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The Dresden Files => DFRPG => Topic started by: Tush Hog on June 22, 2010, 04:36:15 AM

Title: Spell Compendium
Post by: Tush Hog on June 22, 2010, 04:36:15 AM
One of the best things about the rpg is the flexibility of the magic system. Of course everyone can benefit from examples and with a free form system I would like to see other folks' ideas and spell and item creation.

With that in mind, I thought I would like to see a thread where we put together spells, potions and items from the books and of our own design. If someone has done a spell but you have a different take, by all means please post yours as well.


Title: Re: Spell Compendium
Post by: luminos on June 22, 2010, 04:41:48 AM
Thought I'd start this off with a 'classic' :D   

Expelliarmus!
4-6 shifts of power to do a disarm maneuver on an opponent.

Title: Re: Spell Compendium
Post by: evilnerf on June 22, 2010, 04:53:25 AM
I based this one off of the Robot-Suit in District 9, it's a two-part Spell:

Magnetic Block
Type:  Earth Evocation, defensive block
Power:   6 Shifts of power:  Block 4 (+1 for allies, +1 for Duration)
Control:  Roll Dis + Focus/Spec
Duration:  2 Exchanges
Effect:  A small bright ball appears in front of the wielder’s hand as he supercharges the air with magneticism attracting bullets and other metal objects into it’s sphere.

Steel Rain
Type: Earth Evocation, Offensive Attack
Power:   6 shifts of power (one mental stress (or zero if Redirect from Magnetic Block) Weapon 6 (Can be split between multiple targets).  
Control:  Roll Disc + Focus and Spec
Target:  Up to 6 Targets
Duration: One action
Opposed by:  Targets Athletics
Effect:  The metal objects gathered int the magnetic sphere launch out with pinpoint accuracy towards the intended targets.
Variations:  Can spend 2 shifts to attack every target in zone

Obviously the two are meant to be used together, but you can use either of them by themselves as capable spells.  The stats assume you're playing a character with Superb Conviction and an Earth Power Specialization, but they can be adapted.

Another Combo Spell I've got: 
Gravity Tug
Type:  Earth Evocation, Offensive Maneuver
Power:  5 power:  Block 3 (+3 for duration)
Control:  Roll Disc+Spec and focus
Duration: 3 Exchange
Opposed by:  Might
Effect:  Targets limbs feel incredibly heavy as Gravity starts to have a greater effect on them, giving them the "HEAVY GRAVITY" aspect.

Gravity-Cuff
Type:  Earth Evocation, Offensive Block-Grapple
Power:  5 power:  Grapple 4 (+2 for duration)
Control:  Roll Disc for Focus and Spec vs
Duration:  3 Exchanges
Opposed by:  Might
Effect:  The Targets limbs are brought forcibly to the ground by the very power of the Earth.

Why yes, I am playing an Earth-Spec wizard.  Why do you ask?
Title: Re: Spell Compendium
Post by: Deadmanwalking on June 22, 2010, 04:54:28 AM
I've been playing some D&D recently:

Magic Misslie

Weapon: 1-5 Spirit Evocation, each point of Weapon is a missile. Opposed with Endurance instead of Athletics. (1 to 5 shifts of Power)

Fireball

Weapon: 5+ Fire Evocation that targets an entire zone. (7+ shifts of power)

Hold Person:

4 shift Spirit or Air Block opposed by Discipline, lasts 2 to 5 rounds (5 to 8 shifts of Power)

Burning Hands

Weapon 1-4 Fire Evocation, effecting an entire Zone. (3 to 6 shifts of Power)

Magic Weapon

4 shift Maneuver to put the sticky Aspect "Magical" onto a weapon (4 shifts of power)

Flaming Sphere

Weapon: 3 attack that continues to attack (with the original roll) every round for three to six rounds. (5 to 8 shifts of Power).
Title: Re: Spell Compendium
Post by: citadel97501 on June 22, 2010, 05:24:09 AM
(I like your format Evilnerf, consider it ganked.)

Name or Chant: Tempre con Forza (I think the Italian on this is wrong.)
Type:  Earth Evocation, Offensive Maneuver
Power:   6 Shifts of power:  Disarm Maneuver 3
Control:  Roll Dis + Focus/Spec
Duration:  2 Exchanges
Area: 1 zone
Resisted by: Might
Effect:  The caster commands a large metal object, or the floor if necessary to pull the metal objects in the zone to it. 

