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Creative Thaumaturgy

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Quantumshard:
'vaccine' (life 3 or 4?)

a favorite of the promiscuous or those who often work with biological hazards, this rote was devised to overcome the flaw inherent in more common disease-curing magics which do nothing to prevent future infection. 

this rote weakens and slows the progress of the offending virus, preventing it from causing serious harm while the natural immune system does its work.  it allows for a wizard to build up a natural resistance to even the most lethal of plagues, with the added bonus of not having to rely on a huge supply of mana for repeated castings of other life rotes if the mage is re-infected in the future.

I don't remember off-hand how the nWoD system handles infection, but mechanically I suppose successes rolled with the rote would reduce the effective strength of a disease.  lowering the (whatever rating) of the virus below zero means the infection is purged within a single day with little beyond a headache or sore throat, and repeated castings would justify taking appropriate merits to reflect the mages' more experianced immune system.


Um, and what is the difference with Self-Purging? It prevents infection, right? It´s more like a prophilactic spell than an actual cure, then. I agree, it will be just Life 2 maybe adding a bonus die per successes to all rolls to resist the taking on of an infection as long as it is active (Prolongued? with Advanced at Life 3?)
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Thorbes:
Um, and what is the difference with Self-Purging? It prevents infection, right? It´s more like a prophilactic spell than an actual cure, then. I agree, it will be just Life 2 maybe adding a bonus die per successes to all rolls to resist the taking on of an infection as long as it is active (Prolongued? with Advanced at Life 3?)


the rote doesn't prevent infection, it keeps the disease from seriously affecting you while your immune system learns how to defeat it.  that way, you never need to constantly use magic to prevent or cure infection in the future, risking paradox and wasting mana in the process.  Your immune system will take care of everything naturally.

sorry if my concept wasn't clear.
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If you read Self Purging what it does is bolster the mage's natural roll to resist a disease.  To me, that reads as boosting a mage's natural immunity and if the mage recovers from the disease, I consider their immune system to have dealt with the virus and produced the necessary antibodies to deal with it again.
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Tracer Portal (Space 5)
Masters of Space use their knowledge of portals and tracing to create a portal that follows behind their target wherever they move.
Practice: Weaving
Action: Instant - Contested
Duration: 1/2 totall succeses
Aspect: Vulger
Cost: 1 Mana
Rote: Int + Occult + Space vs. Wits + Composure
This spell creates a size 5 portal that follows the back side of a target of your choosing and a nother portal that is somewhere your character can have swift access to it. Succesfully casting this spell renders all resisting rolls to suffer -2 successes from all attacks going through the portal.  In the result of a tie, the portal fails to follow its intended target. Now if you horrably horrably fail your roll, the intended target automatically sees your portal, heads streight into it and precedes to stab you in the face (or whatever their prefered method of killing you is)
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Duration, do you mean 1 round per 2 successes? Might want to be a little clearer if so.

Reistance Roll, these almost always take the form of Stat+Gnosis, and people will often complain if you deviate from that. Then again, people complain when you follow the rules exactly, so oh well.

Now, normally hitting a target in the back doesn't give them a resistance roll penalty, but I think that adding "debuff" effects to the game might make it more interesting, so I support this spell. You might want to specify how much "horrible" is. Total success = -1? -3? -5?
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:
Duration, do you mean 1 round per 2 successes? Might want to be a little clearer if so.


Yes, that is what i meant.

Lokathor:
Now, normally hitting a target in the back doesn't give them a resistance roll penalty, but I think that adding "debuff" effects to the game might make it more interesting, so I support this spell. You might want to specify how much "horrible" is. Total success = -1? -3? -5?


