAAA Warden. This time it's Earth Magic.


Resonance Wave Pulse Thingie (Lethal Version)

The Caster appears to be singing a note when casting this, but the sound doesn't matter. This spell uses Earth magic energy to Resonate materials on the target like bones, metal and such. 

Type: Earth Evocation, Offensive Attack

Power: varies on Caster. 5 for this example

Control: Discipline plus appropriate specializations and focus items

Target: one Target

Opposed by: Endurance

Effect: Strength 5 hit. Possible Consequences may include Shaken (but not stirred)

Variations: Shifts could make this into an area spell


Resonance Thingie (Non-Lethal Version)

Use said Resonance wave to blow out ear drums or otherwise disorient the target.

Type: Earth Evocation, Offensive Maneuver

Power: varies on Caster. 5 for this example 3 for Aspect, 2 for extra duration

Control: Discipline plus appropriate specializations and focus items

Target: one Target

Opposed by: Discipline

Effect: Places Shaken, Stunned or Dazed Aspect on the Target

Variations: Shifts could make this into an area spell or extend the duration


Gravity Press

More Elegant version of what Harry used in It's My Birthday Too. It uses Gravity to stomp the target like a beer can.

Type: Earth Evocation, Offensive Attack

Power: varies on Caster. 5 for this example

Control: Discipline plus appropriate specializations and focus items

Target: One Target

Opposed by: Might

Effect: Atlas Laughs Hysterically.   Strength 5 hit. Possible Consequences may include Crushed or Beer-canned

Variations: Shifts could make this into an area spell




Gravity Cage

Like the above, this spell holds people down rather than just crushing them.

Type: Earth Evocation, Offensive Grapple

Power: varies on Caster. 7 for this example 5 for Power, 2 for extra shifts.

Control: Discipline plus appropriate specializations and focus items

Target: one Target

Opposed by: Might

Effect: Places a Strength 5 Block on the Target lasting for 3 exchanges.


I might have done Gravity Cage wrong..... Help plz?
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on November 11, 2010, 10:44:18 PM
I've been planning to make a thread like this for a while, but being the incurable procrastinator that I am I never got around to it. Thanks for doing this, Mindflayer.

Anyway, I've got some sample wards for you all. Not creative, but hopefully useful.

Long-Term Alarm Ward
Type: Warding ritual
Complexity: 10
Duration: A season
Effect: A 0 shift ward that alerts the caster (through a portable symbolic link) whenever someone moves over it.
Notes: This is one of the basic wards employed by the Magical Security Expert character on the Generic NPC thread.

Basic Security Ward
Type: Warding ritual
Complexity: 10
Duration: A week
Effect: A 4 shift ward that alerts you when it is attacked. A special key will allow you to bypass it.
Notes: This is one of the basic wards employed by the Magical Security Expert character on the Generic NPC thread.

Death Curse Ward
Type: Warding ritual
Complexity: 26
Duration: A few mortal lifetimes
Effect: An 11 shift ward that can be bypassed only by relatives of the caster.
Notes: Requires some of the caster’s blood. Intended as a death curse for a wizard who wants to protect their family in the future.

Fortress Ward
Type: Warding ritual
Complexity: 17
Duration: A few days
Effect: A 10 shift ward with a 6 shift evocation that is triggered when the ward is breached.
Notes: For when everything’s gone wrong and you need to be safe for a few days.

Selective Trap Ward
Type: Warding ritual
Complexity: 11
Duration: A week
Effect: A 0 shift ward with a 7 shift evocation that is triggered when the ward is breached by a White Court Vampire.
Variations: Doesn’t have to target White Court Vampires. Could be anything.
Notes: Requires a vial of White Court Vampire blood. For when you want to give an unwelcome guest a nasty surprise.

Summoning Ward
Type: Warding ritual/Summoning ritual
Complexity: 16
Duration: A few weeks
Effect: A 5 shift ward that with a 8 shift summoning ritual that is triggered when the ward is breached.
Notes: Intended as an interesting form of security for the PCs to deal with.

PS: You need to tag or invoke an aspect to grapple someone physically. Shouldn't you need to do the same if you want to block all actions with magic?
Title: Re: Custom Spell Compilation Thread
Post by: Tbora on November 11, 2010, 10:52:47 PM
PS: You need to tag or invoke an aspect to grapple someone physically. Shouldn't you need to do the same if you want to block all actions with magic?

Nope, look at the Orbius spell example in Your Story.
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on November 11, 2010, 11:05:05 PM
Nope, look at the Orbius spell example in Your Story.

I reskinned the Orbius spell to make a "Shadow Choke" spell, but I didn't feel it was different enough to post here as a new spell.
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on November 11, 2010, 11:12:56 PM
I don't think that Orbius blocks all actions. Although the description does say grapple, the description doesn't say that it blocks anything. The variations suggest using it to block someone's actions by binding their hands and feet. This, to me, implies that the ordinary version does not block those actions.

Besides, if Orbius does block all actions then it's incredibly overpowered. A full grapple, plus damage? That's insane!
Title: Re: Custom Spell Compilation Thread
Post by: Tbora on November 11, 2010, 11:17:36 PM
I don't think that Orbius blocks all actions. Although the description does say grapple, the description doesn't say that it blocks anything. The variations suggest using it to block someone's actions by binding their hands and feet. This, to me, implies that the ordinary version does not block those actions.

Besides, if Orbius does block all actions then it's incredibly overpowered. A full grapple, plus damage? That's insane!

Not really, the roll needed to overcome it isn't horrible from the example so I would hardly call it broken.
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on November 12, 2010, 12:58:28 AM
I think we are taking this thread off topic. I'll make a new one, okay?
Title: Re: Custom Spell Compilation Thread
Post by: Xilver on November 12, 2010, 02:12:24 AM
I've been playing an earth channeling "pseudo-scientist"  with a thaumaturgic focus on geomancy. Here are some spells I've developed to support that theme.

Evocation

Nuclear Magnetic Resonance
Type: Earth Defensive (Magnetism)
Power: 5
Target: Zone
Effect: Allows the caster to see elements in their magnetic spectrum with the potential to see through flesh masks and veils.

Blackhole
Type: Earth Offensive (Gravity)
Power: 8
Target: 3 ft. Radius in Caster’s zone
Opposed by: Target’s athletics
Effect: +8 Attack, 3 ft. Blackhole appears at target

Soliton Wave
Type: Earth Offensive (Gravity)
Power: 7
Target: Enemy / Friendly
Opposed by: Target’s athletics
Effect: 2 Duration, Gravitational wave applies force to move the target in the direction of the casters choosing.

Sunburst
Type: Earth Offensive (Gravity)
Power: 8
Target: Zone
Opposed by: Target’s Endurance
Effect: +3 Weapon, Fuses atmosphere in 1 zone, imbues target with Blind aspect for 2 Duration (sunlight catch)

Cataclysm
Type: Earth Offensive (Gravity)
Power: 10
Target: Unlucky Soul
Effect: Earth erupts around and opponent and then collapses to crush him. (Can be a zone attack instead)

Ossification
Type: Earth Offensive (Mineral)
Power: 7
Target: Enemy
Opposed by: Target’s endurance
Effect: This spell slowly turns a targets flesh to calcite 4 Duration, 3 Grapple, 1 Stress each turn (Orbis YS294)

Stunbolt
Type: Earth Offensive (Magnetism)
Power: 6
Target: Enemy in sight
Opposed by: Target’s athletics
Effect: +4 Duration, Inflicts Stunned aspect on target

Electro-Magnetic Pulse
Type: Earth Offensive (Deliberate Hexing, Stress-free)
Power: 6
Target: Zone
Effect: +4 Tech Damage, disables electronics, cars and modern guns.

Discapitate
Type: Earth Offensive (Stone)
Power: 7
Target: Enemy in sight
Opposed by: Target’s athletics
Effect: Casts 7 Weapon:1 disks of stone at the targets.  Multiple may be aimed at the same target.

Levitate
Type: Earth defensive (Gravity)
Power: 4
Target: 3 ft. Radius in Caster’s zone
Opposed by: Target’s athletics
Effect: Imposes Weightless aspect target, negates falling damage. Power shifts increase duration.

Electromagnetic Attunement
Type: Earth Defensive (Earth)
Power: 5
Target: Friendly
Effect: Gives target +2 Alertness vs. surprise for 3 exchanges  by allowing detection of bioelectric or magical fields
Note: See Subtle Evocations YS294

Stonewall
Type: Earth Defensive (Stone)
Power: 5
Target: Caster, Friendly in zone or zone border
Effect: +3 Block, +2 Duration, Raises a temporary stonewall to block an attack.

