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Messages - Xilver

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DFRPG / Re: Magic can make you rich! (Wait, no it can't)
« on: November 12, 2010, 11:14:36 PM »
Well, any hedge wizard can make Diamonds out of Charcoal and Peanut Butter.  No?  Check out these guys...http://blog.gusnyc.com/2008/07/04/how-to-make-diamonds-at-home.aspx

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DFRPG Resource Collection / Re: Custom Spell Compilation Thread
« 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.

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DFRPG / Re: Tagging a Scene Aspect
« on: November 10, 2010, 06:21:13 PM »
You can only tag an aspect when you "make a roll to gain access to or create an aspect." So aspects that are just on the scene and require no roll to gain access too can't be tagged. However, most people I have played with allow it because it encourages you to work the aspects into the scene

This is more in line with the second part of the example.  The appropriate RL approach would be a simple assessment but those "take time" in Dresden.  Hence the only option is the declaration.  In the declaration scenario, is it reasonable to make a Scholarship roll to declare that someone who is in a zone that has a "darkness" aspect, would have the aspect "Can't see well?"  This would usually be a free action which would give a taggable aspect.

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DFRPG / Tagging a Scene Aspect
« on: November 10, 2010, 04:07:55 PM »
The simple question here is, can a Scene Aspect be tagged on a target or must it be invoked on first use?  Or, should a declaration be made on how the scene aspect applies to the target (applying an aspect to the target) and that be tagged?

Example: Let's say the target is in a zone that restricts movement, for instance the zone has the scene aspect "Muddy Bog." The PC wants to take a shot at it.  Can the PC tag the "Muddy bog" aspect to improve the hit chance vs. target's athletics or should the PC make a "Scholarship? or Survival??" declaration that the target has the aspect "Stuck in Mud" to tag that?

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DFRPG / Re: Thematic Thaumaturgy Specializations and Crafting
« on: November 06, 2010, 12:28:42 AM »
...functional specialization grants a bonus for all themes within that function, so in makes sense that a thematic specialization should grant bonuses to all functions within that theme...


Best explanation I've heard.  Thanks!

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DFRPG / Thematic Thaumaturgy Specializations and Crafting
« on: November 05, 2010, 06:01:55 PM »
Hello all!

I've got a question about taking Thematic Thaumaturgy specializations.  If a practitioner takes a specialization along thematic lines, can he also get a bonus to crafting items with that theme from the specialization without taking another specialization?  The books would lead you to believe "no" since the crafting specializations are different (Strength, Frequency, Focus) vs (Complexity, Control).  But I'd like to hear thoughts on this.  Take the example of a specialization in Mechanomancy (clockwork magic).  Taking a specialization in Complexity here should logically lead to some benefit with crafting an enchanted item (strength?).

Alternatively, is it reasonable to limit a crafting specialization to a thematic school for an additional bonus.

My goal is to limit the practitioner to a very specific set of schools without wasting refresh.

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