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The Dresden Files => DFRPG => Topic started by: arete on February 09, 2011, 02:52:57 AM

Title: Sponcered Magic ideas.
Post by: arete on February 09, 2011, 02:52:57 AM
My wizards wanted some mechanical differences because they felt the fluff was not enough for them.  I told them they could take 1 sponcered magic like kremliar (sp?), but for a legal stuff like wards.  I figured I would require them to put 1 point of specialization toward their choice before paying th 2 refresh for the sponcered magic.

Thoughts?
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 03:27:09 AM
Tagging this post so i can remember to make a comprehensive post tomorrow.
Title: Re: Sponcered Magic ideas.
Post by: Malckuss on February 09, 2011, 06:05:46 AM
I'm unsure of the need to add a secondary mechanical flare; why not just hammer down what their "sponsored flavor" is as per the guidelines? what did they want to do with the rules they couldn't/weren't comfortable with?
Title: Re: Sponcered Magic ideas.
Post by: arete on February 09, 2011, 06:52:32 AM
The major complaint is that they are both mechanicly the same.  They perform pretty much thbe same with the system, but with huge fluffy differences.  I would like to say that I believe that issue is specific to my group, and not exacly what I want to discuss here.

I want to focus on usng the sponcered magic for necromancy and applying it to other areas of tham.  In my current case we are working out this sponcered magic to be a greater understanding of neromacy.  Likely to result in something like accessing the akishic (sp) record for fluffy.

I would assume if necro can do it all areas can do it, and it should not have to be just evil people.
Title: Re: Sponcered Magic ideas.
Post by: toturi on February 09, 2011, 07:19:12 AM
akishic (sp) record
Akashic?
Title: Re: Sponcered Magic ideas.
Post by: arete on February 09, 2011, 07:24:19 AM
Ty.   I spell like crap, and my phone does not spell check.
Title: Re: Sponcered Magic ideas.
Post by: Wyrdrune on February 09, 2011, 07:49:59 AM
I don't know if I understand the question right...

Your wizards want sponsored magic but something wardens would approve?

Find or invent some benefactor (god, mythological being, loa, whatever) that is known for protection or some other noble goals.

I like inventing sponsored magics - my players ran into two possibilities in the past (one found a tome of azathoth, that would have allowed him to do sponsored magic, but it was too outsiderish for him (and right he was) and another player got an offer to be sponsored by the Baba Yaga) and will run into a few new sponsors in the future.

Speak with the players and make up your own stuff/sponsors.
Title: Re: Sponcered Magic ideas.
Post by: arete on February 09, 2011, 08:05:54 AM
hmm let me try to be more specific.  Sorry for not being as direct as I could be.

I see kemmierian necro has more of a specialization, and not having a big sponsor.   I figure using the example kemmierian necromancy it seems likely that anyone can create a "sponsored magic" that allows a wizard to further specialize in a field of tham.  I also think it would be possible to make these types of specialization without becoming a lawbreaker.  
Title: Re: Sponcered Magic ideas.
Post by: toturi on February 09, 2011, 08:21:10 AM
hmm let me try to be more specific.  Sorry for not being as direct as I could be.

I see kemmierian necro has more of a specialization, and not having a big sponsor.   I figure using the example kemmierian necromancy it seems likely that anyone can create a "sponsored magic" that allows a wizard to further specialize in a field of tham.  I also think it would be possible to make these types of specialization without becoming a lawbreaker.  
So you are creating a Sponsored Magic that functions for other prefix-mancy in the same way Kemmlerian Necromancy works for necromancy? Is this what you are saying?
Title: Re: Sponcered Magic ideas.
Post by: arete on February 09, 2011, 08:23:19 AM
yes. 
Title: Re: Sponcered Magic ideas.
Post by: Warpmind on February 09, 2011, 11:48:58 AM
Well, I can certainly see something like a Biomancy-oriented (restricted to self-improvement) Sponsorship from the old Greek Pantheon - the larger-than-life Greek Heroes of old, yaknow...

...Or, oh, man, a Scion of Hephaestus with Sponsored Magic (themed to Craftsmanship/manufacturing industry/that sort of thing) and oodles of Refinement (additional item slots)... For example.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 01:15:05 PM
Okay theres a fairly simple method for changing or making new forms of sponsored magic. There are four categories that you need to decide on. Fluff, Standard benefits, bonus power, and cost.

Fluff: determines who/what the sponsor is, this is where you write down weather its a place of power a creature, or some internal understanding of magic.

Standard Benefits: You probably shouldnt muck around with this.  Its also important to remember that if the player is allowed to take sponsor debt the sponsor must have an agenda even if its just the tendency of death magic to push you towards breaking that particular law. [Remember that no sponsor agenda means no sponsor debt and no temporary access.]

I am going to arbitrarily assign numbers to each of these bonuses.
Bonus power:  This is the part that most people get exited about. examples include, reducing the effectiveness of a specific type of creatures toughness powers [1], reducing the effectiveness of all creatures toughness powers [2], +1 [power or control] and complexity to a specific type of thaumaturgy [1-2 if it aplies to more then one type of magic ie hellfire aplieing to any damaging spell.]. The ability to use a specific thaumaturgical schools complexity bonus on evocations that fit the theme [1], specific types of thaumaturgy at evocation speeds [1-2 particularly broad themes should cost 2], the ability to serve as a commen form of catch [1]. and intellectus [2].


Cost: if the sponsor can only be accessed occasionally either because its a place of power or some other reason the gm agees with reduce the cost by one. I have gone through and checked all of the sample forms of sponsored magic and they do conform to these arbitrary numbers.

So pick your fluff, don't mess with the standard benefits except to decide weather sponsor debt is in play for that type,  and pick 4 points worth of benefit, if you would like to take five increase the overall cost of sponsored magic by one, larger packages are likely a bad idea.



Here is a link to one i created a little while ago. http://www.jimbutcheronline.com/bb/index.php/topic,24011.0.html
note that it has, +1 to a thaumaturgical school [1], thaum as evocation [2 broad theme], and the ability to use a thaum specialization as a control bonus for some spells [1].
Title: Re: Sponcered Magic ideas.
Post by: luminos on February 09, 2011, 02:48:41 PM
I like Moriden's breakdown, but not the cost assessment.  I'd make the cost options include: access to The Ritual for the sponsors theme [1], access to Channeling for sponsors element [1].  Then you can apply the standard rebate of -1 if you have one of the previous two costs, but also have Thaumaturgy or Evocation with the character.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 09, 2011, 06:23:36 PM
Let me see if I have properly assembled all of the factors (I did some editing as well):

Fluff:
Determines who/what the sponsor is: this is where you write down whether it is a place of power, a creature, or some internal understanding of magic.

Standard Benefits:
(This is just a different perspective on the existing rules, whereby you pay [4] for Sponsored magic, but take the standard rebate of -1 to -2 if you already have Thaumaturgy and/or Evocation with the character)

You probably shouldn’t muck around with this.  It is also important to remember that if the player is allowed to take sponsor debt the sponsor must have an agenda even if it is just the tendency of death magic to push you towards breaking that particular law (remember that no sponsor agenda means no sponsor debt and no temporary access).

Bonus powers:
These additional components are purchased in addition to the standard Sponsored Magic package. Examples include:

Limitation:
If the sponsor can only be accessed occasionally - either because it is a place of power or some other reason the GM agrees with - reduce the cost by one.

Examples of Sponsored Magic:

Seelie 4
*Reducing the effectiveness of a specific type of creature's toughness powers [1]
*Broad types or themes of thaumaturgy at evocation speeds [2]
*Access to Channeling for sponsor's element [1]

Unseelie 4
*Reducing the effectiveness of a specific type of creature's toughness powers [1]
*Broad types or themes of thaumaturgy at evocation speeds [2]
*Access to Channeling for sponsor's element [1]

Kemmlerian Necromancy 4
*Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]
*Specific types of thaumaturgy at evocation speeds [1]
*The ability to use a specific thaumaturgical school's complexity bonus on evocations that fit the theme [1]

Helffire 4
*Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]
*Access to Rituals for the sponsor's theme [1]
*Access to Channeling for sponsor's element [1]


Soulfire 5
*Reducing the effectiveness of all creature’s toughness powers [2]
*Broad types or themes of thaumaturgy at evocation speeds [2]
*The ability to serve as a common form of catch [1]
*Access to Channeling for sponsor's element

Soulfire's base cost of 5 shows that it has one more point than most.

Example place of power   3
*Intellectus [2]
*Bonus of +1 (power or control) and complexity to a specific type of thaumaturgy [1]
*Specific types of thaumaturgy at evocation speeds [1]
*If the sponsor can only be accessed occasionally - either because it is a place of power or some other reason the GM agrees with - reduce the cost by one.
Title: Re: Sponcered Magic ideas.
Post by: arete on February 09, 2011, 06:59:23 PM
Thanks you,  this is really helpful.  Looks like I was within the scoop of these rules.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 07:24:35 PM
Quote
# Access to Rituals for the sponsor’s theme [1] # Access to Channeling for sponsor’s element [1]

My only concern with adding these two to the list is unless I'm mistaken all forms of sponsored magic have them. which throws of the math. i suppose if for some reason you didn't want this you might get a rebate of some kind.

@ Devonapple, no worries on editing, i am admittedly horrible at spelling and grammer.

[edit] It occurs to me that i did not explicitly mention the standard base cost of four with rebate if you have evocation or channeling. just to be completely safe i assumed it didn't need to be said.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 09, 2011, 09:07:00 PM
My only concern with adding these two to the list is unless I'm mistaken all forms of sponsored magic have them. which throws of the math. i suppose if for some reason you didn't want this you might get a rebate of some kind.

@ Devonapple, no worries on editing, i am admittedly horrible at spelling and grammer.

[edit] It occurs to me that i did not explicitly mention the standard base cost of four with rebate if you have evocation or channeling. just to be completely safe i assumed it didn't need to be said.

Alright, I edited it to bridge more effectively bridge the gap between your two methods. How does it look?
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 09:23:19 PM
Excellent polish, thank you for the effort. i fully endorse the version you currently have up.
Title: Re: Sponcered Magic ideas.
Post by: Sanctaphrax on February 09, 2011, 09:26:55 PM
Am I missing something? Because it seems to me that that system has pretty much all Sponsored Magic at [-4] before counting bonus powers. And that can't be right.

PS: There should be a type of Sponsored Magic that allows you to make functioning technology with conjuration.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 09, 2011, 09:34:56 PM
Am I missing something? Because it seems to me that that system has pretty much all Sponsored Magic at [-4] before counting bonus powers. And that can't be right.

PS: There should be a type of Sponsored Magic that allows you to make functioning technology with conjuration.

That's how most of this is working. You spend [4] for the Standard Package (-1 to -2 if you have Evoc and/or Thaum already). And then the additional Bonus Powers add to the cost. I edited it again so it explicitly says you have to buy the standard Sponsored Magic package first.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 09:35:59 PM
i can go through and show the breakdown for each of the sponsored magics in the book using that math if you'd like.
Title: Re: Sponcered Magic ideas.
Post by: Sanctaphrax on February 09, 2011, 09:38:30 PM
Please, do. Because I still don't understand.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 09, 2011, 09:42:51 PM
i can go through and show the breakdown for each of the sponsored magics in the book using that math if you'd like.

