ParanetOnline
The Dresden Files => DFRPG => Topic started by: JediDresden on March 02, 2012, 05:25:29 PM
-
I want to make a 'come here' air evocation rote spell. I think I borrowed most of this spell and format from the forum here somewhere, so if it looks familiar I apologize.
My wizard has a Conviction ans Lore of 5 and Discipline of 4, and no specializations or focus items using air yet.
Here is what I have so far:
'Come Here' or 'Oh no you are not running away from me!
Type: Air Evocation, Attack (Air)
Shifts: 6, 6 power
Duration: 1 Exchange
Control: Discipline
Target: 1 or more people/objects, Enemy or Friendly
Opposed by: Target’s Athletics, Magical Blocks or Determined in play
Effect: Waves of Air apply force to move the target in the direction of the casters choosing.
I guess they would have to beat evocation or move in the direction I choose, right? I'm not sure I am doing it right.
-
I think I'd phrase it as a maneuver, rather than an attack, creating an aspect which will be invoked for effect instead of tagged for a bonus. Attacks should generate stress; this doesn't seem to be the goal.
-
Good Point. So an maneuver powered at 6 shifts instead of a normal 3 shift one just makes it harder to overcome it, right? Or I could put some into making it sticky, or multiple free tags? But wait if it is just for evoke for effect then none of that matters - I just get to say what happens, correct? Would they still have to roll to not have it effect them if it is Evoked for effect? I am not clear on the Evoke For Effect Thing.
-
You don't get multiple free tags on a maneuver. Yes, they still roll to defend if you invoke for effect; the Maneuver has to succeed on them before you can tag or invoke it.
-
Ok, so it is not a waste to have a 6 shift in power for the maneuver then. Got it! Thanks.
-
Possibly-relevant links:
http://www.jimbutcheronline.com/bb/index.php/topic,29788.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,29788.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,25674.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,25674.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,29723.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,29723.0.html)
http://www.jimbutcheronline.com/bb/index.php/topic,23165.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,23165.0.html)
-
Thanks for the links, has anyone used the alt. rules and if so how do they work? I really want something that will move an individual, I do not care if it is a grapple or not, how would you all do it?
-
I knew I had this somewhere:
http://www.rickneal.ca/?p=642
I think this is a great way to model this. Makes it not too powerful, but still gets the job done.
On a side note: would you allow a zone wide version of this spell? Would need to be at least 6 shifts (3 for maneuver, 2 for zone wide, 1+ for effect), but then you could kick a whole group of mooks away.
-
I really want something that will move an individual, I do not care if it is a grapple or not, how would you all do it?
I'd either call it a modified block (for simplicity) or a combination of block and maneuver (which normally means two spells for evocation). Modelling it after the grapple rules would be the two spell version - block then move. Moving objects is far easier - they only resist through inertia.
It might be something like this:- Type: Air evocation, offensive block (or maneuver for inanimate objects)
- Power: 7 shifts
- Control: Discipline roll plus appropriate specialties and foci (and aspects as needed)
- Duration: 2 exchanges
- Opposed by: Target's movement skill (most likely Athletics)
- Effect: 6 shift block plus 1 shift of duration, the target is moved one zone closer to the caster for each 3 shifts by which the spell beats the target's opposing roll
- Variations: each 3 shifts of power could be a maneuver tagged to move an item closer to the caster
- Notes: With 5 Conviction and 4 Discipline, you'll need an aspect and some extra stress to pull this off. You could drop the power to 4 and hope the opposing roll nets less than 0 or 1 if you don't spend a shift on duration. That's a bit less likely to work.
You could also run it purely as a maneuver compelled for the effect of moving the target. That works out close to the same...but doesn't stop (block) them from running away on their action.