Thanks for the info and feedback guys – exactly what I was looking for. I have spent some time digesting what you lot said and re-reading the magic/spell rules. Still on evocations and will try to tackle thaumaturgy later on.
I am posting here instead of the spell thread since I want to see if I have things “down” before adding to that thread and making a fool of myself. Once I have some more shiny magic stuff sorted out, I will write out the concept/character sheet and add it to the relevant thread – hey, someone might get use out of him. Thanks for the advice Sanctaphrax.
I don’t see any point re-hashing
Air Lance and
Shatter since, as has been stated they can be treated as bog-standard attack evocations. Instead, I would be tempted to just create a new air spell to knock people on their backsides – a more diffused compressed air effect that
Air Lance. Sort of like a bean-bag shot in a shotgun.
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Wind BlastType: Air Offensive Maneuver
Shifts: 6
Mental Stress: 1
Control: Discipline
Oppossed by: Target’s Athletics skills, magical blocks, or other determined in play
Effect: A strong, concentrated gust of wind aimed at a single target. Fantastic (+6) to aim and attack, applies “Knocked Flat on their Backside” fragile Affect to the target.
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I also was thinking about what was said regards
Knee Trembler, particularly the idea I had to make the caster immune to the effect. Clearly, this is against the rules. Here is the modified version alongside a new spell that should be cast prior to use of
Knee Trembler to get the same benefit that I assumed in the original version, as well as being useful on its own merits.
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Knee TremblerType: Earth Offensive Maneuver
Shifts: 8
Mental Stress: 1
Control: Discipline & staff
Duration: 4 exchanges
Opposed by: Target’s Athletics Skill or other determined in play
Effect: Applies “Can’t Keep Their Footing” aspect to everyone in the zone.
RootedType: Earth Defensive Maneuver
Shifts: 6
Mental Stress: 1
Control: Discipline
Duration: 4 exchanges
Effect: Grants the caster “Hard to knock off his feet” aspect for the duration of the spell
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Here is the minimally altered
Magnify Vision spell to bring it into accordance to what I intended for it to be in the bounds of the rules. Am I correct in interpreting the extended duration of a spell that applies a fragile aspect means that it can be tagged for free each round? This would be important for
Rooted above as well.
Magnify VisionType: Air Maneuver
Shifts: 3
Mental Stress: 1
Control: Discipline
Duration: 1 exchange
Effect: Applies “Telescopic Vision” fragile aspect to the caster. Use more shifts of power to extend duration.
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The DoT argument is an intriguing one – there is pretty clear DF canonical evidence for it working (acid attacks IIRC, among others). But I think in this case simply altering
Bringing Down the Houses to applying a “Shaking Themselves Apart” aspect to the building/buildings with an extended duration and leaving it to the GM to use it is a narrative device is the way forward there – thanks Sinker.
I have also come up with a couple of new spells for this caster – let me know what you think.
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TremorsenseType: Earth Maneuver
Shifts: 5
Mental Stress: 1
Control: Discipline
Duration: 1 exchange
Effect: Applies the “Knows Where Everyone is Located” fragile aspect in a single zone – as long as they are touching the ground. Can be extended with more shifts of power when fighting blind or against invisible targets.
Magnetic Disarmament Type: Earth Offensive Maneuver
Shifts: 5
Mental Stress: 1
Control: Discipline
Duration: 1 exchange
Opposed by: Target’s Might Skill or other determined in play
Effect: Superb (+5) Aim and Attack to tear a metallic weapon out of the hands of the holder and bring it to the hand of the caster. Easily expandable to disarm multiple targets.
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Back to the idea of spells that can mimic single benefits of the inhuman strength, speed and toughness powers – what is the consensus on that? It seems to me that a single effect from the power as a fragile aspect is not OP, but I am hardly in a position to speak with authority
Other than that, I am quite happy to have identified 3 separate attacks orientated around Earth magic now, which to be honest I had initially struggled with. As said,
Shatter as an attack thematically only used against inorganic matter would work narratively. There is the eternally refined version of the gravity-concentration spell that Morgan and Harry both used, entitled
Bone Smasher for my caster and delivering of a Weapon 8 attack with relative ease. And, after trawling the forums and reading stuff about a rail-gun idea, an Weapon 8 rail-gun type attack that uses 1’ Tungsten ball bearings that the caster carries in a pouch (or indeed any suitable ferrous material just lying around) entitled
Apocalyptic Sling Shot.
I must say that this magic system is incredibly fun to work with thematically, with so many multiple ways of accomplishing the same effects, allowing a huge amount of the character’s magical paradigm and style to show through in the effects without relying purely on mechanics.
Thanks again for you time. Following feedback on this post, I will make final refinements (if any) and stick some of my spells on the relevant thread, as well as on the character sheet for the spare concepts thread.