Name or Chant: Zastav Utok
Type:  Unseelie Magic, Defensive Block
Power:   7 Shifts of power:  Defensive Block: 6
Control:  Roll Dis + Focus/Spec
Duration:  2 Exchanges
Effect: This rote is a basic shielding spell but designed around using Unseelie Magic, that instead of repelling attacks with raw force as Harry does, it creates a field of dampening energy that causes the attacks to slow and stop when they enter the field.  This spell usually lasts for 2 exchanges.
Title: Re: Spell Compendium
Post by: CMEast on June 22, 2010, 12:28:21 PM
Nice idea :) I'm happy to contribute, how's this?

Name: 'What did I eat?'
Type:  Water (biomancy) evocation, offensive manoeuvre
Power:   4 Shifts of power, 3 for the aspect, 1 to make it sticky.
Duration:  Once scene as the aspect is sticky. One free tag.
Opposed by: Targets Discipline (if the targets Discipline is above +3 (Good) then adjust the power of the spell accordingly).
Effect: The target's stomach suddenly feels particularly treacherous and the target now desperately needs the loo.
Variations: +2 shifts to make it zone wide?

It's quite possible that only a PC with some sort of medical knowledge may be able to cast this spell or, at least, a reason why they'd understand the human body enough in the required way. This is a particularly subtle spell and might well be useful in a social conflict too.
------------------------

Evilnerf: Shouldn't magnetic block require +2 for allies instead of just +1?

Also, to reuse your magnetic block to cast steel rain, you need to show that the spell hasn't been used. I'd say that even if it was used in the first exchange, it'd be fine to reuse in the second as long as it hasn't blocked anything however you should lose 1 shift of power for the duration that's been spent. I can't see any examples that show if this is possible though. Anyone?
Title: Re: Spell Compendium
Post by: Papa Gruff on June 22, 2010, 01:30:51 PM
Can you specify the intended effect a bit more CMEast? Don't get me wrong, I like the basic idea behind the spell a lot. But you have to be very clear on how this effect comes to pass. If you change something in the target, even the slightest thing, you come dangerously close to lawbreaker land with "What did I eat?". Biomancy is treacherous that way.
Title: Re: Spell Compendium
Post by: CMEast on June 22, 2010, 02:01:20 PM
Well it's not a transfiguration effect, nor is it a mental trick. I was thinking just a small amount of additional water to the bowels. Of course an extremely nasty and painfully lethal version of this spell could be created and it fit under standard attack rules (with anything more extreme fitting in heartburster territory) but as a small manoeuvre I think it should be ok.

You could argue something similar could be done with the fire element, heating up particular membranes to cause discomfort (though for the exact same effect, that'd take more time), it's hard to concentrate with heat rashes or blisters on... sensitive spots :)

I guess a blister or something could be called a transfiguration of sorts... but then in that case so is a fireball to the face :).
Title: Re: Spell Compendium
Post by: Papa Gruff on June 22, 2010, 02:15:08 PM
Ah ok. I still think that this spell is something the wardens would be uneasy about. At the very least it comes dangerously close to the second law. "Thou shell not transform an other." - I don't want to discourage you in any way. Just pointing out that there might be GMs out there who would see this as an opportunity to have some warden play in the game. Wardens are always so very good for drama :D.  
Title: Re: Spell Compendium
Post by: CMEast on June 22, 2010, 02:28:55 PM
Hah, I can just imagine the warden wagging his finger- "Stop giving people diarrhea!"

And the evil looks my PC would get whenever the warden isn't feeling too well :)
Title: Re: Spell Compendium
Post by: Tush Hog on June 22, 2010, 05:59:56 PM
I thought I might toss one in from the books.

Name: Water Freeze
Type: Fire Evocation (in the book it was fire but water and air work just as well), Maneuver
Power: 6 shifts - 3 for maneuver, 2 to effect a zone, 1 for persistence
Control: roll discipline + focus + specialty
Duration: 2 exchanges
Area: 1 zone
Effect: Caster is able to freeze water in the zone for two exchanges. Places a suitable aspect such as "Frozen Lake" on the zone.
Title: Re: Spell Compendium
Post by: EldritchFire on June 22, 2010, 07:23:02 PM
Name: Gale
Type: Air Manoeuvre
Power: 4 shifts
Duration: One action
Area: Personal
Resisted by: N/A
Effect: You create a gust of wind that propels you a short distance. Treat it as a 4-shift sprint action for movement. Can help a lot with boarders.