I'd be happy to show those examples in the edited writeup.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 10:19:47 PM
Seelie 4
*Reducing the effectiveness of a specific type of creatures toughness powers [1]
*Broad types or themes of thaumaturgy at evocation speeds [2]
*Access to Channeling for sponsor's element [1]

Unseelie 4
*Reducing the effectiveness of a specific type of creatures toughness powers [1]
*Broad types or themes of thaumaturgy at evocation speeds [2]
*Access to Channeling for sponsor's element [1]

Kemmlerian Necromancy 4
*Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]
*Specific types of thaumaturgy at evocation speeds [1]
*The ability to use a specific thaumaturgical school's complexity bonus on evocations that fit the theme [1]

Helffire 4
*Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]
*Access to Rituals for the sponsor's theme [1]
*Access to Channeling for sponsor's element [1]


Soulfire 5
*Reducing the effectiveness of all creature’s toughness powers [2]
*Broad types or themes of thaumaturgy at evocation speeds [2]
*The ability to serve as a common form of catch [1]
*Access to Channeling for sponsor's element

Soulfires base cost of 5 shows that it has one more point then most.

Example place of power   3
*Intellectus [2]
*Bonus of +1 (power or control) and complexity to a specific type of thaumaturgy [1]
*Specific types of thaumaturgy at evocation speeds [1]

If the sponsor can only be accessed occasionally - either because it is a place of power or some other reason the GM agrees with - reduce the cost by one.



Quote
I'd be happy to show those examples in the edited writeup.
Be my guest. i do patterns and math, not presentation.
Title: Re: Sponcered Magic ideas.
Post by: Sanctaphrax on February 09, 2011, 10:28:08 PM
Ah, I see the issue now. I was under the impression that the three basic abilities were part of all forms of Sponsored Magic. It seems that you disagree. Looks like I need to reread that section of the books, and see what's up.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 10:38:54 PM
@Sanctaphrax  i was surprised myself. hellfire doesn't actually give anything at evocation speeds for example.
Title: Re: Sponcered Magic ideas.
Post by: bibliophile20 on February 09, 2011, 10:51:04 PM
Hmm... mind if I throw a request in here, both to test your system and to take a load off my brain?

From the Norse Pantheon: Hel (http://en.wikipedia.org/wiki/Hel_%28being%29), daughter of Loki, sister of Fenris and Jörmungandr, ruler of Hel, the afterlife of Norse who died of sickness and infirmity, and is described in some works as being half beautiful maiden and half dead.  I have an Emissary of hers that I've been working on (an infectious disease doctor who made a bargain to stave off death) and I've been debating on how to stat up her Sponsored Magic for him. 
Title: Re: Sponcered Magic ideas.
Post by: arete on February 09, 2011, 10:55:13 PM
Just a quick correction.  Hellfire  gives +1 power and complexity to any spell that is intended to inflict stress or conseqences.  It does not give control and the fluff text says "hellfire likes to inflict pain and harm, but isn't particularly concerned about being controlled".  
Title: Re: Sponcered Magic ideas.
Post by: Kommisar on February 09, 2011, 10:59:48 PM
I would also add that effects using/amped up by Hellfire are obvious as Hellfire by those in the know.  It's not a subtle source of power.  I'm not sure if I would go so far as to stat things like this up or just keep them in mind in the fluff.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 11:16:22 PM
Quote
From the Norse Pantheon: Hel, daughter of Loki, sister of Fenris and Jörmungandr, ruler of Hel, the afterlife of Norse who died of sickness and infirmity, and is described in some works as being half beautiful maiden and half dead.  I have an Emissary of hers that I've been working on (an infectious disease doctor who made a bargain to stave off death) and I've been debating on how to stat up her Sponsored Magic for him.

*Specific types of thaumaturgy at evocation speeds [1] Disease, Necromancy that fits her theme's..
*The ability to serve as a common form of catch [1] Death comes to all.
*Access to Rituals for the sponsor's theme [1]
*Bonus of +1 (power or control) and complexity to a specific type of thaumaturgy [1]  Disease, Necromancy that fits her theme's

Is probably what id go with, though she makes for a very strange sponsor.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 09, 2011, 11:19:43 PM
Quote
Just a quick correction.  Hellfire  gives +1 power and complexity to any spell that is intended to inflict stress or conseqences.  It does not give control and the fluff text says "hellfire likes to inflict pain and harm, but isn't particularly concerned about being controlled". 

You are correct, hellfire likes to be problematic. id still rate it as the same value personally. though it should probably be corrected and have each of the two similar abilities listed.
Title: Re: Sponcered Magic ideas.
Post by: arete on February 09, 2011, 11:25:40 PM
I agree with your accessments.  I am glad you made them it will help my group make up additional sponcered magic.
Title: Re: Sponcered Magic ideas.
Post by: luminos on February 10, 2011, 01:47:38 AM
I still don't like those breakdowns, but its not my game so its not as important.  Remember though, the reason that you get a discount on sponsored magic if you have thaumaturgy or evocation is because the sponsored magic abilities overlap with the abilities of thaumaturgy and evocation.  If you build the benefits of the sponsored magic so that they don't overlap (instead of merely complementing), you shouldn't give the discount.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 10, 2011, 01:54:38 AM
Quote
I still don't like those breakdowns

can you give specific examples of ones you dont like and why?

Quote
If you build the benefits of the sponsored magic so that they don't overlap (instead of merely complementing), you shouldn't give the discount.

obviously some gm oversight is going to be necesary no  matter how many improper combinations we plan for. I personally thinks its a pretty cool idea to sit down right up precise exact wording and restrictions. it is however against the *feel* of the DFRPG so we should probably just polish what we've got and then see if the community likes it or not.
Title: Re: Sponcered Magic ideas.
Post by: luminos on February 10, 2011, 02:51:50 AM
can you give specific examples of ones you dont like and why?


I can give you counterexamples of how I'd break down the points cost of the powers.  Perhaps that would be more helpful.

Seelie magic:
Sponsor debt - freebie
Element for Evocation with summer-like feel - 1 point
Thaumaturgy along summers themes - 1 point
partial catch for unseelie fae - 1 point
Biomancy at speed and methods of evocation - 1 point

Notice that interpreted this way, the power rebate actually makes sense, rather than just giving away points for nothing.  Its also fairly in line with non-sponsored magic costs, although still a little more powerful.

Unseelie magic:
Sponsor debt - freebie
Element for Evocation with winter-like feel - 1 point
Thaumaturgy along winters themes - 1 point
partial catch for seelie fae - 1 point
Entropomancy at speeds and methods of evocation - 1 point

Same story as above

Kemmlerian Necromancy:
Sponsor debt - freebie
+1 control/complexity in necromancy - 1 point
necromantic and! psychomantic effects at speed and methods of evocation - 1 point
control bonuses from necromancy can be used in evocations - freebie!

The control bonuses for necromancy make this one much more powerful and easily abusable than the other sponsored magics.  My guess is that the developers put in in there because it makes sense to let the thaumaturgy bonuses be used with the 'speed and methods of evocation' powers that come with the ability, but it created a broken ability by accident.  OR, they gave this ability more power because it practically requires lawbreaker to use.  +1 control/complexity is equivalent to a point of refinement.  Necromantic and psychomantic effects at speed of evocation is a bit stronger than other sponsored magics, but oh well.

Hellfire:
Sponsor debt - freebie
fire element for channeling - 1 point
diabolism, entropomancy, and disruption for ritual - 1 point!
+1 power/complexity for all spells that try to inflict stress or consequences - 2 points

This one is pretty standard.  The multiple areas of thaumaturgy are pretty strong, but it makes sense when you think of those areas as being thematically linked to the power.  Along those lines, Entropomancy, for example, should not work with the power unless you use it with a hellfirish theme.  +1 power/complexity is like a point of refinement, but its broad enough that its well worth the two points it cost.  Maybe even a bit of a steal

Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 10, 2011, 03:23:52 AM
Quote
Seelie magic:
Sponsor debt - freebie
Element for Evocation with summer-like feel - 1 point
Thaumaturgy along summers themes - 1 point
partial catch for unseelie fae - 1 point
Biomancy at speed and methods of evocation - 1 point

Notice that interpreted this way, the power rebate actually makes sense, rather than just giving away points for nothing.  Its also fairly in line with non-sponsored magic costs, although still a little more powerful.

Unseelie magic:
Sponsor debt - freebie
Element for Evocation with winter-like feel - 1 point
Thaumaturgy along winters themes - 1 point
partial catch for seelie fae - 1 point
Entropomancy at speeds and methods of evocation - 1 point

Agreed, i apparently wasn't paying as much attention as i should have.

As far as i can tell your version of hellfire is identical to mine. For kemlerian we just flat disagree.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 10, 2011, 05:56:16 AM
Kemmlerian Necromancy:
Sponsor debt - freebie
+1 control/complexity in necromancy - 1 point
necromantic and! psychomantic effects at speed and methods of evocation - 1 point
control bonuses from necromancy can be used in evocations - freebie!

The control bonuses for necromancy make this one much more powerful and easily abusable than the other sponsored magics.  My guess is that the developers put in in there because it makes sense to let the thaumaturgy bonuses be used with the 'speed and methods of evocation' powers that come with the ability, but it created a broken ability by accident.  OR, they gave this ability more power because it practically requires lawbreaker to use.  +1 control/complexity is equivalent to a point of refinement.  Necromantic and psychomantic effects at speed of evocation is a bit stronger than other sponsored magics, but oh well.

Kemmlerian Necromancy 4
*Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]
*Specific types of thaumaturgy at evocation speeds [1]
*The ability to use a specific thaumaturgical school's complexity bonus on evocations that fit the theme [1]

Maybe a potential balancing factor is the prerequisite that the Kemmlerite "must have at least some specialization in necromancy."
Or that you're not really getting a theme so much as a boost to a specialization already taken.
Or that only villains are really going to be using it.
Title: Re: Sponcered Magic ideas.
Post by: arete on February 10, 2011, 07:26:52 AM
I had my wizard take specialization in neuromancy before I will allow him to get the sponcered magic.
Title: Re: Sponcered Magic ideas.
Post by: wyvern on February 10, 2011, 04:37:46 PM
Ok, I've watched this conversation for some time, and I think you're all missing something in your breakdowns of power costs.  Specifically, focus / enchanted item slots.  Let me break down a generic sponsored magic:

[-2]: the actual sponsored magic - spellcasting, sponsor debt, whatever bonuses it gives, etc.
[-1]: refinement, to cover the focus item slots normally granted by evocation.
[-1]: refinement, to cover the focus item slots normally granted by thaumaturgy.

You've got evocation and thaumaturgy already?  Well, that discounts your sponsored magic by two refresh - and, incidentally, removes the normal four focus item slots granted by sponsored magic.  What's the normal price tag on four focus item slots?  Two refresh.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 10, 2011, 04:39:36 PM
Quote
+1 control/complexity in necromancy - 1 point
vs
Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]

Okay what im seeing here is a different expectation of how much your going to be able to use that +1.