Stoneskin
Type: Earth Defensive (Stone)
Power: 5
Target: Friendly
Effect: +2 Armor for target for 2 rounds

Jagged Earth
Type: Earth Offensive (Stone)
Power: 6
Target: Zone
Opposed by: Target’s stealth
Effect: Creates stone spikes on the ground in the zone.
4 Damage, 2 Duration

Thaumaturgy

Wormhole
Type: Geomancy (Teleportation)
Power: 8
Target: 3 ft. Radius in Caster’s zone (Dest. Linked)
Effect: Open a 30 sec. gateway to an object prepared by the caster

Gravitational Distortion
Type: Geomancy (Transformation)
Power: 6 – 20
Target: Zone
Effect: Inflicts “Power” damage on inanimate objects and barriers.

Metallurgic Manipulation
Type: Geomancy (Transformation)
Power: 3-10 (depending on size & complexity)
Target: Object
Effect:  This is a catch-all manipulation spell for metals & metalloids. Uses: Unlock locks, counterfeit coins.

Geotracking
Type: Geomancy (Divination)
Power: 8
Target: Linked
Effect: Use a pendulum and map to find the location of a target.  Requires symbolic link.
Note: use  additional levels to find hidden targets

Magnetic Divination
Type: Geomancy (Divination)
Power: 8
Target: Linked
Effect: Aligns Iron filings to give a picture of what the target is doing.  Ala Wooly Willy.

Electroweak Psychometry
Type: Geomancy (Divination)
Power: 8
Target: Object
Effect: Determine history of an object by scrying the quantum history of is atoms.  See “Law of conservation of Information”

Shoximity Mine
Type: Geomancy (Ward mine)
Power: 7
Target: Trigger
Effect: Emits a +5 Earth Ward (Shock) when triggered. Places Stunned aspect on target if successful. Lasts a few days


More non Geomantic Thaumaturgy

Faux Sun
Type: Photomancy (Veils)
Power: 5
Target: 2 Zones
Effect: Creates a light above the area to illuminate the way until the next sunrise.

Hypnopaedia
Type: Biomancy (Transformation)
Power: 4
Effect: Player enters into a deep sleep and searches his own knowledge for information.  This spell grants +2 Lore for one research action.
Title: Re: Custom Spell Compilation Thread
Post by: JesterOC on November 12, 2010, 07:58:54 PM
I have one I like for Earth magic. It is a lot like Xilver's Levitate but with a twist.

Neutral Buoyancy
Spell: Earth defensive (Gravity)
Power: 3 + More for extra Exchanges
Target: Single target.
Opposed by: Target’s Endurance
Effect: Imposes Neutral Buoyancy aspect target. Can be Invoked for Effect to turn any climb check into a Challenge (P.324) With a base difficulty rating of Fair (+2), with a Goal of the Climb's difficulty rating.

This simulates the caster being able to climb along the edges of a huge building. However if you mess up you can find yourself drifting away! Could also be used on a target to distract him in a fight.
Title: Re: Custom Spell Compilation Thread
Post by: Rel Fexive on November 21, 2010, 01:53:15 PM
Okay, here are the thaumaturgy rituals my character has used so far in our game.  He has something of a "hand-made playing card with magical sigils on" theme going on to supplement the magic taught to him by a more traditional magical group who tend to do a lot of chanting in Old English.



Camden Ward - Named after the road where the character's safe house is.

Total Complexity: 12

Lore: Great (+4)

Declarations:



Capture Essence - find the impression/aura/traces/signature/whatever of certain supernatural beings from the inside of an old flint tower and capture them in a specially prepared crystal.

Total Complexity: 13

Lore: Great (+4) + Divination complexity bonus (+1)

Declarations:



Essence Tracking - spell to use the previously captured essence as the symbolic link for a tracking spell.  The spell almost went BANG! after a bad roll on the last Control attempt but fortunately my final Fate Point was there to save the day; the fact that my character was using a method taught by the magical order he used to be a member of (as specified by the GM!) meant I could use the aspect for it to get a re-roll.

Total Complexity: 8

Lore: Great (+4) + Divination complexity bonus (+1)

Declarations:



Poker Clairvoyance - This spell has only been designed and not used so far.  It is a spell cast on someone that enables them to see what cards other players at the table have (and what's being dealt next) using manoeuvres; multiple manoeuvres allow multiple free tags, as specified in the rules.  The only thing I am unsure on is whether or not the deck being used would be required as a symbolic link or not.  I don't think it is would be required, and indeed I'd hope not - getting the correct deck that would be used in the game (or linking to every deck in the casino) would be almost impossible!

Total Complexity: 11

Lore: Great (+4) + Divination complexity bonus (+1)

Declarations:
Title: Re: Custom Spell Compilation Thread
Post by: Mindflayer94 on December 21, 2010, 05:45:43 PM
This is a little something I'm cooking up for a blind wizard in my home game:

See Through The Haze
Type: Spirit evocation, defensive maneuver
Power: 4 shifts
Target: Caster
Duration: Two exchanges
Effect: This maneuver counters the aspect "Wizard P.I Without an Eye" for two exchanges

Freeze
Type: Fire evocation, Offensive Block
Power: 6 shifts
Target: 1 creature within the zone
Duration: Three exchanges
Effect: This is a block: 4 vs. movement as the opponent is engulfed in Ice.

Electrify
Type: Fire evocation, Offensive Attack
Power: 6 shifts
Target: One Zone
Duration: One Action
Effect: this spell creates an arc of lightning attacking all creatures within the target zone with an Attack: 4
Notes: This power taps the "Destruction" spiritual connection to fire

More to come

Title: Re: Custom Spell Compilation Thread
Post by: devonapple on January 29, 2011, 12:40:20 AM
This one came up in a recent game: how to make a bridge to easily get from two points of high elevation without the risk of falling.

Not sure how this should work, but here was how I ruled it as the GM:

Stone Bridge
Type: Earth evocation
Power: varies; usually 6 shifts (4 for the Athletics check, 2 for duration), but could be more depending on the zone border the caster is attempting to cross.
Target: One zone border up to 4.
Duration: Three exchanges.
Effect: This spell summons nearby rocks to build a temporary bridge across a zone border of at most 4 ranks. This substitutes for the Athletics check of anyone crossing the bridge, allowing them to safely pass. At the end of the spell duration, the rocks lose cohesion and fall.
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on January 29, 2011, 01:31:39 AM
Poker Clairvoyance - This spell has only been designed and not used so far.  It is a spell cast on someone that enables them to see what cards other players at the table have (and what's being dealt next) using manoeuvres; multiple manoeuvres allow multiple free tags, as specified in the rules.  The only thing I am unsure on is whether or not the deck being used would be required as a symbolic link or not.  I don't think it is would be required, and indeed I'd hope not - getting the correct deck that would be used in the game (or linking to every deck in the casino) would be almost impossible!
  • Base duration is a scene the length of about half a fairly serious poker game - "a few hours" - boosted up one step to "an afternoon" or approximately six to seven hours
  • Manoeuvre - Card Counting Made Easy
  • Manoeuvre - Looking Over Your Shoulder
  • Manoeuvre - I Know What Cards You Have
  • Manoeuvre - I Know Who's Bluffing
  • Manoeuvre - I Can See What Will Be Dealt Next
Total Complexity: 11
Lore: Great (+4) + Divination complexity bonus (+1)
Declarations:
  • Practice with my own deck of cards; Experiment With Clairvoyance (Deceit? the character has a Card Tricks stunt based off Deceit)
  • Hold the image of the cards and suites in your mind; Visualise The Deck (Discipline)
  • Set the cards out in mystical patterns to focus the spell; Clock Face Of Cards (Lore)

Sorry to come to this so late: this ritual may be woefully underpriced. Each of those Maneuvers should cost 4 shifts (total of 20 shifts before Duration is factored in) if they are meant to place a Sticky Aspect that would last the entire Duration.
Title: Re: Custom Spell Compilation Thread
Post by: bestial warlust on January 30, 2011, 09:20:02 PM
Some spells converted from Ars Magica:

Air

Broom of the Winds
Type: Air Evocation, Attack
Power: 5
Target: 1 Target
Opposed by: Target's Athletics
Effect:  The spell whips up violent swirling winds around the target. The target must make an opposed Athletics roll versus the power of the spell to remain standing. At GM's discretion any objects held in the targets hands may be pulled from their grip.
Variations: Shifts can increase this to a zone to include more than one target

Circling Winds of Protection
Type: Block
Power: 6
Target: Self
Opposed by: N/A or targets Might
Effect: Surrounds you with winds that circle at great speed. Since the winds picks up dust and other small, loose objects you maybe obscured. Anyone attacking you with  hand held weapons may have to  make a Might roll or risk having the weapon ripped from their hand.