Name: SCUB-A (Self-Contained Underwater Bubble - Arcane)
Type: Air Manoeuvre
Power: 5+ shifts
Duration: 3+ exchanges
Area: Personal
Resisted by: N/A
Effect: This spell creates a bubble of air that surrounds your head, giving you the aspect can breathe underwater. Of course, you'll need some other spell or flippers to be able to swim, but at least you won't drown. For an extra 2 shifts, you can have this spell affect all those in your zone (hopefully saving your friends from drowning when your boat sinks or something).

Name: Dust Devil
Type: Air Block
Power: 6+ shifts
Duration: 2+ exchanges
Area: Personal
Resisted by: N/A
Effect: You create a small tornado that encircles you, blowing up dust and making it hard to see you. It acts as a 4-shift block.

No, I'm not playing an air mage or anything--although I'd be interested in doing so now  ^_^--but I thought it'd be cool to have the spells share a common theme.

-EF
Title: Re: Spell Compendium
Post by: Redwulf25_ci on June 22, 2010, 08:59:26 PM
(I like your format Evilnerf, consider it ganked.)

Name or Chant: Tempre con Forza (I think the Italian on this is wrong.)

In universe it's SUPPOSED to be wrong so you don't accidentally cast during normal conversation.
Title: Re: Spell Compendium
Post by: CableRouter on June 24, 2010, 03:47:47 AM
In universe it's SUPPOSED to be wrong so you don't accidentally cast during normal conversation.
It can be good Italian as long as you don't actually speak the language.
Title: Re: Spell Compendium
Post by: Tush Hog on July 09, 2010, 07:40:52 PM
Here are a few more. These come from the Lord of the Rings and D&D. More to come later.

Name: Faerie Fire
Type: Spirit or Fire Evocation, Maneuver
Power: 5 shifts - 3 for maneuver, 2 for extended duration.
Duration: 3 exchanges
Area: One target
Resisted by: Athletics
Effect: The target gets engulfed in faerie fire making them very conspicuous and easier to hit. Target has the aspect "Outlined in faerie fire" placed on them.

Name: Rain Ward
Type: Water Evocation, Maneuver
Power: 3 shifts
Duration: One scene
Area: Personal
Effect: even in the strongest of storms, raindrops avoid the spellcaster. The aspect "Rain repellant" is placed on the target.

Name: Cloudkill
Type: Air Evocation, Attack
Power: 8 shifts - 5 weapon, 2 for zone
Duration: One action
Area: One zone
Effect: Produces poisonous cloud (Weapon 5 attack) on an entire zone which will then dissipate.

Name: Stoneskin
Type: Earth Evocation, Block
Power: 7 shifts - 6 for block, 1 for duration
Duration: 2 exchanges
Area: Personal
Effect: Targets body takes on the hardness of stone for the purpose of absorbing damage. Target has Armor of 3 for 2 exchanges.

Name: Zone of Truth
Type: Spirit Evocation, Block
Power: 5 shifts - 3 for block, 2 to effect the entire zone
Duration: 1 exchange
Area: One zone
Effect: spell creates a block against Deceit that encompasses the entire zone.

Name: Springtime
Type: Air Evocation, Maneuver
Power: 7 shifts - 3 maneuver, 2 for zone, 2 for duration
Duration: 3 exchanges
Area: One zone
Effect: Spell causes temperature to warm, ice to melt, the sun to shine brightly and flowers to bloom. Places the aspect "Spring has Sprung" on the zone for 3 exchanges.
Title: Re: Spell Compendium
Post by: Ophidimancer on July 09, 2010, 07:59:04 PM
Name: Zone of Truth
Type: Spirit Evocation, Block
Power: 5 shifts - 3 for block, 2 to effect the entire zone
Duration: 1 exchange
Area: One zone
Effect: spell creates a block against Deceit that encompasses the entire zone.