Quote
necromantic and! psychomantic effects at speed and methods of evocation - 1 point
vs
Specific types of thaumaturgy at evocation speeds [1]

Equal assessment

Quote
control bonuses from necromancy can be used in evocations - freebie!
vs
*The ability to use a specific thaumaturgical school's complexity bonus on evocations that fit the theme [1]

This brings us back to the first case where you get the +1 to necromancy, its really not gonna come up that often right? Because you can apply your necromancy complexity bonus as your control bonus for any spell that incorporates some element of death, you can us your necromancy complexity score for *All* spells that you cast.
(click to show/hide)

The other thing is your model makes Kemlerian only cost 2 points. i know that seems to jive with the fact that kemlerian only costs two points, however that is only since you require having thaum and evocation to get it. Just like every other form of sponsored magic though you get a 2 point rebate for having those. meaning that your model would be free.

Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 10, 2011, 04:43:36 PM
Quote
You've got evocation and thaumaturgy already?  Well, that discounts your sponsored magic by two refresh - and, incidentally, removes the normal four focus item slots granted by sponsored magic.  What's the normal price tag on four focus item slots?  Two refresh.

Adding those costs in one form or another would certainly be doable, more math then i care for atm but doable. Heres why i don't think its necessary though. Every form of sponsored magic in the book gives as part of "standard benefits" there 0/2/4 focus item slots, so removing them from that base just needlessly complicates the chart.

Edit: the four "points" for the bonus's are not intended to map one to one for refresh. you pay your points for the sponsored magic package, you get all the standard benefits reductions and such. you then pick four points of options from the chart, if you want to make something stronger then normal ala soulfire then you start adding extra things on top of those four for one extra refresh each. In soulfires case it picked up the holy touch trapping from the faith power, which does in this case map out as a one refresh ability for one refresh.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 11, 2011, 04:00:08 PM
hrm.. well their don't seem to be any more objections to this as a system, so im looking for a new project, anyone have another part of the system that could use a mathematical breakdown?
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 11, 2011, 04:31:43 PM
What is the final consensus on how to break down Sponsored Magic?
Title: Re: Sponcered Magic ideas.
Post by: BumblingBear on February 11, 2011, 05:13:41 PM
I'd like to remind everyone that without anything close to RAW on this subject, most of the tail end of this thread can be summed up as speculation and theorycraft.

However, just for the record, I agree with luminos' assessment.  That method is how I balanced out my character's sponsored power.

I also think it's important to get the flavor and RP aspects of the patron down pat.  If I am GMing, as long as the cost is 4 or 5 for the sponsored magic and is not too OP, I'd allow it as long as it makes sense considering the sponsor.
Title: Re: Sponcered Magic ideas.
Post by: luminos on February 11, 2011, 06:56:02 PM
What is the final consensus on how to break down Sponsored Magic?

There isn't a consensus.  Same as for about a dozen other important questions for the Dresden Files system.  There are multiple valid points of view that you can choose from.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 11, 2011, 07:04:35 PM
There isn't a consensus.  Same as for about a dozen other important questions for the Dresden Files system.  There are multiple valid points of view that you can choose from.

Got it! Just wanting to see if I can tie a neat little bow on this.

A question, then: Luminos, does your system take into account that Kemmlerian Necromancy, at 2 points, is already getting the 2-point discount for its user already having full Thaumaturgy and Evocation?

My thoughts on breaking down Sponsored Magic:

Sponsor Debt seems more and more to me like a net-0 effect.
Therefore, I'm inclined to turn to wyvern's idea that we count the Focus Item slots as the 1-2 Refresh which get removed if you already have Evocation and/or Thaumaturgy.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 15, 2011, 03:14:51 AM
Quote
Therefore, I'm inclined to turn to wyvern's idea that we count the Focus Item slots as the 1-2 Refresh which get removed if you already have Evocation and/or Thaumaturgy.

Can you change the mock up to reflect this so we can see if people still have objections? Im a fan of iteration until consensus.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 15, 2011, 08:45:20 AM
Can you change the mock up to reflect this so we can see if people still have objections? Im a fan of iteration until consensus.

Done and done. I have not updated the examples though.
Title: Re: Sponcered Magic ideas.
Post by: arete on February 15, 2011, 06:30:25 PM
I will posted the 2 sponcered magics using this system later today.  Thanks for updating.
Title: Re: Sponcered Magic ideas.
Post by: bobjob on February 17, 2011, 04:42:44 AM
In lieu of creating a new thread, if you cast Thaumaturgy at Evocation speeds, do you still take mental stress like you do with any other Evocation or does your sponsor take care of that? Seems to me that you would, because you're channeling that power through you and mixing it with your own.

The reason I ask is, a friend of mine who runs a local game mentioned one of his wizard players with sponsored magic cast something like a 26 shift spell thaumturgy spell as an evocation and it really just didn't sound kosher to me.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 17, 2011, 03:11:48 PM
Quote
In lieu of creating a new thread, if you cast Thaumaturgy at Evocation speeds, do you still take mental stress like you do with any other Evocation or does your sponsor take care of that? Seems to me that you would, because you're channeling that power through you and mixing it with your own.

The reason I ask is, a friend of mine who runs a local game mentioned one of his wizard players with sponsored magic cast something like a 26 shift spell thaumturgy spell as an evocation and it really just didn't sound kosher to me.

Honestly thats a really good question that im not entirely sure of, my gut feeling is that yes you should be able to cast low complexity thaum at evo with no stress because its the only way to simulate the stamina harry shows in the latter books.

That being said i have difficulty seeing how a character could cast a 26 complexity spell in one round. Now if he had arranged to have sufficient tags available to bring the complexity threshold to 26 and then cast the spell in combat rounds. thats not actually at evocation speeds and methods. Thats using thaumaturgical methods with evocation speeds which im not in any way sure is kosher.

For the sake of argument lets say it is though, he still has to roll his discipline and choose how much of that power he's channeling. Even with a 5 discipline and a +4 focus item [assuming it applies], hes only channeling 5 shifts a turn so thats ~6 rounds of actually casting the spell. though it does in fact not cost a stress box.
Title: Re: Sponcered Magic ideas.
Post by: Warpmind on February 17, 2011, 03:57:47 PM
In lieu of creating a new thread, if you cast Thaumaturgy at Evocation speeds, do you still take mental stress like you do with any other Evocation or does your sponsor take care of that? Seems to me that you would, because you're channeling that power through you and mixing it with your own.

The reason I ask is, a friend of mine who runs a local game mentioned one of his wizard players with sponsored magic cast something like a 26 shift spell thaumturgy spell as an evocation and it really just didn't sound kosher to me.

Well, nowhere in the rules (that I've found) is it implied that you can use Sponsored Magic without stress. Channeling Thaumaturgy effects with Evocation's Methods and Speed is subject to the regular mechanical restrictions of Evocation, including stress. You can, however, exchange two levels of stress for one point of Debt to the Sponsor - not the same thing, and if that crazy player actually goes through with that 26-shift spell, he'd better be prepared for something outright nasty showing up and having its way with him. For any and all definitions of the phrase "having its way with him"...
Title: Re: Sponcered Magic ideas.
Post by: wyvern on February 17, 2011, 07:16:56 PM
Well, let's see here.  26 shift thaumaturgy spell with the speed and methods of evocation...  Alrighty.

Let's assume the character is submerged, and built expressly for casting this one spell.  So, discipline 5, conviction 5, lore 4, endurance 3, let's say seelie magic, and an extra two refinements for more focus item slots.  Let's further assume that you can use two separate focus items in a single spell - one for power, one for control - this is of questionable legality, but let's run with it anyway.  So you're dual-wielding staves - one with +4 control for (say) offensive summer magic, and one with +4 power for same.
(There are some other builds that might work better, but this is the best one I found that follows one of the existing templates - changeling, to be precise - and is also free of Lawbreaker powers.)

Casting the spell, step one: call up power.  Since you're using the methods of evocation, you have to call up 26 shifts of power all at once.  Well, conviction 5, +4 from the focus, so one mental stress would buy you 9 shifts.  Four mental stress (checking off your highest stress box) is another three shifts; you're up to 12.  Need another 14.  Well, your minor, moderate, and severe consequence slots total up to 12, and you've got an extra minor mental consequence from conviction 5 - so there's your power.

Casting the spell, step two: control that power.  All of your consequences (except extreme) are checked off already (just from calling up power), so you can't afford backlash that goes above your stress track.  Assuming you're insanely lucky and roll a +4, you're looking at a base control of 13 (5 from discipline, 4 from our control staff, 4 from the roll).  You need to come up with another 13 from somewhere.  Well, let's start with backlash - you can take up to a four stress physical hit (thanks to your endurance of 3).  Down to 9 shifts left to control.  One point of sponsor debt and four fate points (not an unreasonable assumption given your refresh of 4), and there you go.  In fact, that's one point over, so you could get away with a mere three shifts of backlash.

And if you got unlucky and rolled a -4 control instead of +4, well, there's always that extreme consequence slot to soak up more backlash...
(Of course, a truly canny player would have supplemented the above with a few aspects via maneuvers or declarations, and would have a bit more wiggle room for not rolling perfectly.  But still, I think you get the point.)

So, conclusion: totally possible to cast a 26 shift thaumaturgy spell with the methods of evocation.  Of course, you'd better hope that's the end of the scene, since you've just burned all your consequence slots, fate points, and two high stress boxes; a random thug with a rusty spoon could take you out at this point...  (On the other hand, if you're an actual Wizard, as the original post proposed, you've got things rather worse - you may have a specialization bonus from evocation, but you're going to be missing the overpowered dual foci, and you'll have rather fewer spare fate points; still doable with some prep work, or maybe as a death curse...)

I'd also note that the character build used in this example, while at least mostly RAW legal, is not something I'd be likely to allow to exist in any game I was running.
Title: Re: Sponcered Magic ideas.
Post by: Kommisar on February 17, 2011, 07:39:24 PM
Sponsored Magic does not eliminate the cost of Mental Stresses to use.  Not without accruing debt that is; and that is rather up to the GM each time.
Title: Re: Sponcered Magic ideas.
Post by: Warpmind on February 17, 2011, 07:46:41 PM
Well, RAW (looking at page 279 of the PDF, under the crafting of Focus Items), the rules don't say you can't use multiple Focus Items for an evocation - they DO, however, specify that you can't get the SAME bonus from multiple Foci. Though if it were me, I'd probably use something else for the secondary Focus Item than another staff. (A "power suit" with fancy embroidery comes to mind, actually.)
Also, this mad wizard could probably get away with fewer Consequences and less Stress, due to the option of incurring higher debts to the Sponsor. Two Stress per Debt, remember?

But yeah, pull something like that off, and the character is likely shortly off to become an NPC or somewhat... less alive. One way or the other.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 17, 2011, 08:20:35 PM
Quote
But yeah, pull something like that off, and the character is likely shortly off to become an NPC or somewhat... less alive. One way or the other.