Jupiter's Resounding Blow
Type: Offensive Air
Power: 4 (3 for maneuver 1 power)
Target: 1 target
Opposed by: Target’s Endurance
Effect: Creates a loud thunder clap above the target. If the target fails the Endurance the target gains the  “Stunned” Aspect for one exchange.
Variations: Shifts can be added to increase to zone.

Earth

Hands of the Grasping Earth
Type: Earth Offensive (Stone)
Power: 7 (+3 for maneuver, +4 power)
Target: Zone
Opposed by: Target’s Athletics, Then Might
Effect: Hands form the earth and grasp the targets ankles. Once grasped the  target must use might to break free from the grapple against the spells might of 4.
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on January 31, 2011, 01:20:51 AM
devonapple came up with an excellent guide to conjuration some time ago, and now I'd like to use it. If these inspire you to post some conjurations of your own, you can find the guide here: http://www.jimbutcheronline.com/bb/index.php/topic,23613.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,23613.0.html)

Unpeople
Type: Conjuration ritual
Complexity: 30 (method one) or 20 (method two)
Duration: A few days
Effect: Creates five person-like things that walk around and talk. A Great roll is needed to determine that they aren't real.
Notes: This one's a bit creepy. Might take your players by surprise.

Fool's Gold
Type: Conjuration ritual
Complexity: 15 (method one) or 11 (method two)
Duration: one week
Effect: Creates a very small lump of gold. A Legendary roll is needed to determine that it isn't real.
Notes: This is what everyone first thinks of when they hear about conjuration, right?

Flock Of Birds
Type: Conjuration ritual
Complexity: 23 (method one) or 13 (method two)
Duration: one day
Effect: Creates about fifty birds that fly around and sqawk. A Fair roll reveals that they aren't real birds.

Cinderella's Dress
Type: Conjuration ritual
Complexity: 17 (method one) or 11 (method two)
Duration: One day
Effect: Creates a beautiful dress with a sticky aspect of GORGEOUS. A Fantastic roll is needed to determine that it isn't a real dress.
Notes: I'm using a cost of 4 shifts per sticky aspect for this one.

Wizard's Palace
Type: Conjuration ritual
Complexity: 42 (method one) or 30 (method two)
Duration: A wizard's lifetime
Effect: Creates a large, ornate house with over a dozen rooms and all the furniture a man could need. It is immediately obvious that it isn't a real building.
Notes: Watch out: this can be counterspelled.
Title: Re: Custom Spell Compilation Thread
Post by: bibliophile20 on January 31, 2011, 01:31:16 AM
Cinderella's Dress
Type: Conjuration ritual
Complexity: 17 (method one) or 11 (method two)
Duration: One day
Effect: Creates a beautiful dress with a sticky aspect of GORGEOUS. A Fantastic roll is needed to determine that it isn't a real dress.
Notes: I'm using a cost of 4 shifts per sticky aspect for this one.
Wait... if it isn't a real dress... then what does the watcher see if he makes that Fantastic roll?  (I need to get my brain dry cleaned; it's getting dirty...  ;D )
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on January 31, 2011, 01:35:33 AM
He sees a fake dress, you perv.

I think that what you want is a counterspell...
Title: Re: Custom Spell Compilation Thread
Post by: bibliophile20 on January 31, 2011, 01:50:05 AM
I figured.  But it also amused me to maneuver you into making your 666th post about such matters.   ;D
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on January 31, 2011, 07:53:02 AM
I figured.  But it also amused me to maneuver you into making your 666th post about such matters.   ;D

Nice! ::golf clap::

Unpeople
Type: Conjuration ritual
Complexity: 30 (method one) or 20 (method two)
Duration: A few days
Effect: Creates five peson-like things that walk around and talk. A Great roll is needed to determine that they aren't real.
Notes: This one's a bit creepy. Might take your players by surprise.

Nice! So you can make a house appear occupied!

Wizard's Palace
Type: Conjuration ritual
Complexity: 42 (method one) or 30 (method two)
Duration: A wizard's lifetime
Effect: Creates a large, ornate house with over a dozen rooms and all the furniture a man could need. It is immediately obvious that it isn't a real building.
Notes: Watch out: this can be counterspelled.

Wonderful! How many levels of Complexity are you giving it on top of Size and Duration?

devonapple came up with an excellent guide to conjuration some time ago, and now I'd like to use it.

Thank you all for your help on it!
::sniff::
/Dr. Killinger voice/ I am like ze proud papa
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on January 31, 2011, 07:59:48 PM
Looks like I got played. In game terms, I think that was a Deceit maneuver.

The palace has 10 complexity worth of decorations, furniture, and extra rooms.

PS: You're welcome. I plan to add it to the player's guide (that I started a month or so ago) once I finally finish it. That is, if you don't mind.
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on January 31, 2011, 08:57:53 PM
PS: You're welcome. I plan to add it to the player's guide (that I started a month or so ago) once I finally finish it. That is, if you don't mind.

Absolutely! Enjoy. I also included a link on that opening page to a public GoogleDoc PDF with the compiled options I chose to use for Conjuring and Constructs.

10 Complexity sounds alright: that's five levels of detail. There's such a variety of ways one could rule that: my potential favorite would be buying Aspects for 2 Complexity each. Ultimately, the GM and the player would work out what each level of detail gets, depending on whether they want a simple shelter, an opulent fashion statement, or a superfortress filled with magical traps and arcane tiddlywinks.
Title: Re: Custom Spell Compilation Thread
Post by: bibliophile20 on January 31, 2011, 11:12:25 PM
Looks like I got played. In game terms, I think that was a Deceit maneuver.
Probably.  Now we just need to start scheming about devonapple.  ;D ::)
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on February 01, 2011, 03:09:29 AM
Probably.  Now we just need to start scheming about devonapple.  ;D ::)

Goodness, 597 - I'm not too far myself, am I?
Title: Re: Custom Spell Compilation Thread
Post by: bibliophile20 on February 01, 2011, 03:20:35 AM
Goodness, 597 - I'm not too far myself, am I?
At the rate you post, probably about 2 weeks.
Title: Re: Custom Spell Compilation Thread
Post by: jybil178 on February 01, 2011, 08:04:36 AM
Sorry to come to this so late: this ritual may be woefully underpriced. Each of those Maneuvers should cost 4 shifts (total of 20 shifts before Duration is factored in) if they are meant to place a Sticky Aspect that would last the entire Duration.

Another thing about it though, is not only is it a little under priced, but you may also only Tag each of those aspects once. You'll need to Invoke them after they get tagged... So if he doesn't want to go and spend a lot of fate points, could he cut some of the cost down, by like one per maneuver if he just makes them Fragile aspects?  And do i keep coming off as an asshole when I come in and say these things? >.< don't mean to if I do...
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on February 01, 2011, 04:56:49 PM
Another thing about it though, is not only is it a little under priced, but you may also only Tag each of those aspects once. You'll need to Invoke them after they get tagged... So if he doesn't want to go and spend a lot of fate points, could he cut some of the cost down, by like one per maneuver if he just makes them Fragile aspects? 

He doesn't want them to be fragile - he wants them to be Sticky so they last the entire scene, unless he plans to tag them in the same scene he casts the Thaumaturgy spell. And the purpose of making so many of these Sticky Maneuvers is so that he can expend them, one at a time, as needed, for free tags without resorting to Fate Points.
Title: Re: Custom Spell Compilation Thread
Post by: jybil178 on February 01, 2011, 08:32:25 PM
He doesn't want them to be fragile - he wants them to be Sticky so they last the entire scene, unless he plans to tag them in the same scene he casts the Thaumaturgy spell. And the purpose of making so many of these Sticky Maneuvers is so that he can expend them, one at a time, as needed, for free tags without resorting to Fate Points.


I think I got most of his intentions... The only reason I mentioned letting them stay as Fragile, was because I think I misunderstood what all that entails.  I thought that if you made the aspect last a little while, it would stay just fine.  I thought being a fragile aspect only means that the aspect could be tagged once, then disappear.  I guess it makes sense that a fragile aspect would also have the problem of not hanging around for long after its been placed..
Title: Re: Custom Spell Compilation Thread
Post by: dresdencodex on February 05, 2011, 01:54:33 AM
i was wondering about asking my GM about adding a growth magic to my half summer changling. basically he super charges the dormant viruses and or germs in an enemies body and for lackof a better comparison poisons them. He could also be used as a healer in a pinch( growing gashes shut hurts like a b!tch). does any of this seem plausible due to summer being assciated with growth magic
Title: Re: Custom Spell Compilation Thread
Post by: Tush Hog on February 07, 2011, 02:41:05 PM
Well, there was this thread where we started to compile spells

http://www.jimbutcheronline.com/bb/index.php/topic,19090.0.html

But I will post the spells I posted there in this resource thread, too.