Oh, I like this.  Very creative.  I can just see someone using a single target version of this shout in a commanding voice, "VERITAS!"
Title: Re: Spell Compendium
Post by: Tush Hog on July 09, 2010, 08:15:21 PM
Oh, I like this.  Very creative.  I can just see someone using a single target version of this shout in a commanding voice, "VERITAS!"
;D
And the single target version can really put the heat on a liar.
Title: Re: Spell Compendium
Post by: EmirikolTheChaotic on July 09, 2010, 08:33:51 PM
Name: Zone of Truth
Type: Spirit Evocation, Block
Power: 5 shifts - 3 for block, 2 to effect the entire zone
Duration: 1 exchange
Area: One zone
Effect: spell creates a block against Deceit that encompasses the entire zone.
While this is a great idea, isn't it perhaps a bit too close to or even over the line of the 4th Law?
Title: Re: Spell Compendium
Post by: Tush Hog on July 09, 2010, 10:00:15 PM
While this is a great idea, isn't it perhaps a bit too close to or even over the line of the 4th Law?
Nah, I don't think so. This could be a very non invasive way to detect lies. Now if you were invading someone's thoughts and ripping the info from their minds, I would agree with you.
Title: Re: Spell Compendium
Post by: EmirikolTheChaotic on July 09, 2010, 11:48:47 PM
Now if you were invading someone's thoughts and ripping the info from their minds, I would agree with you.

It seems like a limited type of mind control to me.

I'd REALLY like to use something like this in our upcoming game, and I'd like to have an armload of justifications to bring to the GM.
Title: Re: Spell Compendium
Post by: EmirikolTheChaotic on July 09, 2010, 11:57:58 PM
I really like spells that act as blocks vs. skills.

Name: Curse of the Leaden Foot
Type: Earth Evocation, Offensive Block
Power: 6 Shifts, 5 Power, +1 Duration
Duration: 2 Exchanges
Opposed by: Might
Effect: The gravity below the target increases to the point that they must struggle mightily in order to move. Block vs. Athletics.
Title: Re: Spell Compendium
Post by: Tush Hog on July 10, 2010, 12:29:25 AM
It seems like a limited type of mind control to me.

I'd REALLY like to use something like this in our upcoming game, and I'd like to have an armload of justifications to bring to the GM.
Well, with a block you're not forcing someone to tell you the truth - you're just making it extremely difficult form them to pull the wool over your eyes. It would be hard for them to tell you a lie that you can't detect.
Title: Re: Spell Compendium
Post by: Tush Hog on July 10, 2010, 12:31:12 AM
I really like spells that act as blocks vs. skills.

Name: Curse of the Leaden Foot
Type: Earth Evocation, Offensive Block
Power: 6 Shifts, 5 Power, +1 Duration
Duration: 2 Exchanges
Opposed by: Might
Effect: The gravity below the target increases to the point that they must struggle mightily in order to move. Block vs. Athletics.
Toying with gravity can lead to lots of cool stuff  :)
Title: Re: Spell Compendium
Post by: GruffAndTumble on July 10, 2010, 12:45:52 AM
Nah, I don't think so. This could be a very non invasive way to detect lies. Now if you were invading someone's thoughts and ripping the info from their minds, I would agree with you.

Fourth, not third. Reading minds is the third law. This definitely falls under the Fourth, in my opinion--Never Enthrall Another. You are forcing them to not lie, which inhibits their free will.

Anyways, my contributions to this thread will be the rotes of my Changeling Sorcerer, complete with Canis Latinicus command phrases.

Emergency Veil: Hides the caster with four shifts of power. Spirit Block
“…Obscuras…”
Murmuring Winds: Places a sticky aspect on the scene of “Confusing Noises.” Air Manuever.
“Tumultus!”
Wind Lance: Single target attack with Weapon: 6 using Air
“Tempestos!”
Windstorm: Zone attack with Weapon: 4 using Air
“Tempestos Aethrian!”
Magnetic Grab: Attempts to divest an opponent of a metal weapon, 4 shift effect opposed with Guns or Weapons (as appropriate), Earth Maneuver
“Ferros Extris!”
Title: Re: Spell Compendium
Post by: Tush Hog on July 10, 2010, 01:07:51 AM
Fourth, not third. Reading minds is the third law. This definitely falls under the Fourth, in my opinion--Never Enthrall Another. You are forcing them to not lie, which inhibits their free will.
Again, I would argue that you aren't forcing someone to tell the truth with a Block. You are making it difficult for them to tell a lie you can't detect. Not mind control at all in my opinion.
Title: Re: Spell Compendium
Post by: Jaxom Faux on July 10, 2010, 01:57:47 AM
Again, I would argue that you aren't forcing someone to tell the truth with a Block. You are making it difficult for them to tell a lie you can't detect. Not mind control at all in my opinion.

