This thread is intended to showcase spells created for forum member's personal campaigns, as well as to attempt to model spells from the various Dresden Files novels, comics and short stories. As part of this, discussion of the game mechanics for the spells, as well as the comparison in power for specific spells and whether there are perhaps better ways to model specific spells, or achieve specific effects.
If there is sufficient interest, then perhaps a Resources Page could be created for any finalized spells, and/or the spells themselves could be added to various online DFRPG resources.
DFRPG Resources wikispace Spell list
http://dfrpg-resources.wikispaces.com/SpellsButchered New Haven campaign Spell list
http://www.epicwords.com/wikis/14753At present, the specific spells I'm most interested in having others look over are the six as follows:
Old Burial Ground Binding Circle*
This Binding Circle was cast by Eric Holt to contain a powerful spirit entity or perhaps ghost within the Old Burial Ground on BSA Camp Mattabessitt.
Type: Thaumaturgy, Binding
Complexity: 12
Duration: One month
Effect: An 8-shift Block containing the Bound entity within it's grave site
Lock*
The spell is intended to create a temporary barrier to passage through a doorway.
Type: Thaumaturgy, Wards
Complexity: 3
Duration: Sunrise
Effect: A Block of Good (+3) strength versus entry.
Variations: Spell Complexity can be increased to raise the strength of the Block and/or Duration. Additionally Symbolic Links can be created at +2 complexity each, to alert when the Block is attacked or breached.
Notes: Requires an actual doorway/threshold with door for the spell to be cast upon.
Eric Holt's Cabin Ward*
This is the Ward around caretaker Eric Holt's cabin at BSA Camp Mattabessitt in Bethany, CT.
Type: Thaumaturgy, Wards
Complexity: 16
Duration: One month
Effect: An 8-shift Block on entry into the cabin
Notes: Wardflames provide warning to those within the cabin if supernatural entities or beings approach within 100 yards of the cabin. Additionally, the key to the lock in the cabin door is a symbolic link, alerting Eric if something comes into contact with the Ward while he's away from his cabin.
Unlock*
This spell provides a ritual method to open mundane locks.
Type: Thaumaturgy, Transformation
Complexity: 3
Duration: none (immediate)
Effect: Spell immediately unlocks a Good (+3) quality lock. Examples of Good (+3) quality locks include Masterlock padlocks and most house deadbolt locks.
Variations: The Complexity can be increased so that the spell take effect on better locks, and/or in more difficult circumstances (i.e. multiple locks, a Threshold, etc.)
Notes: Locks on exterior doors of something with a Threshold (home, Church, etc) are protected by the Threshold as normal. Also any locks on a cemetery gate are also protected by a Threshold, if the caster is within the cemetery when casting the Unlock spell.
Eric Holt's Coat of Toughness*
This spell is intended to transform a coat of jacket into a protective garment which makes the wearer tougher than they would ordinarily be. At least for a little while...
Type: Thaumaturgy, Transformation
Complexity: 9
Duration: A scene (about 15 minutes)
Effect: Temporarily provides the wearer the benefits of the Supernatural power Inhuman Toughness (Armor: 1, 2 bonus boxes in the Physical Stress track)
Notes: The effects of this spell stack with Supernatural Recovery powers, but not with Supernatural Toughness powers. It also follows the normal Armor stacking rules. If the garment with the spell cast on it is within a Circle when the Circle is closed, the spell ends immediately. Similarly, if the garment crosses a Threshold without the bearer being invited in, the power of the spell is immediately reduced by the value of the Threshold. If the remaining power is insufficient to sustain the spell, it ends immediately. At the end of the spell (whether duration is reached or something ends the spell prematurely) the garment which was the target of the spell begins to break down and disintegrate.
Much like what happened to Harry's coat at the end of Changes.
Lastly, the duration clock starts immediately after the spell is finished, not when the garment is first donned for wear/use.
Old Burial Ground Aura of Misdirection*
The Aura of Misdirection is intended to steer the casual hiker and/or exploring Boy Scout away from the Old Burial Ground on Camp Mattabessitt and hopefully avoid having someone accidentally release the entity Bound within the circle.
Type: Thaumaturgy, Psychomancy
Complexity: 14
Duration: One month
Effect: A 5-shift Block opposed by Lore, Scholarship or Survival, depending on whether which skill is highest, to proceed to the Old Burial Ground. Those who fail to overcome the Block get re-directed around or away from the actual location of the Old Burial Ground.
More spells to follow as they either come up in game, or if additional ideas come to mind.
-Cheers
D'Oh!
Just spotted the Custom Spell thread in the Resources Collection, after I somehow missed it previously.