Name: Faerie Fire
Type: Spirit or Fire Evocation, Maneuver
Power: 5 shifts - 3 for maneuver, 2 for extended duration.
Duration: 3 exchanges
Area: One target
Resisted by: Athletics
Effect: The target gets engulfed in faerie fire making them very conspicuous and easier to hit. Target has the aspect "Outlined in faerie fire" placed on them.

Name: Rain Ward
Type: Water Evocation, Maneuver
Power: 3 shifts
Duration: One scene
Area: Personal
Effect: even in the strongest of storms, raindrops avoid the spellcaster. The aspect "Rain repellant" is placed on the target.

Name: Cloudkill
Type: Air Evocation, Attack
Power: 8 shifts - 5 weapon, 2 for zone
Duration: One action
Area: One zone
Effect: Produces poisonous cloud (Weapon 5 attack) on an entire zone which will then dissipate.

Name: Stoneskin
Type: Earth Evocation, Block
Power: 7 shifts - 6 for block, 1 for duration
Duration: 2 exchanges
Area: Personal
Effect: Targets body takes on the hardness of stone for the purpose of absorbing damage. Target has Armor of 3 for 2 exchanges.

Name: Zone of Truth
Type: Spirit Evocation, Block
Power: 5 shifts - 3 for block, 2 to effect the entire zone
Duration: 1 exchange
Area: One zone
Effect: spell creates a block against Deceit that encompasses the entire zone.

Name: Springtime
Type: Air Evocation, Maneuver
Power: 7 shifts - 3 maneuver, 2 for zone, 2 for duration
Duration: 3 exchanges
Area: One zone
Effect: Spell causes temperature to warm, ice to melt, the sun to shine brightly and flowers to bloom. Places the aspect "Spring has Sprung" on the zone for 3 exchanges.
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on February 07, 2011, 06:27:41 PM
Summer magic can definitely cause growth.
Title: Re: Custom Spell Compilation Thread
Post by: Rel Fexive on February 19, 2011, 12:21:49 PM
Sorry to come to this so late: this ritual may be woefully underpriced. Each of those Maneuvers should cost 4 shifts (total of 20 shifts before Duration is factored in) if they are meant to place a Sticky Aspect that would last the entire Duration.

Are you sure?  I'm not sure if there's a mention of sticky-ness with regards to thaumaturgy-placed aspects; won't they just remain until they are free-tagged?   The maneuvers are all placed on the caster, so there's no worry about them being resisted; why would they necessarily need to be 4 shifts instead of, say, 3?  (they currently 2 shifts/complexity each)

Hmmm.... there's a "minimum of three shifts to place an aspect" rule somewhere, isn't there?  Anyone know where it is?
Title: Re: Custom Spell Compilation Thread
Post by: Richard_Chilton on March 07, 2011, 06:47:02 PM
From a villain posted at http://www.jimbutcheronline.com/bb/index.php/topic,24639.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,24639.0.html).  The power of these rotes are low because the caster only has a conviction of Average (low self imagine), but she does have a focus item to add to power.

Name: Phantom B-Slap
Type: Air Evocation, Attack
Power: 1
Duration: 1 exchanges
Area: One target
Resisted by: Athletics
It feels like the air just slapped you.  It's a weapon 1 attack that needs to be targeted.  It's not very effective in combat but it gets her point across to uppity models.

Name: Goose
Type: Air Evocation, Maneuver
Power: 3 shifts for the maneuver
Duration: 1 exchange
Area: One target
Effect: Linked to her ear stud, this rote is a Power 3 maneuver that gives the social Aspect 'Goosed' as the air squeezes an inappropriate part of the target's body.  If the target is unaware that he/she is the subject of a magical attack then the target will often blame the person next to them for the inappropriate touching.  Often used by its inventor on pretty girls while they are on stage (models working the catwalk, beauty pageant contestants walking across the stage, girls who are in the band because of their looks rather than their singing or talent - that sort of thing) just to shake their composure.


Name: Monique's Model Maker:
Type: Thaumaturgy, Transformation and Disruption Maneuver
Complexity: 9 - 11 (depending on how good she wants you to look - upper limit of 15)
Duration: one week
Effect:  Since the change isn't permanent the target doesn't have to be taken out.  That's the good part.  The bad part? To make it last a week it needs 7 shifts for duration.  Added to that is the base effect.  The Aspect of "Looks Good Enough To Model" is probably 2 or 4 shifts.  I'd probably view the increase in looks on the same scale as consequences with "a bit better" being mild, "a lot better" being moderate, and "this woman now owns the cover of every magazine in the world - someone get her an acting role!" as extreme.  That's 9 to 11 shifts for preparation and Monique's base is only 3.
That means that a big chunk of the income each model earns goes to buying things and otherwise making preparations for this spell.  Sometimes they'll even take a mild physical consequence to help get the spell going.  (Monica was raised with pain, trained with pain, and now Monique has no problems with sharing a bit of pain with those worthless girls who worship at the alter of beauty.  As long as the bruising fades before the next modelling gig or are somewhere no one can see them then it's all good in Monique's eyes.)
Note that this maneuver doesn't add to Presence or any other social skill and it might cause a bit of a drop in Conviction over prolonged use.  After all, thinking "I only matter when I look good and I only look good because of that spell" isn't good for the old self image.


These spells seem a bit weird, but they fit in with the twisted mindset of their inventor - who went from being a child beauty queen to a teenage girl "mentored" by a real creep to a "just in it for the money" low powered sorceress.

Richard
Title: Re: Custom Spell Compilation Thread
Post by: bitterpill on March 09, 2011, 06:20:45 PM
Name: Flash aaah
Type: Spirit Evocation, Attack
Power: 5
Duration: Instant
Area: 1 zone
Resisted by: Endurance
Effect: A bright light of a horrific radiance fills the area potentially causing exquisite amounts of pain and permanant blindness.

Name: Crushing Air
Type: Air Evocation, Grapple
Power: 7
Duration: 1 turn
Area: Target
Resisted: Might
Effect: You increase the air pressure around your enemy a hundred fold and thus to move the enemy has to move several times his own body weight in air.
Title: Re: Custom Spell Compilation Thread
Post by: Mindflayer94 on May 01, 2011, 11:19:45 PM
A young (by which I mean under 12) sorcerer created these spells, his mind fixated on his favorite children's card game. When his parents don't buy him the latest toys or cards, he conjures these effects. Who knows how far it will go? If no one stops it that is.

Tear Through The Lighting
Type: Fire [Destruction] Evocation; Offensive Attack
Power: varies; 10 shifts is typical (8 for weapon, and 2 for area)
Control: Roll discipline plus appropriate specializations and focus items
Target: All creatures within a zone within sight
Opposed By: Athletics
Effects: Produces a giant arc of lightning (Weapon: 8 ) tearing through the zone.

Dark Hole
Type: Spirit/Force Evocation; Maneuver
Power: 5 (3 for the aspect and 2 for duration)
Control: Roll discipline plus appropriate specializations and focus items
Target: A zone
Effects: Creates the sticky scene aspect: Hole From Which There Is No Return.

Title: Re: Custom Spell Compilation Thread
Post by: Michael Sandy on May 02, 2011, 09:48:53 AM
A player in my campaign has a real mad on for Black Court Vampires, and has a rote spell to create a circle of flowing water around the target.

It puts the sticky aspect of "Surrounded by flowing water" on the target, with the result that if the target is a Black Court vampire, it will not be able to move.  Initial targeting is versus athletics to dodge the evocation, but to break out of the watery circle a Black Court vampire would have to roll their conviction, spend fate points, or both.

Everybody else would just step over the flowing water.  But in an encounter where you want to lock a Black Court vampire in one place in one zone, it is cheap and effective snare.
Title: Re: Custom Spell Compilation Thread
Post by: citadel97501 on May 02, 2011, 11:06:51 AM
A player in my campaign has a real mad on for Black Court Vampires, and has a rote spell to create a circle of flowing water around the target.

It puts the sticky aspect of "Surrounded by flowing water" on the target, with the result that if the target is a Black Court vampire, it will not be able to move.  Initial targeting is versus athletics to dodge the evocation, but to break out of the watery circle a Black Court vampire would have to roll their conviction, spend fate points, or both.

Everybody else would just step over the flowing water.  But in an encounter where you want to lock a Black Court vampire in one place in one zone, it is cheap and effective snare.

Probably works pretty good for locking down other Casters, as well?  Block versus all of their casting at power, possibly an aspect to tag as well, if they try to move through it?  Hell technically you do that spell, in a big area as a zone border, with a fate point and suddenly their magic can't escape and they probably can't gather much power to do evocation, send in uber beat stick to break said mage over his knee. . .
Title: Re: Custom Spell Compilation Thread
Post by: sandchigger on May 02, 2011, 03:26:10 PM
A player in my campaign has a real mad on for Black Court Vampires, and has a rote spell to create a circle of flowing water around the target.