forcing somone to do anything is clearly 4th law.

however i remember reading somewhere in the book that wizards amping their empathy to "lie detect" people is perfectly acceptable and typically used.
Title: Re: Spell Compendium
Post by: Mindflayer94 on July 10, 2010, 03:48:54 AM
Can't spells attack the social stress track? For example:

Unsettling Stare
Spirit Evocation, attack
6 Shifts
This spell undermines the target's self confidence, attacks the social stress track.
Title: Re: Spell Compendium
Post by: CableRouter on July 10, 2010, 06:57:26 AM
Can't spells attack the social stress track? For example:

Unsettling Stare
Spirit Evocation, attack
6 Shifts
This spell undermines the target's self confidence, attacks the social stress track.

That's a clear Fourth Law violation "...any effort made to change the natural inclinations, choices, and behaviors of another person."

If you want a clean way to use magic for a social attack, use it as a sticky maneuver to affect your target in some physical manner.  Tag it for a +2 on a roll and invoke it repeatedly with fate points; the GM is likely to self-compel it too if you're clever enough.  For example, it would be really hard to take a gangster's threats seriously after you turn his suit into a clown costume.
Title: Re: Spell Compendium
Post by: Mindflayer94 on July 10, 2010, 02:22:32 PM
That's a clear Fourth Law violation "...any effort made to change the natural inclinations, choices, and behaviors of another person."

Yeah, I'm quite aware it's a 4th law violation, I'm just wondering if it's against some obscure rule I missed in YS, that says you can't attack the social stress track.
Title: Re: Spell Compendium
Post by: Mitchell Powers on July 28, 2010, 07:18:48 PM
Quote
Name: Zone of Truth
Type: Spirit Evocation, Block
Power: 5 shifts - 3 for block, 2 to effect the entire zone
Duration: 1 exchange
Area: One zone
Effect: spell creates a block against Deceit that encompasses the entire zone.

As written it would violate the laws.
But....you could avoid that I think if you altered it to instead monitor their vital signs and instead give you
a bonus to detect deceit. Turn it into a 'Magical Lie Detector' instead.

Just my $0.02
Title: Re: Spell Compendium
Post by: luminos on July 28, 2010, 07:35:46 PM
I don't think zone of truth is lawbreaker as written.  It doesn't force anyone to do anything, it just makes it so that weak lies more noticeable.  A block is not forcing.  It doesn't change the other persons actions any one bit.  It simply effects the external results of those actions.  Also, the rain ward is brilliant.  Completely unintuitive, and doesn't seem to have much practical effect, but then I realize what it means for a magic user dealing with the thresholding nature of running water, and it makes me smile.
Title: Re: Spell Compendium
Post by: Tush Hog on July 28, 2010, 07:42:35 PM
As written it would violate the laws.
But....you could avoid that I think if you altered it to instead monitor their vital signs and instead give you
a bonus to detect deceit. Turn it into a 'Magical Lie Detector' instead.

Just my $0.02

This is how I see the spell: someone wanting to lie to you would roll their Deceit vs your Empathy. If  they are successful you believe them. If they fail, you detect the lie - they still told the lie, just not well enough to convince you.

 That is where the block comes in. It makes it more difficult for them to tell a lie that you can't detect. Whether it makes them develop nervous tics or just helps amplify them for your detection - that is just flavor you can come up with to suit your situation.

Edit: luminos beat me to it :) he explained it better than I did, too!
Title: Re: Spell Compendium
Post by: GruffAndTumble on July 28, 2010, 08:37:03 PM
Okay, I see where the confusion came in. A Block prevents an action from succeeding, by the rules, which is where you're coming from. Some of us, or at least me, internally processed that as preventing it from happening. And while the latter interpretation is one way to look at the application of a Block, particularly Grapples, it is not the only way. My bad.

