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Creative Thaumaturgy

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Quantumshard:
Automap (space + mind, matter + life optional)


How much of each?
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Soliton Radar (Space 1 + Mind 1; +Matter 1; +Life 1)
Practice: Knowing
Action: Instant
Duration: Prolonged
Aspect: Covert
Cost: none
Skill: Survival
With this spell you maintain a map of your area in your mind as you explore it. The basic form of the map only tracks the state of matter as you explore the area (Solid, Liquid, Gas). If you have the optional Matter 1, then the primary composition of all objects on the map will be tracked. If you have the optional Life 1, then the location and orientation of all creatures you can see will be tracked on the map. If you have Space 2 and spend a mana during the casting, your map immediately stretches out to 200yards regardless of your visual range. If you also have Matter 1 and/or Life 1, the additional knowledge they grant is also filled into the map sympathetically.
Some houserules you might like
I do understand that I often don't follow the rules written in the books. It's very intentional.
Kallisti
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Lokathor:
Soliton Radar (Space 1 + Mind 1; +Matter 1; +Life 1)


This kinda outclasses Spatial Map by a lot.  Perhaps it should be higher level?
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Soliton Radar does not provide a dice bonus (or penalty reduction, however you care to see it, all the same really). It only records what you see. If you do cast the stronger form, you've got space 2 and you're putting a mana into it, so the extended information is justified I think. Even the Space 2 version doesn't give you any numerical bonuses.
Some houserules you might like
I do understand that I often don't follow the rules written in the books. It's very intentional.
Kallisti
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Lokathor:
It only records what you see.


Oh!  I totally thought it did something else, sorry!  Is the Mind component for keeping perfect track and memory of what you see?  Because memory stuff becomes available at Mind 2.
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Here's what I'd suggest to keep it simpler:  Keep it at Space 1 + Mind 1 and have each success negate penalties for remembering your way around in the mapped area later on.  This wouldn't be perfect memory, per se, but it would help negate penalties for things like being in the dark or for a long period of time away from the place.
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Macai:
Puissant Spell (Prime ••)


I am not sure how I feel about this spell, I can't put my finger on any one thing, but I feel like it is too strong for it's dots as it basically guarantees the spell to follow will succeed.

At the very least though a spell like this should reflect the connection of the character to the watch tower. It should be 1 mana for a ruling arcana, 2 for a common and 3 for an inferior.
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Ophidimancer:
Is the Mind component for keeping perfect track and memory of what you see?  Because memory stuff becomes available at Mind 2.

Mind 2 lets you modify memory in a lasting way. Soliton Radar is something more like mixing in One Mind Two Thoughts to have another "mind process" keep perfect track of the map as it forms for the duration of the spell. After the spell is over you just remember whatever you remember.

Ophidimancer:
Here's what I'd suggest to keep it simpler

But then it's not a cool mini-map like in Zelda or Metal Gear Solid or any other such dungeon delving game.

Besides, "okay, you cast the spell and now you've got a map" is really easy for the ST.

Macai:
Puissant Spell (Prime ••)

Woah -oah -oah way too good. The Mind and Life versions specifically modify skill rolls only because casting rolls aren't skill rolls. You're not supposed to be able to mess with casting rolls so easily. You realize that Rote is just like double dice, right? Far too good when applied to any number of spells. It's even far too good when applied to any number of skills (our group took out Rote and made it a flat bonus).
Some houserules you might like
I do understand that I often don't follow the rules written in the books. It's very intentional.
Kallisti
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Lokathor:
But then it's not a cool mini-map like in Zelda or Metal Gear Solid or any other such dungeon delving gam


Well you can have it manifest that way in your head as part of the spell description.
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After taking reactions to my "Touch Type" and Macai's "Fine Motor Intuition" into mind I propose two new spells.

Anti-Novice (Space , Mind )

Practice: Knowing
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None

This spell is of great use to someone who knows how a physical task involving mental to physical dexterity is performed, but through lack of training or practice has yet to master it. When this spell is cast a skill which counts as untrained will have 1 penalty die for lack of training removed for each success. At maximum efficiency this spell will negate unskilled the penalty to 0.

For example someone sits down to a computer to type a letter. Never having been trained to type, but knowing that the idea is to hit keys to spell out the words. The computer novice then casts this spell before making their dexterity (2) + computer (0) roll to type. If they have achieved 3 successes then they can roll 2 dice (their 2 dexterity + their 0 computer).

The spell could also be used to negate the penalties to a dex+craft check to sew, or the penalties of dex+firearms when using a gun. In every case it only applies if the caster has 0 ranks in the skill, but does understand the general principles already, this spell does not provide skill, it just allows them to be aware of their hands and the object and what they know of how to use them without really thinking about either of those things.