It puts the sticky aspect of "Surrounded by flowing water" on the target, with the result that if the target is a Black Court vampire, it will not be able to move.  Initial targeting is versus athletics to dodge the evocation, but to break out of the watery circle a Black Court vampire would have to roll their conviction, spend fate points, or both.

Everybody else would just step over the flowing water.  But in an encounter where you want to lock a Black Court vampire in one place in one zone, it is cheap and effective snare.

How do you create a circle of flowing water? Once it's created, it's water and behaves like water. So if there's not a moat already around the BCV it's gonna soak into the ground or run downhill or whatever. Right?
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on May 02, 2011, 05:59:10 PM
How do you create a circle of flowing water? Once it's created, it's water and behaves like water. So if there's not a moat already around the BCV it's gonna soak into the ground or run downhill or whatever. Right?

Since water includes dissolution, I was taking for granted that it created a little moat or something. If someone was continuing to pump power/duration into it, I might also be open to an actual ring of water hovering in place, unnaturally.
Title: Re: Custom Spell Compilation Thread
Post by: sandchigger on May 02, 2011, 07:49:35 PM
Ah, so you use water's entropic abilities to dissolve the floor they're standing on and make a little moat. I'm not sure I'd count that as "running" water without duration, but I'm kinda a douche. :)
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on May 02, 2011, 07:58:59 PM
but I'm kinda a douche. :)

It's all water, right? ;)
Title: Re: Custom Spell Compilation Thread
Post by: sandchigger on May 02, 2011, 08:00:49 PM
*ba dum kshh*
Title: Re: Custom Spell Compilation Thread
Post by: ways and means on May 02, 2011, 09:38:29 PM
I generallly run on the logic that unless you are in a desert thier is going to be water vapor in the air and water in the ground and water in people. In a city there will also be water in pipes and sewers and you can use any of it that you are reasonably close too. 
Title: Re: Custom Spell Compilation Thread
Post by: Michael Sandy on May 03, 2011, 07:21:36 AM
There is the possibility that conjured water doesn't have the same effect that regular water does.  But the idea is to conjure the water and for the duration of the spell it is moving in a circle around the target.

The player has a couple other cute tricks.  One spell to soak everybody in the zone... the next is a flash freeze targetted spell that requires the tagged aspect "soaked" to have full power.  And yes, he admitted to playing a Frost Mage in World of Warcraft.
Title: Re: Custom Spell Compilation Thread
Post by: sandchigger on May 03, 2011, 03:49:20 PM
Except in the books, Harry specifically says several times that "conjured fire acts just like regular fire" once it's summoned. It burns shit. Often to the detriment of Harry, his friends and the insurance company of whatever building he's in at the time. I fail to see why water conjured/coalesced/created/crackerjacked in the same manner would behave unlike normal water.
Title: Re: Custom Spell Compilation Thread
Post by: Michael Sandy on May 06, 2011, 05:57:16 AM
I am working on a thaumaturgy healing spell, and I need some ideas for calculating its complexity, and what would be needed to cast it.  And a good name too.

The thaumaturgical principle at the core is that the implement used to harm can be used to heal.  If you have the knife used to cut someone, the knife 'remembers' the whole body it injured, and the edges of the wound, and so it can be used to undo the harm it did.  If you have the claw of the ghoul that disemboweled someone,  you can touch the claws to the wounds, do the ritual, and at least reduce the severity of the wound.

What sorts of healing things should you be able to do with thaumaturgy?

Ectoplasm makes a sterile bandage?  Seal up a wound without requiring stitches?  Put pressure on a blood vessel... without requiring even a cut in the skin, if you have a sufficiently good model to work from.

Strengthen the vital forces of the body by directly transferring life energy.

Could magic be used on a prosthetic, so the phantom pain and phantom limb sensations are actually real?

What sorts of healing spells have people used?  What are the limits on healing spells?  What limits make good stories, (like you need to have the weapon or poison that inflicted the injury) and what are just sensible game mechanic limitations?
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on May 06, 2011, 06:52:28 AM
Healing spells risk trivializing the Consequence system in Dresden File. That said, there is a Reiki Healing Spell to use as a model (YS 300).

Using that as a model, you spend 4 shifts for the basic spell, then shifts equal to the Consequence(s) being healed. Doing so shifts a consequence down one level in severity, letting it recover more quickly - however, it still occupies the same Consequence slot, so you can't suddenly fit an additional Consequence there. Healing Stress, of course, is moot, because it goes away almost immediately. And if you wanted it to go away in combat, this wouldn't be Thaumaturgy (well. it could be Sponsored Magic, but that's another discussion).

If the sky's the limit, and the GM allows it, I would imagine that paying twice for each Consequence would remove it entirely, freeing up the Consequence slot.

So, for a target who has filled up his 2-, 4- and 6-point Consequences with physical injuries that would respond to healing energy, healing them completely could be (I propose):
4 base +
2+2 to remove the Mild Consequence +
4+4 to remove Moderate Consequence +
6+6 to remove Serious Consequence =
28 shifts. Which is enough shifts to outright kill many mortals.
Title: Re: Custom Spell Compilation Thread
Post by: Michael Sandy on May 06, 2011, 08:19:10 PM
Some ideas for keeping healing spells in balance:

Healing spells aren't universal.  You can't use the spell you learned to fix a bullet wound to fix a ghoul claw wound.  You have to do the research, whatever complexity it is, again.

Healing spells gone wrong have some of the nastiest and most insidious backlash effects.  You take 5 points of physical backlash and take a mild consequence... you get a cold that just won't go away.  And it gets worse.  And fallout is worse.  A healing spell gone wrong can easily become cancerous.  Or call a necromantic entity into being to 'restore the balance' or some such creepiness.

Thaumaturgic surgery has dangers just like real world surgery does.

Some ideas for generating the power for healing spells.

Family vigil:  family members pray, tell stories, keep watch.  Each member will take the consequences Physically exhausted, mentally exhausted, and emotional catharsis.

Just like a potion, for powerful thaumaturgic surgery you need 8 elements that symbolize life.  The five senses, mind, spirit and a base.  The sound of a stream, the smell of rich fertile earth, with a base of seed which contain all the vital energy to start new life, the bark of an ancient tree for touch, etc...  And something for spirit and mind that specifically call to the person being healed.

Have an 'exploratory' ritual, to magically assess the injury.  This provides a taggable aspect "I know what I am doing" for a possible reroll if needed.
Title: Re: Custom Spell Compilation Thread
Post by: Richard_Chilton on September 09, 2011, 06:19:18 PM
I thought these were here already, but I guess they are only with the character write ups.

Note: these spells were written with specific characters in mind - a lowlife unimaginative villain, a young scion, and an Emissary of Priapus.

From the villain at http://www.jimbutcheronline.com/bb/index.php/topic,24639.msg1044868.html#msg1044868 (http://www.jimbutcheronline.com/bb/index.php/topic,24639.msg1044868.html#msg1044868):
Name: Flip Skirt
Type: Air Evocation, maneuver
Area: One target in a skirt
Most people would just use a minor magic effect for something like this, but most people aren't Magic Man.  The rote does what it says it does - it uses air to flip up a skirt.  Mini skirt, poodle skirt, dress skirt, it doesn't matter.  The affect is similar to standing over an air vent (a la Marilyn Monroe).  It's childish, but that's Magic Man for you.  It has no effect if the target isn't wearing a skirt.  Slacks, shorts, jeans, a tracksuit, you name it and it won't work on it.
Mechanically it's a maneuver with Power 4.  That's more than most maneuvers need, but Magic Man likes putting a little extra in it.
(Note - he'll sometimes use this as a pick up bit, "noticing" how a girl's power has manifested and offering to teach her so things sort of things don't happen in the future.)

Name: Dave Ain't Here Man
Type: Air Evocation, Defensive block
Area: Self
Power: 4 - 3 for the block, 1 for extra duration
Duration: 2 exchanges
When Magic Man needs to get the hell out of a situation the air bend light away from him.  That makes it a bit hard for him to see but effectively Veils long enough to get a head start.  So far it's worked well enough, and he's need to do it often enough that it's a rote.

For the preteen "I don't want to be an anti-christ" at http://www.jimbutcheronline.com/bb/index.php/topic,25470.msg1084136.html#msg1084136 (http://www.jimbutcheronline.com/bb/index.php/topic,25470.msg1084136.html#msg1084136):
The Green Glow of Protection
Type: Spirit evocation, defensive block
Power: 5 shifts
Duration: One exchange
Effect: Deflects an incoming attack. If overcome, it vanishes.
Stevie is tough - he knows that.  But there's always wood out there and some things are just too big to for his toughness to handle.  When he brings up this defence Stevie knows it's very unlikely that he will be hurt.