Hard to imagine a scene that wouldn't be ended by a spell like that. Assuming even a minimal amount of softening up, nothing short of immunity powers or one of the mildly ridiculous shielding spells that are generally agreed to be "broken", i don't think anything could survive a 26 stress attack.
Title: Re: Sponcered Magic ideas.
Post by: bobjob on February 17, 2011, 08:26:54 PM
Agreed. Like I said, it wasn't my game. But when I heard about it, I just had to get a consensus on it because to me, you would still take the mental stress from casting it. I mean, I realize that Sponsored Magic used that way could be powerful, but it's still kind of clear about what it could do. Yeah, you could use it to do more than attack, block, maneuver, or counter-spell, but I couldn't see someone pulling off a high powered thaumaturgy ritual without some kind of consequences other than Sponsor Debt.
Title: Re: Sponcered Magic ideas.
Post by: Warpmind on February 17, 2011, 09:14:52 PM
Sponsor debts are pretty harsh, though, if the GM decides to get a little nasty.

So, this Seelie-sponsored wizard is taking a stroll in the park, feeling smug after his excessively overpowered insta-spell, when Eldest Gruff taps him on the shoulder...
"Hello, human. You owe us some favors. We want Los Angeles, California reclaimed by forest and The Netherlands reclaimed by the ocean - like nature would have had it if not for those dikes they built. We're not entirely unreasonable; you have a month in which to accomplish this. Oh, and should you fail... well, there'll be consequences."
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 17, 2011, 09:19:33 PM
Quote
"Hello, human. You owe us some favors. We want Los Angeles, California reclaimed by forest and The Netherlands reclaimed by the ocean - like nature would have had it if not for those dikes they built. We're not entirely unreasonable; you have a month in which to accomplish this. Oh, and should you fail... well, there'll be consequences."

I feel *compelled* to add that for some pcs thats not an unreasonable task, and would likely be finished with days to spare.
Title: Re: Sponcered Magic ideas.
Post by: Warpmind on February 17, 2011, 09:25:05 PM
I feel *compelled* to add that for some pcs thats not an unreasonable task, and would likely be finished with days to spare.

This is true. However, bear in mind this is a Wizard. If he uses magic to accomplish this, there's a shortening experience in stock for him in the not-too-distant future, courtesy of our gray-cloaked friends with Big Shiny Swords.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 17, 2011, 09:27:31 PM
Quote
This is true. However, bear in mind this is a Wizard. If he uses magic to accomplish this, there's a shortening experience in stock for him in the not-too-distant future, courtesy of our gray-cloaked friends with Big Shiny Swords.

Im completely being devils advocate here. Which law is broken by a spell that destroys the dykes, or causes a forest to spring up overnight? While both will probably kill people neither will as a direct act of the magic take a mortal life. its the secondary effects. like using magic to light a house on fire and then walking away. The people in it die, but not from your spell.
Title: Re: Sponcered Magic ideas.
Post by: wyvern on February 17, 2011, 09:37:31 PM
If pushing someone off a building with a gust of wind, or tweaking a satellite's orbit just a hair is lawbreaker territory, I'd imagine that breaking a dam and drowning someone at the base is too.  Same goes for your light a house on fire example.  Maybe you wouldn't get lawbreaker for folks who could have evacuated but didn't, but that's about as lenient I'd get.

That said, there's nothing preventing this hypothetical crazy guy from evacuating the areas first; I mean, that's something to do with his "days to spare", right?
Title: Re: Sponcered Magic ideas.
Post by: Richard_Chilton on February 17, 2011, 09:39:50 PM
Any Wizard trying something like that would be crushed by White Council politics.  The Wardens would be called in to restrain him and if there was no justification for them to do so then the Blackstaff would take care of things.

At least that's my take on things.

Richard
Title: Re: Sponcered Magic ideas.
Post by: bobjob on February 17, 2011, 09:43:44 PM
Quote
Any Wizard trying something like that would be crushed by White Council politics.  The Wardens would be called in to restrain him and if there was no justification for them to do so then the Blackstaff would take care of things.

At least that's my take on things.

Richard

That is assuming anybody would know about it prior to the event. Then again, with The Gatekeeper's dabbling in flowing against time and with the Blackstaff's directive to do so to defend the White Council, I see no reason why either Rashid or McCoy couldn't pop in on said wizard for a little reality check.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 17, 2011, 09:55:18 PM
I think the DFRPG forums need an equivalent to Godwin's Law (http://en.wikipedia.org/wiki/Godwin%27s_law): "As a Dresden Files RPG Forum discussion grows longer, the probability of a dispute over what constitutes a violation of the First Law of Magic approaches."

By no means analogous to the atrocities of the Holocaust, but it does seem to be a trend.

Title: Re: Sponcered Magic ideas.
Post by: Richard_Chilton on February 17, 2011, 10:16:51 PM
I'd modify that to "a law of magic" rather than just the first one.  After all, it probably take mind control to get everyone to leave LA.

Richard
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 17, 2011, 10:26:51 PM
Quote
I'd modify that to "a law of magic" rather than just the first one.  After all, it probably take mind control to get everyone to leave LA.

Richard

Now now they only asked for it to be reclaimed by forest, not to remove the humans.
Title: Re: Sponcered Magic ideas.
Post by: Richard_Chilton on February 17, 2011, 11:02:17 PM
I was going to post a long, detailed post about ethics surrounding millions of humans trying to survive in a wilderness, but instead I'll just point to the other task - flood Holland.

There's no way you could get everyone out of Holland without mind magic.

Richard
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 17, 2011, 11:08:17 PM
Quote
There's no way you could get everyone out of Holland without mind magic.

I maintain its not your job to get them to leave. they made the decision to live in a place that should be ocean, and would be if the dykes broke. All you've got to do is destroy the dykes, the fact that the resultant flood will kill people is horrible, but morally not really your problem, the dykes would likely have broken eventually anyway. look at katrina and new orleans.

Hell you can even do it without direct use of magic. buy a demolitionist or two veil them and the some low tech explosives. =Profit.
Title: Re: Sponcered Magic ideas.
Post by: Richard_Chilton on February 17, 2011, 11:19:02 PM
This conversation is reminding me of a long conversation that's happening in the spoiler forum.

Please see
http://www.jimbutcheronline.com/bb/index.php/topic,467.msg8751.html#msg8751 (http://www.jimbutcheronline.com/bb/index.php/topic,467.msg8751.html#msg8751)
for musing on how JB sees the laws of magic working

If blow up a dam and the water happens to kill someone... To quote JB:
Quote
The exercise of power and the necessity to consider the fallout from your actions isn't something limited to wizards and gods.  Fictional people like Harry and Molly just provide more colorful examples.

As for violating the laws of magic themselves turning you good or evil, well.  Smiley  There's something to be said on either side of the argument, in the strictest sense, though one side of the argument is definitely less incorrect than the other.  But it's going to take me several more books to lay it out, so there's no sense in ruining the fun. Smiley

Richard
Title: Re: Sponcered Magic ideas.
Post by: Drachasor on February 18, 2011, 12:49:52 AM
Sponsor debts are pretty harsh, though, if the GM decides to get a little nasty.

So, this Seelie-sponsored wizard is taking a stroll in the park, feeling smug after his excessively overpowered insta-spell, when Eldest Gruff taps him on the shoulder...
"Hello, human. You owe us some favors. We want Los Angeles, California reclaimed by forest and The Netherlands reclaimed by the ocean - like nature would have had it if not for those dikes they built. We're not entirely unreasonable; you have a month in which to accomplish this. Oh, and should you fail... well, there'll be consequences."

I think that's beyond the reach of a proper compel.  While a compel can have consequences lasting beyond the scene, it strikes me as unseemly and unfair for a compel to force such a long-term and complicated operation on someone.

Consider (102 OS):
Quote
GMs should not rely on a player’s particular response to this kind of compel to drive a plot— remember, the purpose of a compel is to create drama, not force people into things. Keep in mind that a player can always negotiate the terms of a compel—he might have an even better idea for a dramatic way to start a scene or move the story along.

To me the compel here would simply be these entities WANTING you to do this.  That complicates one's life and you have to deal with them bugging you until you get them to stop.  A compel can't making you go and destroy a whole bunch of stuff over a long span of time.

Again from the same section in OS:

Quote
Example: Thomas has an aspect for his family: Fallen Prince of the Raith Family. This means he’s a liability for his house and his father is continually trying to find ways for other people to kill Thomas for him. The Red Court is going to be throwing a lavish ball at the Velvet Room, and Lord Raith has sent Thomas a “note” letting him know that Thomas is expected to attend. The GM suggests that this is a compel based on Thomas’ Fallen Prince aspect, because his status in the family doesn’t leave him many choices. Thomas’ player, Clark, accepts and the GM gives him a fate point.

There are at least two ways Clark can fulfill the terms of this compel. Thomas can take the easier but possibly deadly choice of attending the Red Court ball, or he can defy Lord Raith, which would take the story in a very different direction—in that case, Lord Raith would come after him with intensity and fury. If he was taken by Lord Raith’s servants, he would have to answer dearly for his defiance...

A proper compel should have a very immediate effect that complicates one's life.  They don't dictate how you react to that complication at all.
Title: Re: Sponcered Magic ideas.
Post by: Drachasor on February 18, 2011, 12:56:15 AM
Im completely being devils advocate here. Which law is broken by a spell that destroys the dykes, or causes a forest to spring up overnight? While both will probably kill people neither will as a direct act of the magic take a mortal life. its the secondary effects. like using magic to light a house on fire and then walking away. The people in it die, but not from your spell.

In another thread, I proposed this is the measure for breaking the 1st law.
If a spell would result in a series of events that would directly and obviously kill people without requiring someone else (including the caster) to do anything else willfully to make people die, then it is a violation.  So making a gust of wind to knock someone off a building that results in their death is a violation.  Making a ward on a door to someone's home that will explode when they try to go in would be a violation.  Purposefully causing a crowd of people to panic and stampede is a violation (people will get crushed to death).  Destroying a dam and the resulting rush of water killing people is also a violation.  This contains some gray area that might not count, but I do not think any violation of the 1st exists that isn't contained in this definition.

If it is unreasonable for the person to know anyone would die from it, then it is not a violation.  If they would have died in some ensuing event you were working against anyway, then not a violation (e.g. you make people run away so the zombies don't kill them).  In general, the more steps and more willful participants that need to act in a particular way (that might not happen) to result in someone's death, the more likely you are off the hook.  However, if your intention is to get people killed, then that's certainly a point against you.

Seems about right to me anyhow.
Title: Re: Sponcered Magic ideas.
Post by: Warpmind on February 18, 2011, 01:39:46 AM
I think that's beyond the reach of a proper compel.  While a compel can have consequences lasting beyond the scene, it strikes me as unseemly and unfair for a compel to force such a long-term and complicated operation on someone.

Consider (102 OS):
To me the compel here would simply be these entities WANTING you to do this.  That complicates one's life and you have to deal with them bugging you until you get them to stop.  A compel can't making you go and destroy a whole bunch of stuff over a long span of time.

Again from the same section in OS:

A proper compel should have a very immediate effect that complicates one's life.  They don't dictate how you react to that complication at all.

True enough. On the other hand, if we're talking a wizard who racked up a half-dozen or so points of Debt in a single go...
Well, let's just say I wouldn't be altogether surprised if the Powers That Be (or Sponsor, in this case) decided to offer a somewhat... quicker solution to paying off those debts than a service here, a service there...
Title: Re: Sponsored Magic ideas.
Post by: Richard_Chilton on February 18, 2011, 05:17:14 AM
Before Christmas I posted a version of an Envoy of Santa who had sponsored magic (at http://www.jimbutcheronline.com/bb/index.php/topic,23084.msg991664.html#msg991664 (http://www.jimbutcheronline.com/bb/index.php/topic,23084.msg991664.html#msg991664) ) where the caster was terrified about going too deeply in debt.