Well my rationall for the dice penalty was that the guy just doesnt see the portal, so he cant realy dodge at his normal rate that he would. And by horably horably fail, i just ment botch. No specific amount was intended
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Two and a half new spells from my sinkhole of the planet.
Microcosm (Mind 5)
Many mages fear Mastigos and Masters of Mind for their ability to control others, fear them for the distrust their very nature sows amongst the Awakened, who pride themselves on their secrets and their self-awareness. This is a lesser-known reason to fear the Warlocks.
Practice: Making(maybe advanced Patterning)
Action: Extended and Contested(or is it resisted? I'll explain my intent in the how-to)
Duration: Lasting(against Sleepers) or Prolonged(against non-Sleepers)
Aspect: Vulgar
Cost: 3 Mana
By means of this spell a Master of Mind reroutes the target's senses inward, essentially sending the target into a coma. Some mages believe the target becomes trapped in a more "stable" realm of their Oneiros, their Daimon unable to enter and the target unable to leave. Occasionally, targets of this spell who have been rescued by a second casting of this spell have been unwilling to leave the fantasy world their imagination concocts for them.
The exact details vary from victim to victim, but the world they are trapped in is always "me-centric", revolving about them. It is especially torturous to send a person possessing the Vice of Pride into their microcosm for a few days or weeks, and then return them to normal, where they are no longer so important.
The casting mage must touch the target throughout the casting, meaning he must grapple or otherwise render the target motionless.
The casting mage must accumulate more successes than the target's Resolve + Composure + Supernatural Advantage(gnosis, blood potency, primal urge, etc), and must acquire these successes in a number of rolls equal to 10 - the target's unmodified Resolve + Composure.
The victim - if a mage - can cast spells, but they only affect his/her microcosm, and don't suffer from Paradox, as though cast within a mage's Oneiros.
The victim cannot, however, move their real body, and is completely cut off from the real world. Even telepathy cannot reach the target, though if a mage using Mind Magesight achieves 10 or more successes they will know that the target is not braindead - as it would appear at first glance - but that their mind is trapped.
Seer of the Throne Rote: Presence + Persuasion + Mind
Sometimes it suits the Seers to simply induce a coma, so as to keep the prisoner captive without too much effort beyond keeping the prisoner in nutrients and fluids. With this rote a Seer can literally render the target comatose with his words.

Lightning Fist (Forces 5)
This advanced fighting technique was developed and is taught by an old hermit of an Obrimos Arrow. She developed a variant that utilizes fire, but the effects are the same.
Practice: Unraveling
Action: Instant
Duration: Special
Aspect: Vulgar
Cost: Special
For maximum benefit, the casting mage usually casts this spell in conjunction with a spell to enhance their dexterity if they're able to use Fighting Style: Kung Fu's Whirlwind Strike or a similar ability. Either way, the effects are as follows:
The spell lasts for one scene. The number of successes garnered on casting determine the total number of times this spell's effects can be used. For example, if three successes are gained, the casting mage can spend a point of Mana three separate times within the spell's one-scene duration.
The casting mage may reflexively spend a point of Mana to activate this spell's effects. Until the end of that mage's turn, her unarmed attacks deal Lethal damage.
Adamantine Arrow Rote: Rain Of Heavenly Fire Descended From A Closed Hand (often referred to as Skyfire Strike)
Dex + Intimidate + Forces
Factor Bonuses: Wearing three copper rings (+1 round), Wearing two copper rings on each limb(two rings on each hand and foot) and a copper headband (+2 rounds)
Many hopeful students swarmed to Helga's hut after she defeated an Adamant Sage in a single round with this spell. She turned down the position, despite having defeated the Sage fairly, and told him she expects a better performance next year.
Ling-ling know that safest place on airplane is the "black box."
"Zet!" "Yes, Korg?" "I have a plan so cunning you could brush your teeth with it!" "..."
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askariknight:
Microcosm (Mind 5)


This is very similar to the No Exit spell from Banishers (page 61), though it costs one more Mana and is Vulgar, but also pacifies them with a virtual world, whereas No Exit just traps them inside a comatose body.

askariknight:
Lightning Fist (Forces 5)


Umm ... There's a Forces 2 spell in the Mage core that does this for cheaper.  Check out Kinetic Blow on page 166.
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Ophidimancer:
Umm ... There's a Forces 2 spell in the Mage core that does this for cheaper.  Check out Kinetic Blow on page 166.


I was a little bit influenced by Dead Fantasy when I thought up the lightning fist spell...so I guess it's more about the imagery of a martial artist mage striking very swiftly, electricity - or fire - bursting from his/her hands/feet with each blow. Any recommendations on how to meet that imagery without making kinetic blow the automatic choise?
Ling-ling know that safest place on airplane is the "black box."
"Zet!" "Yes, Korg?" "I have a plan so cunning you could brush your teeth with it!" "..."
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askariknight:
Any recommendations on how to meet that imagery without making kinetic blow the automatic choise?


Hmm .. I would say combine the idea of Kinetic Blow and Optimize Kinetic Attack, make it Forces 4, Prolonged, Vulgar, each success allows you to spend one Mana to add your Forces dots to your Brawl dice pools and have them do Lethal damage.  Maybe.