Pantsing
Type: Spirit evocation, offensive maneuver
Power: 4 - 3 shifts for the maneuver + 1 for duration.
Duration: Two exchanges
Effect: Pulls down his opponent's pants and tangles them around the target's legs, giving them the aspect of * Pantsed *.
Stevie is still a kid at heart and this was the first rote he came up with.  He's thinking of replacing with a wedgie spell, but he hasn't gotten around to doing that yet.  Basically, a greenish glow pulls someone's pants and tangles it around their legs - making it a variant of the Entanglement spell from the book.   Note that the young at heart (and in body) Stevie didn't design this to take down someone's underwear so unless the target is going commando or wearing only a single layer of clothing (like a bathing suit) this rote is not as embarrassing as it could be.  Nor does it work on women wearing skirts, dresses, etc (unless he can see their underwear) because Stevie was taught that trying to flip a girl's skirt up was a nasty no-no.

The Sickly Green Dart of Energy
Type: Spirit evocation, attack
Power: 5; Stevie wasn't kidding around when he made this rote.
Control: Roll Discipline as attack roll.
Target: One target in line-of-sight, inflicting physical stress
Duration: One action
Opposed by: Target’s Athletics skill, magical blocks, etc.
Those who think that Stevie is just a cute kid are surprised by this rote while its existence confirms the suspicions of those who believe him to be the spawn of hell.  He knew he needed something like this when his mentor fell in battle.  So far he has never used it against a human, only monsters, and only when he has to.  A part of him fears that his father would approve of this spell.

From the Emissary of Priapus at http://www.jimbutcheronline.com/bb/index.php/topic,22322.msg1116271.html#msg1116271 (http://www.jimbutcheronline.com/bb/index.php/topic,22322.msg1116271.html#msg1116271):
Spoiler tag because of mature content.
(click to show/hide)

Richard
Title: Re: Custom Spell Compilation Thread
Post by: computerking on October 05, 2011, 07:15:50 PM
Facial Recognition
Type: Thaumaturgy, Divination
Complexity: 10 (more required based on circumstances (See Below)
Duration: Scene
Effect: With a recent and accurate photograph of the subject and a blank sheet of paper the caster can recreate a target's most recent image taken by one of the myriad video cameras in ATM's, Traffic cameras, close circuit cameras, etc. The caster runs her left hand over the picture, as an eerie glow emanates from under it, then runs her other hand across the blank sheet. The glow from her right hand lightly burns a brownscale recreation of the target's most recent moment on camera, hopefully supplying clues as to their most recent whereabouts, onto the blank paper.
Notes:10 succeses is for a large town, more successes would be needed for a city or larger area with even more cameras. Photo may include useful things like the ATM the target was photographed by, the name of the store the camera is in, a time/date stamp, etc. Wards around the target do not alter the process, however wards around the camera that took the picture will force a reversion to the next most recent picture, and so on.
Title: Re: Custom Spell Compilation Thread
Post by: waddesdonbaz on October 17, 2011, 11:55:01 AM
Here is a list of spells that I have come up with – some are re-writes from YS, some are just flavour variations of generic things like Attacks and Blocks. I am even adding those since they may contribute to someone who is looking for some thematically flavoured spells and who is struggling to find or think of what they are looking for.

Apologies if anything seems cookie-cutter and overly generic. I have definitely knicked some ideas from other posts on the boards and adapted them to one extent or another.

Most of these were thought up with regards the spell casting characters that I have posted in the “Spare Character Concepts” thread, and spells listed as rotes on those characters are also listed here for completeness.

I have not included a Stress Cost for these spells – that would of course depend on the power of whoever is going to cast them. I will list everything at 6 shifts of power or complexity unless the specifics of the spell require broader or more power.

Air Magic

Air Lance
Type: Air Evocation, Attack
Shifts: 6
Control: Discipline
Opposed by: Target’s Athletics skills, magical blocks, or other determined in play
Effect: A strong precision blast of compressed air that hammers the target harder than a bullet. Fantastic (+6) to aim and attack, Weapon 6.

Cushion of Air
Type: Air Evocation, Defensive Maneuver
Shifts: 6 or more
Control: Discipline
Duration: 1 Exchange, more if more power is pumped in
Effect: An emergency spell for those in freefall, if they have time to cast it. Can also be used just prior to jumping off something into a drop. Forms a cushion of air that reduces damage from falling by effectively reducing the height of the fall by 2’ per shift of power. Minimum power of 6 shifts since there will not really be time to cast it if falling less than 12’.

Magnify Vision
Type: Air Thaumaturgy, Maneuver
Complexity: 6
Duration: 1 hour
Effect: Gives the caster the sticky aspect “Telescopic Vision”. When used, a lens of air is formed just in front of the caster’s eyes that magnifies vision. An altered version could grant “Microscopic Vision” instead.

Refractive Cloak
Type: Air Evocation, Defensive Block/Veil
Shifts: 6
Duration: 1 Exchange
Effect: Bends light to hide the caster from view. Provides a Great (+4) Veil with unimpaired vision.

Shield of Wind
Type: Unseelie Evocation, Defensive Block/Shield
Shifts: 6
Control: Discipline
Duration: 1 Exchange
Effect: An pale blue shield of magically charged air that blocks incoming attacks. Armor 3 or Fantastic (+6) block.

Speed of the Wind
Type: Air Thaumaturgy, Maneuver
Complexity: 6
Duration: 1 hour
Effect: Gives the caster one benefit from the Inhuman Speed supernatural power, chosen at the time of casting. Greater complexity can be pumped in for longer durations.

Static Disharge
Type: Air Evocation, Attack
Shifts: 6
Control: Discipline
Opposed by: Target’s Athletics skills, magical blocks, or other determined in play
Effect: The spell concentrates atmospheric static electricity around the target and discharges it into them. Fantastic (+6) to aim and attack, Weapon 6.

Wind Blast
Type: Air Evocation, Offensive Maneuver
Shifts: 6
Control: Discipline
Opposed by: Target’s Athletics skills, magical blocks, or other determined in play
Effect: A strong, concentrated (although less so than Air Lance) gust of wind aimed at a single target. Fantastic (+6) to aim and attack, applies “Knocked Flat on their Backside” fragile Affect to the target.

Earth Magic

Bonesmasher
Type: Earth Evocation, Attack
Shifts: 6
Duration: 1 Exchange
Control: Discipline
Opposed By: Target’s Athletics, Magical Blocks or Determined in play
Effect: Concentrates gravity upon a precise area, crushing the target to the ground in a shower of bone splinters and gore. Fantastic (+6) Aim and Attack, Weapon 6 effect.

Cloud of Matter
Type: Earth Evocation, Defensive Block
Shifts: 6
Control: Discipline
Duration: 1 Exchange
Effect: A swirling cloud of dust and small matter particals that protects the caster or interferes with magical effects. Creates and Armor 3 effect or a Fantastic (+6) block

Electromagnetic Shield
Type: Earth Evocation, Defensive Block
Shifts: 6
Control: Discipline
Duration: 1 Exchange
Effect: A deep green shimmering force field – Electromagnetic effect that blocks attacks or grounds magical effects. Creates and Armor 3 effect or a Fantastic (+6) block

Electromagnetic Slingshot
Type: Earth Evocation, Attack
Shifts: 6
Duration: 1 Exchange
Control: Discipline
Opposed By: Target’s Athletics, Magical Blocks or Determined in play
Effect: Propels a ferrous missile at the target with unimagineable speed and power. Many caster will carry a few ball bearings around with them to provide a ready source of ammunition. Fantastic (+6) Aim and Attack, Weapon 6 effect.

Knee Trembler
Type: Earth Evocation, Offensive Maneuver
Shifts: 6
Mental Stress: 1
Control: Discipline
Mental Stress: 1
Duration: 2 exchanges
Opposed by: Target’s Athletics Skill or other determined in play
Effect: Caster stamps his foot into the ground, causing a flash of green magic to flow from his foot into the earth. Applies “Can’t Keep Their Footing” aspect to everyone in a single targeted zone.

Magnetic Disarmament
Type: Earth Evocation, Offensive Maneuver
Shifts: 5
Control: Discipline
Duration: 1 exchange
Opposed by: Target’s Might Skill or other determined in play
Effect: Superb (+5) Aim and Attack to tear a metallic weapon out of the hands of the holder and apply the fragile aspect “Disarmed” to the target. Easily expandable to disarm multiple targets.