From that posting
Quote
He suspects that Krampus ([url[http://en.wikipedia.org/wiki/Krampus[/url] and http://en.wikipedia.org/wiki/Companions_of_Saint_Nicholas#Krampus) was once a human emissary who fell too deeply into debt and was transformed into creature

Just knowing that if you get too deep in debt "we can own you" - that's a good reason not to owe too much.  To carefully track the debt and make sure you repay it promptly.  Especially when dealing with Fae or any other sponsor who takes debts seriously.

Richard
Title: Re: Sponcered Magic ideas.
Post by: Ren on February 21, 2011, 05:43:44 PM
Let me clarify something; related to Bobjob's question. The 26-shift Spell was in my game and was an Evocation not Thaumaturgy, though sponsored magic was involved. I'd like to break this down further in light of our last session where a 39-shift attack was pulled off by the same character. I'm going to break it down here because something doesn't seem right about it and as it has currently caused a huge rift in our game right now and is currently costing 2 players out of eight I'd like to get it clarified so we can see if this can be prevented in the future as a 39-shift hit absolutely destroys my ability to produce challenging opponents that won't kill the mostly-mortal characters by sneezing!

So here's the breakdown, as far as I recall;
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
So Far One point of mental stress.
He takes 3 more mental stress voluntarily then takes a Mild Consequence to pay off 2 of those, thus another +3
total is now +11
With 2 mental Stress.
Tagged at least 4 separate aspects; two or so on himself and two or so others from other are tags available. So that's +8 more
Total is now +19
Used 4 points of Sponsor Magic for another +8
Total is now 27
Dropped 4 fate Points for another +8
Total is now 35!
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.

Mind you this is all before Dodge, Armor (which was ignored due to the attack hitting its natural weakness).
Even with an optimal dodge roll it could only subtract 8 from the hit, with taking one of every consequence in the book would only get it reduced by an additional 20 hits...so that's 11 Physical Stress after all is said and done, on average probably 15 stress. Double that particular target could take...

Is this right? It sounds horribly wrong but I don't know where the failure occurs. Should he have been taking a lot more stress? Should there have been fallout or a much more difficult roll? I'd want to get this clarified for future reference and so I can figure out how it can be fixed. Yes it was a one-shot deal for that scenario but it could be replicated and I don't want to have to deal with that every session.
I understand there will be later consequences form his sponsor, but that is a matter for another time, not to mention other RP consequences.
Title: Re: Sponcered Magic ideas.
Post by: Warpmind on February 21, 2011, 06:31:29 PM
Let me clarify something; related to Bobjob's question. The 26-shift Spell was in my game and was an Evocation not Thaumaturgy, though sponsored magic was involved. I'd like to break this down further in light of our last session where a 39-shift attack was pulled off by the same character. I'm going to break it down here because something doesn't seem right about it and as it has currently caused a huge rift in our game right now and is currently costing 2 players out of eight I'd like to get it clarified so we can see if this can be prevented in the future as a 39-shift hit absolutely destroys my ability to produce challenging opponents that won't kill the mostly-mortal characters by sneezing!

So here's the breakdown, as far as I recall;
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
So Far One point of mental stress.
He takes 3 more mental stress voluntarily then takes a Mild Consequence to pay off 2 of those, thus another +3
total is now +11
With 2 mental Stress.
Tagged at least 4 separate aspects; two or so on himself and two or so others from other are tags available. So that's +8 more
Total is now +19
Used 4 points of Sponsor Magic for another +8
Total is now 27
Dropped 4 fate Points for another +8
Total is now 35!
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.

Mind you this is all before Dodge, Armor (which was ignored due to the attack hitting its natural weakness).
Even with an optimal dodge roll it could only subtract 8 from the hit, with taking one of every consequence in the book would only get it reduced by an additional 20 hits...so that's 11 Physical Stress after all is said and done, on average probably 15 stress. Double that particular target could take...

Is this right? It sounds horribly wrong but I don't know where the failure occurs. Should he have been taking a lot more stress? Should there have been fallout or a much more difficult roll? I'd want to get this clarified for future reference and so I can figure out how it can be fixed. Yes it was a one-shot deal for that scenario but it could be replicated and I don't want to have to deal with that every session.
I understand there will be later consequences form his sponsor, but that is a matter for another time, not to mention other RP consequences.

...Wait, if it was declared at 6 Shifts of Power, that should be the end of it, shouldn't it?
The rules state it quite clearly, after all (Art of the Spell: How To Do It):
1: Determine Effect - Element, etc.
2: Describe spell type - Attack, Block, Maneuver or Counterspell.
3: Decide on number of shifts of power.
4: Make Discipline Roll. Invoke aspects/foci/whatever necessary to try to reach the Power level you decided on. After rolling, he may NOT add any additional shifts of power, RAW...
Title: Re: Sponcered Magic ideas.
Post by: bitterpill on February 21, 2011, 06:45:21 PM
I think that all of the invokes were going into his to hit roll rather than power.
Title: Re: Sponcered Magic ideas.
Post by: bobjob on February 21, 2011, 06:45:59 PM
Here's my 2 cents on it...

Quote
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
So Far One point of mental stress.

I'd really like to know what the character's Discipline and focus items are so I can dig down into the math. If the conviction is +4, I'm assuming at this point that his Discipline is also +4 with appropriate focuses to compensate for the 6 shift spell. So,  he is now at +8 to hit with a weapon 6.

Quote
He takes 3 more mental stress voluntarily then takes a Mild Consequence to pay off 2 of those, thus another +3
total is now +11
With 2 mental Stress
.

Ok, I know you can do this voluntarily in Thaumaturgy to help power spells, and I know you can do this to take Backlash to actually cast the spell assuming your Discipline roll does not equal the power you are pushing, but I am not 100% sure you can voluntarily take damage like that to cast higher powered Evocations. I'm going to have to read back over the rules on this.


Quote
Tagged at least 4 separate aspects; two or so on himself and two or so others from other are tags available. So that's +8 more. Total is now +19

Costing 4 Fate Points really make this powerful. You mentioned only two or so were his own. Were these other Aspects found out about the enemy via Assessment?

Quote
Used 4 points of Sponsor Magic for another +8. Total is now 27

What Aspects was he Invoking? So, for Fate Points you can use them a few different ways. Without an Aspect to invoke, it only counts as a +1. If you have an appropriate Aspect to invoke, then it's +2. So far from what you've said, he's either invoked all 8 of his Aspects or my Math is really off.

Quote
Dropped 4 fate Points for another +8. Total is now 35!

By my count he's out of Aspects to invoke and Aspects can only be invoked once per roll, so at most this would only be +4 (using the rules governing the use of Fate Points above).That is unless some of the Aspects he's already used are really Consequences the Monster already took or Aspects of the Monster that have been found out through Assessment.

Quote
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.

By my count it is as follows (I am not counting the taking voluntary damage to power up the evo, as I'm still not sure that's kosher.)

+32 to hit with a weapon 6. Depending on what the monster rolls to dodge, that only takes off 8 (assuming his Athletics is 4). So it's a +24 to hit with a weapon 6 if the monster rolls 4f to dodge, giving a potential for a 30 stress hit.

Now, the character has depleted a MASSIVE quantity of Fate Points in addition to incurring quite a bit of sponsor debt. As Warpmind stated though, according to the simplified description of the rules, you determine power and you roll to hit. Although with other skills, you could keep invoking Aspects to gain extra to hit if you *REAALLY* want to make it count.

Also, a lot of this assumes ALL of his Aspects can somehow be Invoked.
Title: Re: Sponcered Magic ideas.
Post by: Ren on February 21, 2011, 07:12:40 PM
Found two problems after reading and some discussion;
1 - As I recall he was Tagging his own aspects using the "Free 1st Tag" that comes with; i.e, for no Fate points.
In other words He would have had to have spent 4 Fate points to Tag the Aspects he Tagged. This removes 8 from the result.
2 - YS288; bottom of the right hand column states: Once per roll, you may invoke an aspect without spending a fate point. So only one sponsor Help per roll and again that is only to tag an Aspect. So that's down another 6 from the result.
That's down to a 25-Stress Hit. Still Broken and problematical but not quite as bad as before.
Title: Re: Sponcered Magic ideas.
Post by: bitterpill on February 21, 2011, 07:38:21 PM
On the positive side it is a trick you could only pull once or twice an entire campaign and it is no stronger than a pure mortal throwing a grenade and then stacking fate points and tags.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 21, 2011, 08:12:51 PM
Let me try to break this down. let me know if i have it right please.
Quote
So here's the breakdown, as far as I recall;
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
Power 6 Control 8  one mental stress

Quote
He takes 3 more mental stress voluntarily then takes a Mild Consequence to pay off 2 of those, thus another +3
total is now +11
power increased by three. one mild consequence taken. Power 9 Control 8  Two mental stress

Quote
Tagged at least 4 separate aspects; two or so on himself and two or so others from other are tags available. So that's +8 more
Total is now +19
Im assuming from your post above this is where he tried to tag four of his aspects for free, so im ignoring this step

Quote
Used 4 points of Sponsor Magic for another +8
Total is now 27
Accepted one point of sponsor magic to invoke his high concept. Power 9 Control 10  Two mental stress, one mild consequence.

Quote
Dropped 4 fate Points for another +8
Total is now 35!
Used four fate points to tag his own aspects or other available ones in the scene. Power 9 Control 18  Two mental stress, one mild consequence, 4 fate points

Quote
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.
Took the first free tag of off 4 aspects created in this scene. Power 9 Control 26  Two mental stress, one mild consequence, 4 fate points, Four tags previously set up by himself or other pcs.
Title: Re: Sponcered Magic ideas.
Post by: Ren on February 21, 2011, 08:44:52 PM
That looks about right. So 9 power with 26 control...but if those add together for the final stress total that's right back to 34...
Title: Re: Sponcered Magic ideas.
Post by: bitterpill on February 21, 2011, 08:50:38 PM
A house rule I would use if players were abusing something like this would be putting a total limit on all bonuses so that they could not surpass twice the skill.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 21, 2011, 09:17:33 PM
Okay cool, wanted to make sure i was dealing with the right numbers. so here is how i would suggest breaking it down to discourage abuse.



Quote
So here's the breakdown, as far as I recall;
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
Power 6 Control 8  one mental stress       All is well and good.

Quote
power increased by three. one mild consequence taken. Power 9 Control 8  Two mental stress
Make sure he is aware that this is an increase to power not control.

Quote
Accepted one point of sponsor magic to invoke his high concept. Power 9 Control 10  Two mental stress, one mild consequence.
Sticking to a one sponsor debt per spell will help keep the numbers down.


Quote
Used four fate points to tag his own aspects or other available ones in the scene. Power 9 Control 18  Two mental stress, one mild consequence, 4 fate points
Honestly if hes got 4 fate points to burn on this spell i don't see it as a problem, finding aspects to use shouldn't be all that hard. I am curious as to how a caster has that many laying around though, i know i never have more then one.


