Author Topic: Custom Spell Compilation Thread  (Read 34272 times)

Offline Rel Fexive

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Re: Custom Spell Compilation Thread
« Reply #15 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.
  • Complexity 8 anti-magic ward - does not stop physical intrusion, only shields against spells
  • Cast in the morning so lasts until next sunrise; duration = "one day" then increased two steps to "one week"
  • Simple condition - carrying a hand-drawn playing card inscribed with sigils allows entry without setting a magical alarm off

Total Complexity: 12

Lore: Great (+4)

Declarations:
  • Other sigil-cards mark the limits of the ward; Cards Mark The Border (Lore)
  • It was a long night last night; Grumpy From Lack Of Sleep (Minor Social Consequence)
  • Hold tightly to a mental image of the house layout; Visualise The Rooms (Discipline)
  • Check the immediate area for lines of sight, patterns of repetition, the Golden Ratio in the geometry of the roads and buildings, and so on; Find The Mystic Patterns (Investigation)



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.
  • GM set base complexity at 10
  • I increased it to 13 just in case more power/effort was needed as it was a very delicate working; the mystery creatures had been seen last night and this spell was being cast the following day

Total Complexity: 13

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

Declarations:
  • Locate the mystical centre of the tower; Finding The Focal Point (Lore)
  • Cleansing the crystal with meditation and special ritual powders; Prepare The Crystal (Lore)
  • Recite a long chant that resonates in the circular tower; Echoing Old English Chant (Discipline)
  • Establish a bond with the tower by cutting palms on sharp flint walls; Hands Cut By Flint (Minor Physical Consequence)



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.
  • GM set base complexity at 8 as it was harder than a regular tracking spell due to the fragility of the essence that has been captured

Total Complexity: 8

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

Declarations:
  • Skipped dinner for this one; Focus Past My Hunger (Discipline)
  • Tore up the living room carpet and daubed mystical markings on the walls and a circle on the bare floorboards; Jury Rig A Ritual Space (Lore)



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)
THE DOCTOR: I'll do a thing.
RIVER SONG: What thing?
THE DOCTOR: I don't know. It's a thing in progress. Respect the thing!

Offline Mindflayer94

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Re: Custom Spell Compilation Thread
« Reply #16 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

« Last Edit: December 21, 2010, 05:57:31 PM by Mindflayer94 »
DV Mindflayer94 v1.2 YR3 FR2 BK+++ RP++++ JB TH++++ WG+ CL--- SW BC++ !MC SH[Murphy+++]

Offline devonapple

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Re: Custom Spell Compilation Thread
« Reply #17 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.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline devonapple

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Re: Custom Spell Compilation Thread
« Reply #18 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.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline bestial warlust

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Re: Custom Spell Compilation Thread
« Reply #19 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.

Offline Sanctaphrax

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Re: Custom Spell Compilation Thread
« Reply #20 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

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.
« Last Edit: March 16, 2011, 09:28:27 PM by Sanctaphrax »

Offline bibliophile20

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Re: Custom Spell Compilation Thread
« Reply #21 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 )
Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

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Offline Sanctaphrax

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Re: Custom Spell Compilation Thread
« Reply #22 on: January 31, 2011, 01:35:33 AM »
He sees a fake dress, you perv.

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

Offline bibliophile20

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Re: Custom Spell Compilation Thread
« Reply #23 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
Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

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Offline devonapple

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Re: Custom Spell Compilation Thread
« Reply #24 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
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline Sanctaphrax

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Re: Custom Spell Compilation Thread
« Reply #25 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.

Offline devonapple

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Re: Custom Spell Compilation Thread
« Reply #26 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.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline bibliophile20

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Re: Custom Spell Compilation Thread
« Reply #27 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 ::)
Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

DFRPG Resources Wiki

Offline devonapple

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Re: Custom Spell Compilation Thread
« Reply #28 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?
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline bibliophile20

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Re: Custom Spell Compilation Thread
« Reply #29 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.
Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

DFRPG Resources Wiki