Rooted to the Earth
Type: Earth Evocation, Defensive Maneuver
Shifts: 6
Mental Stress: 1
Control: Discipline
Duration: 4 exchanges
Effect: Grants the caster “Hard to knock off his feet” aspect for the duration of the spell. A thaumaturgical use of this spell is quite possible as well, but in this incarnation it is more about

Shatter
Type: Earth Evocation, Attack
Shifts: 6
Duration: 1 Exchange
Control: Discipline
Opposed By: Target’s Endurance, Magical Blocks or Determined in play
Effect: A thin grey ray of magic that disrupts inorganic material, making it brittle and breaking it. Can also be used against living targets, effectively disintegrating portions of them. Fantastic (+6) Aim and Attack, Weapon 6 effect.

Strength of the Earth
Type: Earth Thaumaturgy, Maneuver
Complexity: 6
Duration: 1 hour
Effect: Gives the caster one benefit from the Inhuman Strength supernatural power, chosen at the time of casting. Greater complexity can be pumped in for longer durations.

Stoneskin
Type: Earth Evocation, Defensive Block
Shifts: 6
Control: Discipline
Duration: 1 Exchange
Effect: The caster’s skin hardens and takes on aspects of the caster’s stone or mineral of choice. Creates and Armor 3 effect or a Fantastic (+6) block

Tremorsense
Type: Earth Thaumaturgy, Maneuver
Complexity: 6
Mental Stress: 1
Duration: 1 Hour
Effect: Applies the “Knows Where Everyone is Located” fragile aspect in a single zone – as long as they are touching the ground. Can be extended with more shifts of power when fighting blind or against invisible targets.

Unseelie Magic

((All Air Magic spells above are of course applicable, often with altered names and the adjective “Icy” applied to the description. For example, the Unseelie version of Air Lance I have renamed Fimbul Blast and Wind Rush is Winter’s Herald, and Shield of Wind is Fimbul Protection. Shatter under Earth Magic above is used as Call of Decay. There are a couple of very Unseelie effects that have developed though, mostly with inspiration from an old thread on here which I cant find now.))

Breath of Mab
Type: Unseelie Evocation, Defensive Maneuver
Shifts: 6
Control: Discipline
Duration: 3 Exchanges
Effect: Frozen, icy fog fills a single targeted zone, applying the “Thick Frozen Fog” sticky aspect. A complexity 4 ritual would work to set it out for the whole scene – this is the quick and dirty version.

Bonds of Ice
Type: Unseelie Evocation, Offensive Maneuver
Shifts: 4 or 6
Control: Discipline
Duration: 1 Scene
Opposed by: Athletics, Magical Blocks or other determined in play (possibly Might to break free)
Effect: Freezes either a single target or all the targets in a single Zone solid, applying the sticky aspect “Frozen Solid” (Modified version of Entangled Spell from YS)

Eyes of Night
Type: Unseelie Evocation, Maneuver
Shifts: 4
Control: Discipline
Effect: Applies the “Can see in Total Darkness” sticky aspect to the caster. Easily cast as a thaumaturgic ritual for longer durations.

Midwinter’s Darkness
Type: Unseelie Evocation, Defensive Maneuver
Shifts: 6
Control: Rote Spell + Focus Item
Duration: 3 Exchanges
Effect: Inky, icy darkness fills a single targeted zone, applying the “Total Darkness” sticky aspect. A complexity 4 ritual would work to set it out for the whole scene – this is the quick and dirty version.
Title: Re: Custom Spell Compilation Thread
Post by: Todjaeger on February 03, 2012, 04:00:38 AM
This is a list of some of the spells designed for the Butchered New Haven campaign.

Old Burial Ground Binding Circle*
This Binding Circle was cast by Eric Holt to contain a powerful spirit entity or perhaps ghost within the Old Burial Ground on BSA Camp Mattabessitt.
Type: Thaumaturgy, Binding
Complexity: 12
Duration: One month
Effect: An 8-shift Block containing the Bound entity within it's grave site

Lock*
The spell is intended to create a temporary barrier to passage through a doorway.
Type: Thaumaturgy, Wards
Complexity: 3
Duration: Sunrise
Effect: A Block of Good (+3) strength versus entry.
Variations: Spell Complexity can be increased to raise the strength of the Block and/or Duration. Additionally Symbolic Links can be created at +2 complexity each, to alert when the Block is attacked or breached.
Notes: Requires an actual doorway/threshold with door for the spell to be cast upon.

Eric Holt's Cabin Ward*
This is the Ward around caretaker Eric Holt's cabin at BSA Camp Mattabessitt in Bethany, CT.
Type: Thaumaturgy, Wards
Complexity: 16
Duration: One month
Effect: An 8-shift Block on entry into the cabin
Notes: Wardflames provide warning to those within the cabin if supernatural entities or beings approach within 100 yards of the cabin. Additionally, the key to the lock in the cabin door is a symbolic link, alerting Eric if something comes into contact with the Ward while he's away from his cabin.

Unlock*
This spell provides a ritual method to open mundane locks.
Type: Thaumaturgy, Transformation
Complexity: 3
Duration: none (immediate)
Effect: Spell immediately unlocks a Good (+3) quality lock. Examples of Good (+3) quality locks include Masterlock padlocks and most house deadbolt locks.
Variations: The Complexity can be increased so that the spell take effect on better locks, and/or in more difficult circumstances (i.e. multiple locks, a Threshold, etc.)
Notes: Locks on exterior doors of something with a Threshold (home, Church, etc) are protected by the Threshold as normal. Also any locks on a cemetery gate are also protected by a Threshold, if the caster is within the cemetery when casting the Unlock spell.

Old Burial Ground Aura of Misdirection*
The Aura of Misdirection is intended to steer the casual hiker and/or exploring Boy Scout away from the Old Burial Ground on Camp Mattabessitt and hopefully avoid having someone accidentally release the entity Bound within the circle.
Type: Thaumaturgy, Psychomancy
Complexity: 14
Duration: One month
Effect: A 5-shift Block opposed by Lore, Scholarship or Survival, depending on whether which skill is highest, to proceed to the Old Burial Ground. Those who fail to overcome the Block get re-directed around or away from the actual location of the Old Burial Ground.

-Cheers
Title: Re: Custom Spell Compilation Thread
Post by: Thugorp on May 16, 2012, 11:53:27 PM
devonapple came up with an excellent guide to conjuration some time ago, and now I'd like to use it. If these inspire you to post some conjurations of your own, you can find the guide here: http://www.jimbutcheronline.com/bb/index.php/topic,23613.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,23613.0.html)

Unpeople
Type: Conjuration ritual
Complexity: 30 (method one) or 20 (method two)
Duration: A few days
Effect: Creates five person-like things that walk around and talk. A Great roll is needed to determine that they aren't real.
Notes: This one's a bit creepy. Might take your players by surprise.

Fool's Gold
Type: Conjuration ritual
Complexity: 15 (method one) or 11 (method two)
Duration: one week
Effect: Creates a very small lump of gold. A Legendary roll is needed to determine that it isn't real.
Notes: This is what everyone first thinks of when they hear about conjuration, right?

Flock Of Birds
Type: Conjuration ritual
Complexity: 23 (method one) or 13 (method two)
Duration: one day
Effect: Creates about fifty birds that fly around and sqawk. A Fair roll reveals that they aren't real birds.

Cinderella's Dress
Type: Conjuration ritual
Complexity: 17 (method one) or 11 (method two)
Duration: One day
Effect: Creates a beautiful dress with a sticky aspect of GORGEOUS. A Fantastic roll is needed to determine that it isn't a real dress.
Notes: I'm using a cost of 4 shifts per sticky aspect for this one.

Wizard's Palace
Type: Conjuration ritual
Complexity: 42 (method one) or 30 (method two)
Duration: A wizard's lifetime
Effect: Creates a large, ornate house with over a dozen rooms and all the furniture a man could need. It is immediately obvious that it isn't a real building.
Notes: Watch out: this can be counterspelled.

I have a question,(and sorry ahead if it is dumb... I haven't quite gotten to spell casting yet in Your story) but... what exactly would a, "fake dress / fake house," look like? I mean... I could understand if it was an illussion and they worked like an, "Emperors New Cloths," thing... but isn't a house just an artificial construct in which a person is meant to live? How can one have a full size structure meant to house a person with out being a real house... also... same for the dress... like it is made of some continuous piece of stuff, that covers the all the naughty bits, without use of pants... isn't that a dress?

sorry I realize as I type that this must seem like one of those silly nitpicky posts, but what I guess I am asking is, if a vanilla mortal makes a +5 check against the dress/house what do they see? if not a naked woman or a translucent house then... do they get to see magic like if they had sight?

By the by... I know I seem like a prick, but I ask because I think these spells sound awsome and am thinking about using them in an upcoming game. :-D
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on May 17, 2012, 07:42:25 PM
No need for all the apologies, dude. You've done nothing offensive. And I'm difficult to offend online anyway.

The bits about realness refer to the fact that conjured objects aren't made out of real matter. They're made of ectoplasm, which is like magical quasi-matter.