That being said, in my opinion, all that does is shift it from a 4th law outright violation to a 3rd law grey area. Truth is a complicated issue, often tied up in the beliefs, biases and limited knowledge of the teller. For you to affect lies, and only lies, through your directed will, you will have to already know that the statement is a lie. It's really a chicken and egg question.

Now, if you believe there is a big shiny unadulterated Truth with a capital T somewhere, then it's likely the above does not apply. But Harry has stated that magic needs to be directed by will and focus, and that says to me it needs some kind of "target." Without a big Beacon o' Truth, the target of such a spell is inherently the liar, but you don't know if he is or isn't a liar, or what he is or isn't lying about, before you cast the spell.

I'm not sure if I'm explaining this clearly, but it's the best I can do for right now.
Title: Re: Spell Compendium
Post by: Ophidimancer on July 28, 2010, 08:49:17 PM
I kinda see it a just projecting out the feeling of someone staring over your shoulder disapprovingly saying, "You better not lie."
Title: Re: Spell Compendium
Post by: GruffAndTumble on July 28, 2010, 09:13:00 PM
I kinda see it a just projecting out the feeling of someone staring over your shoulder disapprovingly saying, "You better not lie."

Which brings us back into 4th law territory--imposing your will on someone else. Not the most extreme version, but forcing someone to be intimidated is a 4th law violation.
Title: Re: Spell Compendium
Post by: ballplayer72 on July 28, 2010, 09:45:56 PM
Okay, I see where the confusion came in. A Block prevents an action from succeeding, by the rules, which is where you're coming from. Some of us, or at least me, internally processed that as preventing it from happening. And while the latter interpretation is one way to look at the application of a Block, particularly Grapples, it is not the only way. My bad.

That being said, in my opinion, all that does is shift it from a 4th law outright violation to a 3rd law grey area. Truth is a complicated issue, often tied up in the beliefs, biases and limited knowledge of the teller. For you to affect lies, and only lies, through your directed will, you will have to already know that the statement is a lie. It's really a chicken and egg question.

Now, if you believe there is a big shiny unadulterated Truth with a capital T somewhere, then it's likely the above does not apply. But Harry has stated that magic needs to be directed by will and focus, and that says to me it needs some kind of "target." Without a big Beacon o' Truth, the target of such a spell is inherently the liar, but you don't know if he is or isn't a liar, or what he is or isn't lying about, before you cast the spell.

I'm not sure if I'm explaining this clearly, but it's the best I can do for right now.


Luccio has no problem casting a truth spell on harry in DB.   It doesn't violate any laws.   It simply alerts her to the prescense of the lie.
Title: Re: Spell Compendium
Post by: Ophidimancer on July 28, 2010, 10:47:16 PM
Which brings us back into 4th law territory--imposing your will on someone else. Not the most extreme version, but forcing someone to be intimidated is a 4th law violation.

I don't count empathic projections as a 4th Law violations.  Not when you have Lust Potions and Mind Fog spells that aren't outright violations.

Edit: But this is kinda off topic for this thread, maybe it should be moved to another thread?
Title: Re: Spell Compendium
Post by: blues.soldier on July 29, 2010, 04:08:09 AM
I really think that Zone of Truth is a Spirit spell in the same kind of way that Elaine's Dodge is an Air spell. The effect is the same, but the spell is really only affecting the wizard's own self. And making it a zone-affecting spell is basically affecting the distance the wizard can "hear" the lies being told.

Also-- I don't believe that this spell would be effective if the lie-teller actually believes the information they are giving out to be true. I don't mean this in a "devoted to their religious convictions" kind of way; I mean it in an "ignorant person actually believing a falsehood to be the truth" kinda way. In that case, it would actually be them telling a piece of information that is not correct; not that their brain registers the fact that they are trying to conceal a lie, no matter how fully they believe that lie. It's a grey are the GM could use if necessary or story-expedient.
Title: Re: Spell Compendium
Post by: mostlyawake on July 30, 2010, 01:15:01 AM
If you handled the zone of truth as a lie detector - mechanically giving the caster a bonus to empathy/rapport specifically just to detect dishonesty - no law should be broken.  If you spread this to other willing people, you could use it to ensure honesty in willing parties.  My group handled this as a potion of See Lies, which gave various visual, er, hallucinations, to the caster when someone lied.  One of the components was fairy spit.