Or maybe each success allows you to spend a point of Mana to add your Forces dots in Lethal damage to a successful Brawl attack.
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I like the second one better.

You cast the spell and get 3 successes.  Now during the rest of the scene, for three attacks you can spend a point of Mana and, if you connect, you add at least 4 Lethal (since the spell is at Forces 4) on top of whatever damage you did with the attack.
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Mother Earth's Shield (Matter 1 - 5)

Those with any knowledge of the Matter Arcanum can take the very ground around them and turn it into something that they can use to protect themselfs from their foes.
Practice: ???
Action: Instant
Duration: Lasting (Intellegence + Crafts + Matter)
Aspect: Vulger
Cost: 1 Mana 

The mage takes something of his choosing and forms a protective covering with a size that is equal to his number of dots in Matter out of it. (Unless your # of dots is greater that the objects size, then you use the objects size) The durability of the armor is equal to the number of successes rolled. The armor can protect against all kinds of damage.

Lets say you rolled 10 Successes, the armor can defend against 10 points of Bashing or Leathal. The only Exception to its protective properties is that if any Agrovated damage is inflicted upon the armor, it will defend you from taking damage, but it is instantly destroyed.

Mother Earths Shield can be used multiple times in order to gain a greater durabillity up to a max durability of 15

Protection of the Damned (Death 5)
Pre-requisite: Have Mother Earth's Shield Active
(Mother Earth's Shield can not be cast upon your armor after Protection of the Damned is cast)

Those who have knowledge in the Arcanum of Death can re-inforce their Mother Earth's Sheild with the corpse of their enemies.

Practive: ???
Action: Instant
Duration: Lasting (Intelegence + Crafts + Death)
Auspect: Vulger
Cost: 1 Mana

Those who have ever summoned a corpse back to life as a zombie knows just how much punishment they can take before they finally bite the dust. This spell lets you use that power to protect yourself. Casting Protection of the Damned does not add any more durabillity to your armor, it only gives your armor the ability to take damage the same way a zombie does. The caster must make a roll with a # of successes that is greater than or equal to the durability of his Mother Earth Shield.
 
(Example: durability of Mother Earth Shield = 10. The caster must roll 10 successes or better or the corpse fails to re-inforce your current armor and becomes un-usable. Dramatic Failiure Results in the violent shattering of the mage's Mother Earth Shield and leathal damage equal to his botch.)

For those of you who dont know, zombies do not die untill their health is completly filled with agrovated damage. Lets say that its health bar is filled all the way with bashing damage. All damage after that turns 1 bashing into 1 leathal untill it is filled all the way with leathal damage. Then all leathal damage is turned into agrovated damage after its health bar is filled with leathal
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askariknight:
I was a little bit influenced by Dead Fantasy when I thought up the lightning fist spell.


Well, take look to my spell, "Lightning Wielder" a few (or not so few) pages before.
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Space 4: Spacial Displacement

This rote allows a mage to appear to be in a different location than her actual physical form, thus confusing attackers and onlookers to where the caster actually is.

Practice: Pattering
Action: Instant
Duration: Prolonged (One Scene)
Aspect: Vulgur
Cost: 1 Mana

Die Pool: Wits+Occult OR Science + Space

For the scene, the caster's true location is obscured and their physical image appears within a number of yards equal to their gnosis. The Image moves with the caster although as it is not a physical form, it can move through objects unhindered although visually it cannot be distinguished from the real person. As a reflexive action, they can relocate their image within that area of effect. Unless an attacker has a way of percieving the mage any attacks made aginst the image automatically miss unless the attack is an area effect. Unfornately this rote does not cloak the caster's sound or breathing, hence while the caster is efficently invisible, they can be percieved by other means unless other arcana is used. If the caster attacks though, the attack comes from their true location rather than the image, which may inadvertably reveal the target's true location.
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Here is another good space rote

Space 3: Translocate Sound

Practice: Weaving
Action: Reflexive
Duration: Lastng
Aspect: Vulgur
Cost: None

Die Pool: Presence+Expression+Space

A skilled mage of space can relocate sound so that come from another location. The sound of a gunshot could appear to come from behind a target rather than from the actual gun for instance. Sound usually needs to be transmitted to somewhere in visual range, but by applying sympathetic connection penalties, one may translocate the sound into somewhere out of visual range, efficently silencing their efforts while the sound does its thing elsewhere. This power can also be used to speak over long distances, efficently allowing the caster's voice to carry to a location of their choice (But sympathic connection penalties apply)
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