Noticing that a conjured dress is not real tips you off to the fact that it was conjured, or at least to the fact that it's somehow unnatural. It's kind of like noticing that a fake Rolex is not a real Rolex.
Title: Re: Custom Spell Compilation Thread
Post by: Thugorp on May 18, 2012, 12:51:58 AM
No I get that, but... lets say I am a vanilla mortal, one that doesn't know about magic. Now lets just say that I am a police detective, in the organized crime devision, who does undercover work. Now it is no streach to imagen that I might have a, Superb Awarness skill. Now if that were true, Could easily, notice that, "the dress is fake/the house is fake," but what does that mean? I have no idea what ectoplasm is. and more over as long as there is energy running threw ectoplasm, it IS what ever it, "looks like," that is to say, I can't disbelive it like I could an illusion, because it IS really there. It has Mass, and feels exactly as normal cloth would,(density is the same, and if it is made of organic fibers will actually have D.N.A.(as in white night, I believe)).

I guess what I am saying is, I don't really think you should be able to, "see threw it," unless you have a way to sense magical energies and there movement.

OR

maybe these should just be Illusions instead of conjurations.
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on May 18, 2012, 03:58:00 AM
I don't have much choice about the seeing through bit, it's from Your Story.

Your mortal detective would notice something off in the dress's look or feel or whatever, leading him to realize something about the dress is weird or unnatural.

If that doesn't make sense to you, I can only point you to pages 274-275 of YS. Maybe Evil Hat's explanation is better than mine.

Or maybe this whole concept is just not acceptable to you, in which case I guess you'll have to change it.
Title: Re: Custom Spell Compilation Thread
Post by: devonapple on May 19, 2012, 06:21:55 PM
The disadvantages of using ectoplasmic material are:
1) It can be dispelled. If you are relying on something conjured as a barrier, or armor, or a weapon, a savvy spellslinger can disrupt it with a Counterspell.
2) It may not fool some people, if the creator doesn't focus enough on how to make it. The importance of fooling people, of course, varies.

If you just need a temporary shelter in the heat of a pitched magical war, then making it look like real stone may not actually matter. Your conjured armor or weapon may be just fine looking fake (but again, a savvy spellslinger may notice, and dispel it).

If you need to make a temporary fake wall to disguise your magical laboratory from the Feds? You may want it to look like it belongs there. If you want a skittish mortal to trust that your midday meeting in the middle of the park is surrounded by lots of other mortal witnesses, even though you have actually led him to an abandoned lot full of glass and hiding places, then yes, fooling the mark with the accuracy of your conjured parkgoers is important.

Now, what someone does with that information can vary. A detective may not know what the wall actually *is* made of, but he will realize it is not what it seems, and presumably conjecture that something important is behind it. A skittish mark realizing they've been lured into a trap before you have time to spring it? Well, who knows what then.
Title: Re: Custom Spell Compilation Thread
Post by: THE_ANGRY_GAMER on July 21, 2012, 01:05:57 AM
I've got a couple. The casting words are chinese (I think I've been watching too much Firefly)

Suì​liè! (Disintegrate)
Type: Water (entropy) evocation, Offensive Maneuver/Attack
Power: 3 or 5+ Shifts
Control: Rote/Discipline, I have a Water Focus
Target: Single target (line-of-sight)
Duration: One Action
Opposed by: Target's Agility
Effect: As an attack, this spell either partially or completely (depending on how mych damage you do) disintegrates its target. As a Maneuver, it removes part of the floor under your target's feet, giving them the temporary aspect Stumbling or Fallen Over.
Variations: Usual - Multi-opponents possible.

Guāng Léi​míng (light, Thunder)

Type: Spirit Evocation, Offensive Maneuver
Power: 5 Shifts
Target: One Zone
Opposed by: Alertness
Effect: It's a magical flashbang. Anyone who gets hit  gets the aspect 'Blinded and Deafened'
Variations: You could make this a one-target spell, but it'd be kinda pointless.


Zhuó​rè Dì​bǎn (Scorching Floor)

Type: Fire Evocation, offensive maneuver/Attack
Power: 5+ shifts
Duration: 1 exchange or however many you renew/pay for.
Opposed By: I went with Endurance, but you could just as easily have Discipline.
Effect: The caster channels heat into the floor, making it painful to walk on. Works particularly well with metal floors. As a maneuver, any targets in the zone gain the 'Distracted by the heat' temporary aspect. As an attack, it deals straght damage.


Xiàng Yáo​lán (Image Cradle)
Type: Spirit Evocation, Defensive Maneuver
Power: 3 Shifts
Opposed by: Alertness/Discipline
Effect: The target (the caster or an ally) is surrounded by a spinning cradle of light and images. Attacking through this is like shooting through a factory in operation: theoretically possible, but very difficult. The target gains the 'Hard to Hit' temporary aspect (doesn;t apply to zone-wide effects, obv.)


É Tū​qǐ (Decoy Projection)
Type: Spirit Evocation, Defensive Maneuver
Power: 3 Shifts
Opposed By: Alertness or maybe Investigation
Effect: THe caster calls up an illusion of themselves or an ally in a different place within line-of-sight. This applies a scene aspect 'Two of 'em!'. This could mean a roll to target the original or a tag or invocation to make enemies shoot the decoy. More shifts could mean more decoys, but I'd talk to a GM about this.
Note: If the decoy is attacked and takes any stress, the deception is revealed and the aspect disappears. If you have more than one decoy, the aspect is removed only for that decoy. Thus, enemies will need to attack all the decoys to try and find the real one (or maybe pass an alertness check equal to the casting roll). Best used in conjunction with a veil.
Title: Re: Custom Spell Compilation Thread
Post by: Thugorp on October 19, 2017, 05:02:23 PM
He sees a fake dress, you perv.

I think that what you want is a counterspell...

   What is a fake dress? What is a fake building? These can't be fake.... A building is a man made thing capable of sheltering people, and a dress is any worn garment of one peace open at the top and bottom that goes from breast(or higher) to thigh(or lower). ...... It should be impossible for these to be seen as fake, now maybe if you wanted to say, they appear to be made of an unknown material...
Title: Re: Custom Spell Compilation Thread
Post by: Sanctaphrax on October 20, 2017, 05:43:10 AM
Whoa, that's a blast from the past.

I obviously don't remember what I had in mind 6-7 years ago, but I think our previous exchange probably answers your questions.

I have a question,(and sorry ahead if it is dumb... I haven't quite gotten to spell casting yet in Your story) but... what exactly would a, "fake dress / fake house," look like? I mean... I could understand if it was an illussion and they worked like an, "Emperors New Cloths," thing... but isn't a house just an artificial construct in which a person is meant to live? How can one have a full size structure meant to house a person with out being a real house... also... same for the dress... like it is made of some continuous piece of stuff, that covers the all the naughty bits, without use of pants... isn't that a dress?

sorry I realize as I type that this must seem like one of those silly nitpicky posts, but what I guess I am asking is, if a vanilla mortal makes a +5 check against the dress/house what do they see? if not a naked woman or a translucent house then... do they get to see magic like if they had sight?

By the by... I know I seem like a prick, but I ask because I think these spells sound awsome and am thinking about using them in an upcoming game. :-D
No need for all the apologies, dude. You've done nothing offensive. And I'm difficult to offend online anyway.

The bits about realness refer to the fact that conjured objects aren't made out of real matter. They're made of ectoplasm, which is like magical quasi-matter.

Noticing that a conjured dress is not real tips you off to the fact that it was conjured, or at least to the fact that it's somehow unnatural. It's kind of like noticing that a fake Rolex is not a real Rolex.
No I get that, but... lets say I am a vanilla mortal, one that doesn't know about magic. Now lets just say that I am a police detective, in the organized crime devision, who does undercover work. Now it is no streach to imagen that I might have a, Superb Awarness skill. Now if that were true, Could easily, notice that, "the dress is fake/the house is fake," but what does that mean? I have no idea what ectoplasm is. and more over as long as there is energy running threw ectoplasm, it IS what ever it, "looks like," that is to say, I can't disbelive it like I could an illusion, because it IS really there. It has Mass, and feels exactly as normal cloth would,(density is the same, and if it is made of organic fibers will actually have D.N.A.(as in white night, I believe)).

I guess what I am saying is, I don't really think you should be able to, "see threw it," unless you have a way to sense magical energies and there movement.

OR

maybe these should just be Illusions instead of conjurations.
I don't have much choice about the seeing through bit, it's from Your Story.

Your mortal detective would notice something off in the dress's look or feel or whatever, leading him to realize something about the dress is weird or unnatural.

If that doesn't make sense to you, I can only point you to pages 274-275 of YS. Maybe Evil Hat's explanation is better than mine.

Or maybe this whole concept is just not acceptable to you, in which case I guess you'll have to change it.