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The Dresden Files => DFRPG => Topic started by: Mr. Death on September 27, 2018, 04:34:06 PM

Title: Spell [+1] -- Evocation needed?
Post by: Mr. Death on September 27, 2018, 04:34:06 PM
A question on the Spell power presented in Paranet Papers, which you attach to a power to cast it as a spell, drawing and controlling power for its duration. The Spell power's description says you do it with Evocation, so my question is whether Evocation is a requirement for it.

In a new campaign I'm joining, I'm playing a thaumaturgist with a specialization in Biomancy, with an eventual goal of Listens-To-Winds style shapeshifting. The character doesn't have Evocation or even Channeling yet, so in looking ahead, I'm wondering if it would be possible to have, for instance, Beast Change or Modular Abilities with the Spell discount, without taking Evocation.

Thoughts?
Title: Re: Spell [+1] -- Evocation needed?
Post by: Sanctaphrax on September 29, 2018, 07:20:02 AM
To my eye, it looks like you do need Evocation or Channelling. Which makes sense, since having those Powers makes spending mental stress a fair bit more impactful.

I wouldn't worry to much about going by the book, though. Rebate Powers are pretty poorly balanced overall. And this one's basically an afterthought. Doesn't even have a full writeup. If I were GMing for you, I'd be ready to work something out.

Maybe you can attach Beast Change and Modular Abilities to Spell, but it makes assuming your beast form into a full action rather than a supplemental one. Casting a spell is a full action, after all.
Title: Re: Spell [+1] -- Evocation needed?
Post by: Mr. Death on October 02, 2018, 06:46:34 PM
That makes sense. As said, this'll be a while before I can make it work even with the discount (starting at 6 refresh, with Thaumaturgy and The Sight, and planning to take Lawbreaker early on, so I don't have any refresh to play with just yet), but I'll keep this in mind when I run it by the GM.
Title: Re: Spell [+1] -- Evocation needed?
Post by: Bearclaw on October 24, 2018, 06:20:22 PM
They spell it out on pg 275.  It says you need the whole Wizards package BEFORE you can start branching out with powers.