Quote
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.
Quote
Took the first free tag of off 2 aspects created in this scene. Power 9 Control 22  Two mental stress, one mild consequence, 4 fate points, two tags previously set up by himself or other pcs.

Little blip on my math, he tagged 2 aspects here not 4, fixed it in the above quote.

So what where looking it is a player who has saved up 4 fate points, either had the time to set up two tags or 2 other players are helping in this spell somehow, and taken a mild consequence.for a power 9 controll 22 attack

Assuming hes fighting a big bad level boss, we'll reduce hit by 8 [its assumed defense roll] bringing us to a power 9 control 14 attack. You mentioned that this attack bypassed the big bads toughness powers so hes only got a 4 box stress track. bringing it down to a four stress hit and 19 more stress to handle. an extreme +8, severe +6, moderate +4,  minor +2. brings it down to a 3 stress hit.

If its toughness had counted it wouldn't have taken several of those consequences, [as many as half]

Consequence of this attack are that the player is presumably out of fate points, and out a minor consequence slot. A very easy way to avoid this player one - three shotting your bosses is to give them goons, or even have a five bad band instead of just one major villain.
Title: Re: Sponcered Magic ideas.
Post by: Ren on February 21, 2011, 09:24:47 PM
Thing is there were multiple baddies, 2 of what he was aiming at, 4 dominated security guards and the actual villainess.  The 2 actual monsters were far tougher than the villainess and something they had fought before...and fried those handily as well...
And actually its defense wasn't that good; Athletics at great (4+) and a roll of +2 so down 6.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 21, 2011, 09:30:46 PM
Quote
2 of what he was aiming at
If he was targeting two separate targets he has to split the base power and assign shifts of control to each. so wed be looking at a power 4/5 control 11/11 

Akso if theyve fough these things before do the bad guys know that this pcs can do this? haveing them set up aspects such as Waiting for the nuke, Prepare to dodge, ect would make perfect sense. Remeber that navel gazing maneuvers aren't just for good guys.

Id also suggest haveing every bad guy attack this player the second he does this, with full intent to kill.
Title: Re: Sponcered Magic ideas.
Post by: Ren on February 22, 2011, 01:07:47 AM
He only targeted one. Though with those numbers he could have targeted the entire group of baddies and taken them out!
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 22, 2011, 03:49:00 AM
Quote
He only targeted one. Though with those numbers he could have targeted the entire group of baddies and taken them out!

Sure and his party to. theres no method to target a zone that doesn't hit your allies as well.

Is the problem that the other players are feeling like they don't matter. That you cant seem to stat things that could survive that kind of punishment. that you can but your afraid the rest of the party would get killed, or something else? If we can identify what part of this situation is the problem maybe we can give some more constructive advice.
Title: Re: Sponcered Magic ideas.
Post by: bitterpill on February 22, 2011, 08:41:55 AM
I have allways thought that if your targetting a zone you should be able to decide what zone that is so, for my area of effect nuker I allways tell my party to get behind me and nuke in front.
Title: Re: Sponcered Magic ideas.
Post by: Ren on February 22, 2011, 01:50:59 PM
Oh all of the opponents started in a different zone so nuking them all without hurting the other PC's would have been a cinch.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 22, 2011, 06:32:26 PM
Ren have you considered that by doing this kind of thing your player is telling you that he wants you to take the kiddy gloves of?

The big bad now has 4 more fate points then when the combat started. this should be on topof every fate point the pcs have used against its minions up to this point.

If its okay for the pcs to unload fate points in such a way its equally okay for the bad guys to do so.

If high teen level evocations are the norm, then there is no reason why level 20-30 thaumaturgical prep spells aren't as well. Give the big bads some kind of defensive ritual with 1-2 charges that has a block rating of 25.

If 22 some strength evocations are common for the pcs to use there is no reason that npcs with comparable stats shouldn't be doing the same.

What he did, bad math aside, is completely in the rules. Its just that most players/sts don't want to deal with an "arms race" scenario so tend to agree not to go that direction.

Hopefully something in there will be of help. if you would like advice on how to stat and implement vilains just let me know im pm and ill see what i can do.

Title: Re: Sponcered Magic ideas.
Post by: Ren on February 22, 2011, 06:53:18 PM
Well yes I could go overboard on setting up the bad guys defenses, the problem is that I don't want the game to be scaling up that way. I intended this game to be somewhat lower-powered to begin with. Which is of course where the real problem lies. If the game was high-powered then sure, it's no biggee, but I have to try and balance the game for 8 players, six of whom are mostly normal humans.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on February 22, 2011, 06:57:00 PM
It sounds like in this case a few restrictions got overlooked. It can happen. Explain to the player that, now that you've read up/consulted/developed a clearer understanding of the rules, going forward, X, Y and Z generally aren't going to work. Hopefully the player will take it with grace.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 27, 2011, 09:06:15 PM
Back to the topic of breaking down sponsored magic. i took the time to attempt to break down the ones in the book using the current system.

Seelie: Cost:  4 which can be reduced by -2
*Reducing the effectiveness of a specific type of creature's toughness powers [1]
*Broad types or themes of thaumaturgy at evocation speeds [+1]  upgrade to standard
Access to Rituals for the sponsor's theme [1]
Access to Channeling for sponsor's element [1]

Unseelie:  Cost:  4 which can be reduced -2
*Reducing the effectiveness of a specific type of creature's toughness powers [1]
*Broad types or themes of thaumaturgy at evocation speeds [+1]  upgrade to standard
Access to Rituals for the sponsor's theme [1]
Access to Channeling for sponsor's element [1]

Kemmlerian Necromancy: Cost: 4 -2 for not receiving the standard benefits.
*Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]
*Specific types of thaumaturgy at evocation speeds [1]
*The ability to use a specific thaumaturgical school's complexity bonus on evocations that fit the theme [1]
Does not receive the standard benefits -2

Helffire:  Cost: standard 4 which can be reduced -2
*Bonus of +1 (power or control) and complexity to a specific type of thaumaturgy [1]
*Specific types of thaumaturgy at evocation speeds [1]
Access to Rituals for the sponsor's theme [1]
Access to Channeling for sponsor's element [1]

Soulfire:  5 -2 if applicable.
*Reducing the effectiveness of all creature’s toughness powers [2]
*Broad types or themes of thaumaturgy at evocation speeds [+1]  upgrade to standard
*The ability to serve as a common form of catch [1]
* Access to Thaumaturgy [+1] upgrade to standard
*Access to Channeling for sponsor's element [+0]
this is zero because it already gives you all forms of thaumaturgy at evocation speeds so a specific element for channeling is redundant.


Example place of power:   4 -1 if applicable, -2 if applicable.
*Intellectus [2]
*Bonus of +1 (power or control) and complexity to a specific type of thaumaturgy [1]
*Specific types of thaumaturgy at evocation speeds [1]
*If the sponsor can only be accessed occasionally - either because it is a place of power or some other reason the GM agrees with - reduce the cost by one.
Should be noted that it does *not* receive the standard access to rituals or channeling for sponsors theme.
Title: Re: Sponcered Magic ideas.
Post by: Tedronai on February 27, 2011, 09:45:51 PM
Did Soulfire receive major edits since the preorder version?
Title: Re: Sponcered Magic ideas.
Post by: Moriden on February 27, 2011, 10:16:22 PM
Cost: Due to the extra potency of soulfire, the
base cost is 1 higher (5 total, instead of 4—
reduced to 3 if you have both Evocation and
Thaumaturgy).
Benefits: Standard sponsored magic benefits
(page 288), with a potentially gentler agenda
(though this may come with a tighter credit limit
on the matter of debt). Soulfire downgrades the          -2
Toughness ability of any supernatural creature

by one step when employed (Mythic Toughness
becomes Supernatural, Supernatural becomes
Inhuman, Inhuman goes away), and it may fully
satisfy the Catch (page 185) for some creatures              -1
vulnerable to “holy” sources of damage.
With
some creatures (even those that operate on a
“plot device” level), it’s still potent enough to get
their attention.
The full scope of what soulfire can do is not
clear to us at this time. In evocation, soulfire                 Channeling fire, implied by novels to be able to aid 
functions most like the element of fire (though                    nearly anything.
it’s possible other element equivalents may
exist),
and in thaumaturgic application…well,
we don’t know really, so for our current purposes
consider it to provide the full range of thaumaturgy           Full thaumaturgy -1
spells
(those which are agenda-compatible,
at any rate).


Soulfire appears to be a bit finicky in this model, by the current pricing it should probably be a base 6. so either we are missing something or they decided to downgrade it to five after playtesting.
Title: Re: Sponcered Magic ideas.
Post by: Tedronai on February 27, 2011, 10:52:31 PM
Note that it says full range of thaumaturgic effects in thaumaturgical application, not 'at evocation's speed and methods' as implied in your cost assessment above
in fact, in a strict reading, it has NO thaumaturgical effects at evocation's speed and methods
Title: Re: Sponcered Magic ideas.
Post by: Drachasor on February 27, 2011, 11:47:09 PM
Note that it says full range of thaumaturgic effects in thaumaturgical application, not 'at evocation's speed and methods' as implied in your cost assessment above
in fact, in a strict reading, it has NO thaumaturgical effects at evocation's speed and methods

Yeah, I think their implementation of Soulfire really sucks.  It handles the direct attack aspect fine, but is completely incapable of handling the constructs Harry makes in the books.
Title: Re: Sponcered Magic ideas.
Post by: Tedronai on February 27, 2011, 11:52:46 PM
Well, Harry doesn't every (not even once) use Soulfire in the absence of conventional magic. (mystical rebar, as the book calls it)

Frankly, I don't think it even belongs in the Sponsored Magic section, given its nature, and the source of its fuel (it's SOULfire; by using it, you burn your own soul, not some energy provided by an external power)
Title: Re: Sponcered Magic ideas.
Post by: Drachasor on February 27, 2011, 11:58:37 PM
Well, Harry doesn't every (not even once) use Soulfire in the absence of conventional magic. (mystical rebar, as the book calls it)

Frankly, I don't think it even belongs in the Sponsored Magic section, given its nature, and the source of its fuel (it's SOULfire; by using it, you burn your own soul, not some energy provided by an external power)

It belongs as sponsored magic.  Remember, sponsored magic doesn't need some being able to cut the strings (Kemmlerites are an example).  Using and restoring your soul are handled by Debt pretty well.  And Harry DOES make magical constructs with it, stuff he couldn't do otherwise.  They even talk in the book about how Soulfire makes such things last longer than they otherwise would (say a scene instead of an exchange).
Title: Re: Sponcered Magic ideas.
Post by: Tedronai on February 28, 2011, 12:34:08 AM
It belongs as sponsored magic.  Remember, sponsored magic doesn't need some being able to cut the strings (Kemmlerites are an example).  Using and restoring your soul are handled by Debt pretty well.
I think that would be better handled by taking consequences (possibly with the availability of soulfire granting additional consequences useable only for the purpose)

Kemmlerian Necromancy is similarly problematic, in that it is not actually sponsored by anyone or anything (from what we've seen in the novels).  It is simply learned.  It, similarly, is a questionable inclusion in the Sponsored Magic section.

  And Harry DOES make magical constructs with it, stuff he couldn't do otherwise.  They even talk in the book about how Soulfire makes such things last longer than they otherwise would (say a scene instead of an exchange).