Adeptable (Space , Mind )

Practice: Knowing
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: None

(no, the name is not misspelled, it's a pun!)For each success on the spellcasting roll, the next time the caster uses a skill he had training in (one or more ranks) which uses the dexterity attribute, he divides his pool. The dexterity portion is rolled with the rote quality, the skill portion normally. So for example if he were to type at a computer (dex 3 + computer 2 as an example) he would roll the 3 dex dice as if they had the rote quality, and the 2 computer dice as normal, then add those successes together for the total. This spell can only work on physical skills involving dexterity and only if allowing your hands to move without paying attention to them would be of use.


Any thoughts would be welcome.
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I'd word it a little differently for clarity.

Adeptable
stuff
Effect: The target can double his dexterity when making a dexterity based roll. Each success provides 1 use of this ability.
Some houserules you might like
I do understand that I often don't follow the rules written in the books. It's very intentional.
Kallisti
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Ophidimancer:
Well you can have it manifest that way in your head as part of the spell description.


I did imagine these rotes being made by a free council mage who plays way too many video games.
Top 500 Contributor
Posts 152
Love that MiniMap spell.

The Puisant spell or whatever its name is, is utterly broken. Even if I happened to allow such a thing it will be a Making spell for sure.

Necrotize (Death •••)

The mage touches an injured being which suddenly gets worse.

Practice: Fraying

Action: Instant and Contested (Target rolls Stamina + Gnosis reflexively)

Duration: Lasting

Aspect: Covert? Vulgar?

Cost: 1 Mana

At this level the mage needs to touch his intended target, at Death •••• it can be cast at sensory range, Death ••••• is needed before Space •• can be added to cast it sympathetically.

If the mage wins the contested roll any and all Bashing damage the target is currently suffering becomes Lethal.

Euthanasia (Death ••••)

The mage kills a severely injured being with a gentle touch.

Practice: Unraveling

Action: Instant and Contested (Target rolls Stamina + Gnosis reflexively)

Duration: Lasting

Aspect: Covert? Vulgar?

Cost: 1 Mana

At this level the mage needs to touch his intended target, at Death ••••• it can be cast at sensory range, Death •••••• is needed before Space •• can be added to cast it sympathetically.

If the mage wins the contested roll any and all Lethal damage the target is currently suffering becomes Aggravated. At Death ••••• and spending one more point of Mana all damage both Bashing and Lethal the target is currently suffering becomes Aggravated, this use still requires touch.

Binoculars (Space •)

The mage extends his senses to superhuman degrees.

Practice: Unveiling

Action: Instant

Duration: Transitory (one turn)

Aspect: Covert

Cost: None

The mage´s sensory range is multiplied by 1 + successes; up to maximum successes equal to his Space dots. Despite the spell´s name it affects both hearing and sight. At Space•• it can be cast with Prolonged (one scene) duration. 

Long Range Shot (Space ••)

The distance between the shooter and his target shrinks briefly allowing him to aim more easily.

Practice: Ruling

Action: Instant

Duration: Prolonged (one Scene)

Aspect: Covert

Cost: None

A number of shots equal to the successes rolled increase their effective Short Range by a multiplier equal to 1 + Space dots, recalculate Medium and Long Range based on the new score.
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Thorbes:
The distance between the shooter and his target shrinks briefly allowing him to aim more easily.


heh, reminds me of an old idea I had.

'armchair assassin' (space 2)

a specialized variant on the portal spell, this rote creates a tiny aperture at the muzzle of a firearm, just large enough to allow bullets to pass through. 

the rote is employed by the adamantine arrow as a method of assassination that does not immediately implicate the supernatural as a culprit.  the shooter may set up anywhere, even reclining in the comfort of his own home.  gunpowder residue and any sound produced by the shot will originate from the tiny portal, leaving evidence of a mundane shooter firing from a rooftop or windowsill for investigators to find.  In a pinch, it can also allow for accurate shooting without leaving cover in a firefight.
Top 500 Contributor
Posts 232
Thorbes:
Necrotize (Death •••)

What do you think of this version?

Necrotize
(Death •••)
The Mage touches a target and makes physical damage to his body worse than it already is.

Practice:
Fraying
Action:
Instant; subtract target's Stamina
Duration:
Lasting
Aspect:
Vulgar
Cost:
None
For each success, upgrade one box of nonaggravated damage; bashing becomes lethal, and lethal becomes aggravated. Start from the leftmost box. Skip all boxes already filled with aggravated damage and boxes filled with no damage at all. So if the target starts with two aggravated, one lethal, and four bashing, and the caster gets three successes, the target ends up with three aggravated, two lethal, and two bashing.

At this level, the mage must touch the target. With Life 4, this spell can be cast at sensory range.
Guardians of the Veil Rote: Inflame Wound
Dice Pool:
Strength + Brawl + Death
When the consequences of a mistake aren't satisfactory to a guardian, she will use this spell to rectify that.



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