93
« on: April 26, 2013, 06:42:02 PM »
Hm. For contrast & reference, here's my fate-core-ized version of evocation.
Evocation:
Requirement: A high concept (or, with GM permission, other relevant aspect) indicating that you can work magic.
Cost: One refresh.
Limitations: Evocation should have some appropriate thematic limitations - perhaps you work with, say, just fire, force, and wind. Work this out individually; a spellcaster whose paradigm is the eastern elements of Wood and Metal would be very different from a hippy wannabe-druid or a retired ectomancer, even if the power is mechanically the same.
Effects:
1: You may defend yourself from attacks using your Will skill - if and only if you have an appropriate aspect placed on the scene, such as "wall of fire", "dome of force", "entropic shield", or the like. (Note that this will usually apply only to physical combat... but only usually; for example, one could easily imagine a wall of fire justifying using Will to defend against an opponent's attempts to intimidate you.)
2: You may attack with magic using either Fight or Shoot skills, as appropriate. Working magic at range is difficult, though; you're at -1 for each zone your target is away from you - though this can be offset with appropriate focus items.
3: You may create an advantage with magic, using Will, Fight, or Shoot - though Will is limited to personal range aspects, Fight is limited to the zone you're in, and Shoot is generally limited to offensive effects - though subject to GM discretion; a wall of fire might be acceptable, for example, as it's thematically pretty similar to using a gun for a "covering fire" type of aspect. As with ranged attacks, create an advantage takes a -1 penalty for each zone of range - again, this can be offset with appropriate focus items.
4: You may use "weapons" and "armor" in the form of focus items - for example, a really well-made wizard's staff might make all your magical attacks count as weapon rating four with an extra +4 to offset range penalties, or a blasting rod might allow fire attacks at weapon: 3 with +3 to offset range penalties, while a heavily enchanted leather duster might provide armor three, or a simple luck charm armor one. Mundane authorities are unlikely to recognize the true nature of such implements, but anyone clued in is likely to be aware that a wizard with a staff is armed and dangerous, and lore rolls to detect their magical nature get a +1 bonus per point of weapon or armor rating they offer.
* * * * *
Now, someone like Dresden, a combat-focused wizard, probably has a number of stunts that add to this. Things like:
Magical Thug: For the cost of a point of mental stress, you can make a magical attack that counts as weapon rating two... or +1 weapon rating over whatever focus you're using.
Reactive Shield: You've practiced to the point where you can raise a particular type of shield with a thought; you don't need an established aspect in order to defend yourself with Will. (But you do still need appropriate justification - a force shield is unlikely to protect you from much in the way of social or mental attacks, for example.)
Focus, Focus, Focus: As long as you have an appropriate focus item in hand, you may use Will instead of Shoot for ranged attacks or create an advantage actions using magic.
Burn It All Down: +1 to any attack or create an advantage action using fire magic... but if you fail by two or more, the GM gets to place a scene aspect as the poorly controlled spell sets something else on fire. And yes, the GM gets a free tag on that, too.