Harry does not use soulfire in any working where he is not also using his conventional magic, though.  There is no instance of him using ONLY soulfire.  That's the province of beings such as Angels.
Title: Re: Sponcered Magic ideas.
Post by: Ren on March 04, 2011, 03:07:19 PM
So I'm still confused on the whole 'Cost' of Sponsored Magic. A cost reduction for certain types of magic is implied, but not a direct list.
So lets keep it simple;
Say I want to have a character who has Sponsored Magic, but it ONLY applies to Channeling and thus only one element.
Normally Channeling is [-2]
Does sponsored magic then make the cost [-3] or [-1]? or does it stay unchanged?
Title: Re: Sponcered Magic ideas.
Post by: bitterpill on March 04, 2011, 03:13:11 PM
The way I see it Sponsored Magic is it is a -2 Channeling and for -2 Ritual and the only reason that Soul Fire is any different is because it has the toughness reducing power which is a very nice addition, so as long as you don't add the toughness power then the default cost should be 4.
Title: Re: Sponcered Magic ideas.
Post by: DFJunkie on March 04, 2011, 03:18:58 PM
Quote
Kemmlerian Necromancy is similarly problematic, in that it is not actually sponsored by anyone or anything (from what we've seen in the novels).  It is simply learned.  It, similarly, is a questionable inclusion in the Sponsored Magic section.

I don't so much have a problem with it, because Kemmlerian Necromancy has an agenda.  The GM can have users pay off sponsor debt by forwarding that agenda.  Kemmlerian Necromancers are classic megalomaniacs.

Now, if a type of sponsored magic doesn't lend itself to an agenda that could create complications for a character (such as the people who suggest that LTW has some sort of sponsored shapeshifting, or the Merlin has sponsored wards) then I would simply not let the user incur sponsor debt.

Though come to think of it, there are a lot of times that Harry and Eb bitch about the Merlin's unwillingness to take the offensive, so maybe his uberwarding skills do involve a sponsor debt.
Title: Re: Sponcered Magic ideas.
Post by: Tedronai on March 04, 2011, 03:56:24 PM
The way I see it Sponsored Magic is it is a -2 Channeling and for -2 Ritual and the only reason that Soul Fire is any different is because it has the toughness reducing power which is a very nice addition, so as long as you don't add the toughness power then the default cost should be 4.

The reason Soulfire has a higher cost is because it 'provides the full range of thaumaturgy spells'
ie. it comes not with Channeling and Ritual, but Channeling and Thaumaturgy (well, almost: it doesn't come with specializations, and you can't take refinement, except for additional item slots, unless you have Evocation or the actual Thaumaturgy power)

Now, if a type of sponsored magic doesn't lend itself to an agenda that could create complications for a character (such as the people who suggest that LTW has some sort of sponsored shapeshifting, or the Merlin has sponsored wards) then I would simply not let the user incur sponsor debt.

ie. simply allow the 'shell game' of thaumaturgy-with-evocation's-speed-and-methods to create more varied focused practitioners and specialist wizards/sorcerers?

Though come to think of it, there are a lot of times that Harry and Eb bitch about the Merlin's unwillingness to take the offensive, so maybe his uberwarding skills do involve a sponsor debt.

...THAT'd cause some political turmoil in the Council if it came to light...
Title: Re: Sponcered Magic ideas.
Post by: Ren on March 04, 2011, 03:59:09 PM
So if it was JUST channeling the cost would only be [-2]?
Plus the required [-1] for "Marked by Power" ?
So the total would thus be [-3] same cost as full Evocation just to be able to freely tag an aspect but incur a debt as a result, a trade-off that should really pay for itself. Oh wait you also get the +1 to certain social situations if those people know who you are.
Title: Re: Sponcered Magic ideas.
Post by: Tedronai on March 04, 2011, 04:08:34 PM
Marked by Power is not NECESSARILY required, if the concept justifies its absence.  If taken, however, it does provide a significant bonus (+1 to ALL social rolls with those that are 'in-the-know')  That's far more than you'd get from any stunt, even with the potential downside of being viewed as a representative first and an individual second

you'd also reasonably be able to expect at least something in the theme of the 'fringe benefits' of sponsored magic (the thoughness-downgrading, the free specializations, etc)
Title: Re: Sponcered Magic ideas.
Post by: DFJunkie on March 04, 2011, 04:11:43 PM
Quote
ie. simply allow the 'shell game' of thaumaturgy-with-evocation's-speed-and-methods to create more varied focused practitioners and specialist wizards/sorcerers?
Yep.  I probably wouldn't allow it for starting PCs, but I can definitely see allowing senior wizards to have a specialty field of magic where they are just that slick.  Of course, on second thought I'm not positive that you could be that good at something like magic, which is a function of belief and will, without changing your thinking somewhat (see below).

Quote
...THAT'd cause some political turmoil in the Council if it came to light...

Maybe.  Then again, maybe not.  It could be well known, at least among the higher echelons of practitioners, that attaining a very high level of skill with a given type of magic will color the way you think about everything else.  That essentially what I think Kemmlerian Necromancy already does.  By learning Kemmler's lessons and internalizing them to the point where a person can put them into practice that person will fundamentally change himself, to the point where his own twisted soul becomes his "sponsor."  Yes, the sponsor is not an outside agency, but that doesn't mean there's nothing compelling the Necromancer to ever lower depths of depravity.

Of course, I could be completely wrong and Old Man Kemmler could be sitting in his grim Netherworld fortress trading power with those who practice his Art, waiting for the day he shatters the borders between life and death and becomes the immortal ruler of the universe.

That works too.
Title: Re: Sponcered Magic ideas.
Post by: Tedronai on March 04, 2011, 04:22:10 PM
Yep.  I probably wouldn't allow it for starting PCs, but I can definitely see allowing senior wizards to have a specialty field of magic where they are just that slick.  Of course, on second thought I'm not positive that you could be that good at something like magic, which is a function of belief and will, without changing your thinking somewhat (see below).

I actually think it's more useful (to the game), and more flavourful, to have it available particularly FOR starting PCs (or as the primary source of their magical talents, at least), allowing a much greater range of focused practitioners, rather than merely as a (relatively minor, at that point) boost in power for the folks at the top of their game
Title: Re: Sponcered Magic ideas.
Post by: DFJunkie on March 04, 2011, 04:31:17 PM
Quote
I actually think it's more useful (to the game), and more flavourful, to have it available particularly FOR starting PCs (or as the primary source of their magical talents, at least), allowing a much greater range of focused practitioners, rather than merely as a (relatively minor, at that point) boost in power for the folks at the top of their game

Oh sure, that angle is actually pretty cool.  I would forbid it to starting Wizards, or really most PC wizards, since when I started my post I was thinking of it in terms of "mastering a specific sphere of magic to such a degree that it becomes second nature."

Actually, adding it to Channeling and Ritual is fantastic, because thus far the way that Focused Practitioners use magic and the way Harry talks about them ("Mort does things I can't understand" etc.) just aren't supported by the rules.  If you throw in the sponsored magic angle it allows for Focused Practitioners to achieve a level of mastery equal to that of an actual wizard in their field.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on March 04, 2011, 08:11:40 PM
Quote
So if it was JUST channeling the cost would only be [-2]?

What *exactly do you want it to do ren? if literally the only thing you want is channeling for x element then just buy channeling.
Title: Re: Sponcered Magic ideas.
Post by: Tedronai on March 04, 2011, 09:02:24 PM
What *exactly do you want it to do ren? if literally the only thing you want is channeling for x element then just buy channeling.

Channeling [X] thaumaturgical grouping with evocation's speed and methods would be the most obvious benefit
ie. what the book calls the 'shell game'
Title: Re: Sponcered Magic ideas.
Post by: Moriden on March 04, 2011, 09:22:36 PM
Quote
Channeling [X] thaumaturgical grouping with evocation's speed and methods would be the most obvious benefit
ie. what the book calls the 'shell game'

Using the current iteration of the system we've come up with you'd be looking at.

Ability to take sponsor debt to invoke an Aspect for spellcasting without spending a Fate Point [free]
Access to Channeling for sponsor's element [1]
Specific types of thaumaturgy at evocation speeds [1]

With the standard reduction if you also have thaum/evocation.

It would be described as something like
Dresdenian Pyromancy  
Having tapped into the terrifyingly great wellspring of fire magic that is Dresdenian Pyromancy you can cast fire magics with unparalleled scope and breath.
System
The character may use Dresdenian Pyromancy as the element of fire for the purposes of evocation, as well as cast any form of thaumaturgy that incorporates fire as an integral element with evocations speed and methods. The character also receives 4 focus item slots if he does not already have thuamaturgy or evocation, reduce a appropriate if he does.

As to cost your looking at something like 2, possibly more depending on how highly you value the focus item slots. Personally using this example i would reduce the focus item slots it gives to 2, give it a base cost of 2. explicitly state that the 2 focus item slots are the ones you'd receive from evocation, meaning that you only get a -1 to this power if you latter pick up evocation and call it a day.


Title: Re: Sponcered Magic ideas.
Post by: Tedronai on March 04, 2011, 10:17:08 PM
The problem with that example being that is gives both everything you'd get from Channeling the element of fire AND anything you can justify as a thaumaturgical effect 'using fire as an integral element'

Swapping out Channeling's usual elemental selection for, say Summoning and Binding, or Conjuration, or Transportation and Worldwalking, for instance, would be far less versatile, and likely not warranting the same increase in costs
Title: Re: Sponcered Magic ideas.
Post by: Moriden on March 04, 2011, 10:38:48 PM
I'm not really sure how much thaumaturgical use you'd really get out of "fire". Summoning fire spirits probably, any kind of large scale fire attack ritual. I cant really think of anything else.

Admittedly the example is finicky due to Ren's request for it to give you "just channeling". it seems to me that the sponsored magic mechanics work best when they modify thaumatirgy as opposed to modifying evocation/channeling.
Title: Re: Sponcered Magic ideas.
Post by: Richard_Chilton on March 05, 2011, 07:23:36 AM
What thaumaturgical stuff could you do with fire? Hmmm....

You could heat buildings, dry up water, control fires (which would Dresden would love to do), possible put out fires...  Some systems of magic link the elements to certain types of spells - and in some of those fire can do healing (burning out the sickness).  Maybe conjure Fire Elements from the Nevernever.  You might be able to weave fire through spells like Dresden weaves Soulfire (to a lesser extent though).  Build fire into wards.  Make enchanted items that heat the area or toss flames.  Tag nearby flames for bonuses.

These are off the top of my - I'm sure if someone really wanted to go looking that they could find 101 thaumaturgical uses for fire.

Richard
Title: Re: Sponcered Magic ideas.
Post by: EdgeOfDreams on March 05, 2011, 08:27:18 AM
What thaumaturgical stuff could you do with fire? Hmmm....

You could heat buildings, dry up water, control fires (which would Dresden would love to do), possible put out fires...  Some systems of magic link the elements to certain types of spells - and in some of those fire can do healing (burning out the sickness).  Maybe conjure Fire Elements from the Nevernever.  You might be able to weave fire through spells like Dresden weaves Soulfire (to a lesser extent though).  Build fire into wards.  Make enchanted items that heat the area or toss flames.  Tag nearby flames for bonuses.

These are off the top of my - I'm sure if someone really wanted to go looking that they could find 101 thaumaturgical uses for fire.

Richard

I actually ran a very entertaining character that was the Emissary of the Great Phoenix (Agenda: Burn the entire world to ashes so it can be reborn anew) with fitting Sponsored Magic.  We decided that his fire had thematic elements of both destruction and purification.  Most he just threw fireballs around, but the purifying aspect was applied to exorcisms on occasion.
Title: Re: Sponcered Magic ideas.
Post by: Ren on March 05, 2011, 02:10:16 PM
I was using just Channeling as a zero-level to determine the actual cost of sponsored magic itself, which is apparently -0?

I'm actually working out some ideas for a friend of mine who will be joining my ongoing campaign with a very specific and interesting concept. I'll have to post more on it later in a separate thread as it raises some additional questions.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on March 05, 2011, 08:04:02 PM
Quote
I was using just Channeling as a zero-level to determine the actual cost of sponsored magic itself, which is apparently

    * ?

You get what you pay for, minimum one.
Title: Re: Sponcered Magic ideas.
Post by: Eldritch Donut on March 05, 2011, 08:08:33 PM
If I may interject with a new question on this topic...

Where is the 'standard package' detailed? I've looked in the supernatural powers and spellcasting section, but I can't find it. I'm wondering if this is something added after the pre-order version?

EDIT: And another question... If a character already has evocation and accepts Seelie magic, the cost for Seelie Magic is then [-3]? [-1] for tacking on the power source to Evocation and an additional [-2] for the Seelie 'ritual' component?
Title: Re: Sponcered Magic ideas.
Post by: Moriden on March 05, 2011, 08:19:58 PM
Quote
Where is the 'standard package' detailed? I've looked in the supernatural powers and spellcasting section, but I can't find it. I'm wondering if this is something added after the pre-order version?
Your story pg 287-292


Quote
EDIT: And another question... If a character already has evocation and accepts Seelie magic, the cost for Seelie Magic is then [-3]? [-1] for tacking on the power source to Evocation and an additional [-2] for the Seelie 'ritual' component?

Base cost for sealie magic is 4, you get a discount of one for already having evocation bringing it to -3.
Title: Re: Sponcered Magic ideas.
Post by: Eldritch Donut on March 05, 2011, 11:47:03 PM
I've read through those sections before and my head-scratcher issue is still one. So, where does it indicate anywhere therein focus slots are included in the package? I don't see it anywhere in there? I've noticed some talk in this thread about discounts for foci and obtaining them through sponsored magic, but I don't see any basis for obtaining focus items or focus item slots through sponsored magic.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on March 06, 2011, 12:25:17 AM
Quote
Sponsored Magic [-Varies]
Description: Some varieties of magic draw
on power sources external to the practitioner.
Invariably, these sources of power have some
kind of agenda of their own. See Spellcasting,
page 287, for details about the various kinds of
Sponsored Magic.
Notes: The cost of Sponsored Magic changes
depending on whether or not you already
have Evocation or Thaumaturgy. This also
affects whether or not Sponsored Magic gives
you any additional focus item slots. If you’re
paying full price, you get four focus item slots
with this ability.
If you have either Evocation
or Thaumaturgy, thus reducing the cost of
Sponsored Magic, you only get two additional
focus item slots. If you have both, reducing the
cost more, you don’t get any additional focus
item slots.

pg 183
Title: Re: Sponcered Magic ideas.
Post by: Eldritch Donut on March 06, 2011, 04:21:03 AM
Ah ha! Thank you. So there's one difference between the pre-order and the finished books. In the pre-order, the description is a short paragraph directing one to Pg 287. The info on 287 is also incomplete. Looks like I'm going to have to make some adaptations.

Thank you again for the pointers. I've thoroughly enjoyed and appreciated this topic. It cleared the topic up quite a bit and the chart is very useful.
Title: Re: Sponcered Magic ideas.
Post by: Moriden on March 06, 2011, 05:03:26 AM
Quote
Thank you again for the pointers. I've thoroughly enjoyed and appreciated this topic. It cleared the topic up quite a bit and the chart is very useful.

Your welcome. that was my intent. keep in mind though that the current set of examples on the front page is not up to date. I think it could be reworked to be a bit clearer as well. ill have to put that on my to do list.
Title: Re: Sponcered Magic ideas.
Post by: ralexs1991 on March 13, 2011, 04:30:23 PM
Back to the topic of breaking down sponsored magic. i took the time to attempt to break down the ones in the book using the current system.

C-C-C-C-C-COMBO BREAKER!!!  ;D sorry i couldn't resist
 
Anywho I was thinking about making a sponsored magic for a character in my game who is going to be becoming an emissary of Thor soon and I wanted to see if you all weould like to take a crack at it mayhaps
Title: Re: Sponcered Magic ideas.
Post by: Moriden on March 14, 2011, 03:24:29 PM
Well just of the top of my head and a verry quik look at wikipedia
Quote
n Norse polytheism, Thor (from Old Norse Þórr) is a hammer-wielding god associated with thunder, lightning, storms, oak trees, strength, destruction, fertility, healing, and the protection of mankind.

Id define the theme of this kind of sponsored magic as the above. Though i would recommend cutting it down to thunder, lightning, storms, and strength, as healing is problematic in the dresdenverse, destruction is slightly redundant and i personally am not aware of any myths of thor that involve him being depicted as a god of fertility.

That gives you the basis of your rituals and channeling, which using the system farther back in this thread is 2 of the four points you get to allocate.
Quote
# Access to Rituals for the sponsor's theme [1]
# Access to Channeling for sponsor's element [1]

Personally for the other 2 i would probably choose
Quote
Reducing the effectiveness of all creature’s toughness powers [2]

As the Norse god whose domain it is to protect mankind i would give his magic the same ability to bypass toughness/recovery that soulfire gets. If that doesn't sit well with you id go with +1 to the power, control and +2 complexity to all of your thunder/lightning evocations.
Title: Re: Sponcered Magic ideas.
Post by: ralexs1991 on April 01, 2011, 04:02:41 PM
Well just of the top of my head and a verry quik look at wikipedia
Id define the theme of this kind of sponsored magic as the above. Though i would recommend cutting it down to thunder, lightning, storms, and strength, as healing is problematic in the dresdenverse, destruction is slightly redundant and i personally am not aware of any myths of thor that involve him being depicted as a god of fertility.

That gives you the basis of your rituals and channeling, which using the system farther back in this thread is 2 of the four points you get to allocate.
Personally for the other 2 i would probably choose
As the Norse god whose domain it is to protect mankind i would give his magic the same ability to bypass toughness/recovery that soulfire gets. If that doesn't sit well with you id go with +1 to the power, control and +2 complexity to all of your thunder/lightning evocations.

thanks that does hep alot sorry i took so long replying ive just been busy with school who wouldve thought pre-med would be difficult  :o :P lol
Title: Re: Sponcered Magic ideas.
Post by: Sanctaphrax on January 03, 2012, 06:36:59 AM
WARNING: FIFTH LAW VIOLATION

This thread became relevant to an ongoing project, so I'm bringing it back to life. Will add actual content soon.
Title: Re: Sponcered Magic ideas.
Post by: Sanctaphrax on January 03, 2012, 10:16:52 PM
Rereading the rules has convinced me that all Sponsored Magic contains Channelling and Ritual. I propose the following cost breakdown, which is not entirely original to me:

[1] Channelling (Sponsor)
[1] Ritual (Sponsor)
[1] Evothaum, roughly as broad as Ritual.
[1] Make Ritual universal.
[1] Reduce Toughness of specific enemy type.
[2] Reduce all Toughness.
[1] Stunt-equivalent effect.
[1] Refinement-equivalent effect.
[1] Broadening a specialization.
[X] Free X-refresh power.
[-1] Usage limitation.

Channelling and Ritual include focus slots and are lost if you have Evocation or Thaumaturgy already.

Does this breakdown seem reasonable?

It works for all canon Sponsors except Kemmlerian Necromancy.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on January 03, 2012, 10:23:22 PM
Channelling and Ritual include focus slots and are lost if you have Evocation or Thaumaturgy already.

Does this breakdown seem reasonable?

Is it no longer feasible to make Focus Slots a line item, then?
Title: Re: Sponcered Magic ideas.
Post by: Sanctaphrax on January 03, 2012, 10:32:40 PM
Might be feasible, but I don't think it'd be a good idea.

Look at Unseelie and Seelie magic. They give Channelling, Ritual, 4 focus slots, evothaum, and toughness reduction. That's 5 things, 6 if you consider each 2 focus slots to be a thing. And in order to make that cost 4 refresh, we either need to fold things together or apply fractional costs. Folding the focus slots into the casting powers seems like the best approach to me.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on January 03, 2012, 10:49:22 PM
It was clever at the time, but perhaps I can let it go, then.

Did we want to factor in a cost to reflect the Sponsor Debt, or did we figure that would zero itself out? Maybe that is the missing link between Sponsored Magic and Kemmlerian Necromancy?
Title: Re: Sponcered Magic ideas.
Post by: sinker on January 03, 2012, 11:04:56 PM
Considering what Fred shared with us here (http://www.jimbutcheronline.com/bb/index.php/topic,30067.msg1292407.html#msg1292407) regarding aspects and spellcasting power, debt seems a little less potent than it once was. At this point I'm thinking that the negatives are definitely well balanced with the positives (provided the the GM is taking advantage of the negatives).
Title: Re: Sponcered Magic ideas.
Post by: Sanctaphrax on January 03, 2012, 11:11:39 PM
I was thinking that the ability to take debt debt would be free. Does that sound fair?

If you can find some way to make Kemmlerian Necromancy fit in, I'd appreciate it.
Title: Re: Sponcered Magic ideas.
Post by: devonapple on January 03, 2012, 11:27:33 PM
Per our original writeup, this was how Kemmlerian Necromancy was priced:

Kemmlerian Necromancy 4
*Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]
*Specific types of thaumaturgy at evocation speeds [1]
*The ability to use a specific thaumaturgical school's complexity bonus on evocations that fit the theme [1]

So perhaps, according to the new scheme, it would be:
Kemmlerian Necromancy [2]
[1] Evothaum, roughly as broad as Ritual: "necromantic (page 286) and psychomantic (page 286) spell effects".
[1] Refinement-equivalent effect: "automatic, additional specializations in necromancy: +1 to control, +1 to complexity, stacking on top of any existing specializations."
[1] Stunt-equivalent effect: "A Kemmlerite may choose to use his control bonus from necromancy instead of the control bonus he would normally use with evocation, so long as the casting incorporates some element of death."
[-1] Usage limitation: Seriously evil? We could instead provide a one-point rebate for requiring the possessor to acquire a certain portion of Kemmler's lore to be able to justify buying this ability. But I think this is where we can bring this accounting closer to the original 2-Refresh cost of the power.

Title: Re: Sponcered Magic ideas.
Post by: Sanctaphrax on January 04, 2012, 02:47:05 AM
I would call the third effect broadening a specialization, not a stunt-equivalent effect.

But it matters not at all, they cost the same.

A usage restriction would be reasonable, but I don't know if it would be true to the canon writeup.