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Messages - dlw32

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DFRPG / Re: Spell targetting/buffing weapons
« on: January 13, 2011, 02:57:34 PM »
Another approach would be to cast the spell as a maneuver that put an aspect of "Blessed Bullet" or some such on the ammo. You can then tap the aspect for +2. That would require only a 3 power.

I'm not sure it's worth the Mental ding for Evoc, but I think you could avoid that by doing the spell Thaumaturgically beforehand.

Actually, I think the spell would be more useful to invoke a Catch. Instead of worrying about damage, find out what the target's Catch is. Like if you're facing a Black Court Vamp, cast the spell on the ammo so they aquire the tag "Imbued with Sunlight". I think that might end up being more useful.

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DFRPG / Re: Hydromancer
« on: January 10, 2011, 04:10:02 PM »
I really wish they had put rules in the system for the effect of running water. It's too much a part of the books to just hand-wave over.

Anyway, I would run this as a block against spellcasting. I don't think a normal rain would have any affect (Harry has cast spells in normal rain), but a hard rain might be block:3 or so. If you're casting the block then the block is based on how much umpf you put into it of course.

I would say that if you set an area effect to pour water over everything then it would affect you too if you're in the same Zone. You could have it affect only one target (or multiple specific targets with greater difficulty) and then be in the same zone.

I could see a Hyrdromancer tapping his aspect to get a +2 to cast in spite of the flowing water.

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DFRPG / Re: More Spell help... water
« on: September 16, 2010, 06:55:40 PM »
The source of water might be an issue... or not: sprinklers, water coolers, water heater in the basement, etc. But let's pretend there's a river nearby and all you have to do is divert it a little.

And if there is sufficient quantity to run over him once surely we can use water magic to have it loop back up and do it again? It's magic after all.

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DFRPG / More Spell help... water
« on: September 16, 2010, 03:10:09 PM »
I need help with a spell. This is related to the Blocks thread started by Dragonshadow.

You know how in Dresdenverse, water can ground a wizard's power; well, I wanted a spell to drench a wizard and "Sever the Tie" making it hard for him to summon power. Originally I thought of it as a block on his Discipline but that doesn't work (or is so horribly inefficient that there'd be no point).

So how would you do this? It sounds easy, but I can't figure a way in the mechanics to make it work. I'll admit I might be having trouble because I'm an old fart trying to wrap my head around mechanics that work very differently than I expect.

I don't think applying an aspect works. As I understand it aspects don't mean anything until a player/GM compel them. I suppose the first compel would be free, but I had hoped to use the duration mechanism to keep it up and that would mean spending FP to keep it going.

I'd really like to say that whatever power I put into the spell reduces his discipline roll to control his spells. That's sort of inventing a whole new ruleset.

Anyway, any suggestions?

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DFRPG / Re: Chloromancy (you know... plant spells)
« on: September 01, 2010, 06:27:00 PM »
I like the plant motif. Remember fungus, molds, and algae are all plants. Not sure what I'd do with that (grow algae to walk on water perhaps?) but good to know.

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DFRPG / Re: pull spell, others?
« on: August 12, 2010, 08:14:05 PM »
Okay, all interesting points, but getting back to my start... well, maybe let's simplify. I want a spell to use magnetism to pull a metal object I can see to me.  What would that look like?

Part b, what changes if the object is being held by someone?

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DFRPG / Re: pull spell, others?
« on: August 12, 2010, 01:49:54 PM »
I'm still new at this mind you (and possibly bearing the baggage of many years of many different RPG's), but I don't get running this as a maneuver.

The target has a metal object in hand (let's pretend he only has one on his person). I cast a spell that pulls it to my hand. He's not going to re-arm just because the aspect Disarmed is fragile; my PC's not going to say "oh, it's your turn now" and give it back. The target is going to have to pry it from my hand now.

I get adding maneuvers to a zone like Icy Surface or High Winds or Unstable Footing. I get adding maneuvers to people (though that still feels like it should be an attack; they get to resist) like Knocked Down or Blind or Weakened.

Disarmed doesn't feel like an aspect.

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DFRPG / Re: pull spell, others?
« on: August 11, 2010, 07:36:13 PM »
I guess I was focused on it being a disarming spell. If I'm trying to pull something (a gun?) from someone's hand, wouldn't that be an attack?

I can see if the object isn't held, it looks more like a maneuver.

What if I use it to attack; like if the guy is between a folding chair and me?

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DFRPG / pull spell, others?
« on: August 11, 2010, 05:52:24 PM »
newbie looking for validation on a spell; am I close? (it's meant to be my PC's rote spell, ignore the notes like "with the Staff"):

Traxi (Pull; with the Staff):
Type:  Earth Evoc Attack
Power:   6 Shifts of power
Control:  Discipline (+2 Staff Focus, +1 Earth Specialization) vs Target's Might
Duration:  1 or more attack
Effect:  Control the earth’s magnetic field to draw something metal to you. If the object is held the spell power is compared to the holder’s Might, otherwise, use the spell’s power as a Might check on the lifting chart (pg 321).

Also, is there a place where we can look at spells people have put together? I love the flexibility of being able to pull a spell together on the fly, but I'd like to see what other people have done and verify what I'm doing.

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DFRPG / Re: Magic, Song, and Lawbreaking
« on: August 05, 2010, 01:59:08 PM »
Yes, Bubba (loved the movie...  :) ) my guy does small venues. I do have the idea of a spell to thicken the air so sound would travel better, but Rhys really isn't looking to become a rock star or anything.

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DFRPG / Re: Magic, Song, and Lawbreaking
« on: August 03, 2010, 03:11:34 AM »
Yeah, it's shocking how quickly new characters demand your attention!

I like the subing of Perform with discipline, but not for this pc. This guy is more Druid (like in the Mabinogion; not the were-creature-wannabe you get in RPGs) than bard. But he is Welsh and that means singing.

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DFRPG / Re: Magic, Song, and Lawbreaking
« on: August 02, 2010, 05:23:17 PM »
I thought about the Resonant Voice approach but that felt more planned. I was sort of hoping this could be more just the way he was taught to sing.

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DFRPG / Magic, Song, and Lawbreaking
« on: August 02, 2010, 03:12:06 PM »
Let's say there's a Wizard who also like to sing at Open Mike Night at the local coffee house. He really wants to get the song across to the audience and is not above a little magic behind it (actually for color, I was really thinking he might not even be truly aware he's casting while singing, a nod to the mythology of the ancient Welsh bards who had "magic on their tongues").

In any case, is this spell a Lawbreaker? He's not trying to enthrall or even get groupies, he just wants to make sure the point gets across.

Get the Point
Type:  Air Evocation, maneuver
Power:   6 Shifts of power:  3 to apply the tag (+2 for the whole zone, +1 for Duration)
Control:  Perform?? Disc?? vs what?
Duration:  1 song
Effect:  Whatever the emotional content of the song is, that feeling permeates the room. This can apply a tag to the zone such as: Melancholy, Energy, Joy, etc.


Thoughts??

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DFRPG / Re: What's in the nevernever
« on: July 30, 2010, 05:10:46 PM »
Are Demons from the Nevernever or are they Outsiders or something else? If they're from the NN, are they susceptible to cold iron?

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DFRPG / Re: Enchanted items
« on: July 28, 2010, 06:51:30 PM »
If you were to add a thaumaturgy spell effect under your lore to an enchanted item, would that become an instant cast spell for however many uses you give it it?
That was my next question... I think so.

Bonus questions: At what point do you declare you're activating the item? Can I wait for the GM to roll the hit and decide I want to suddenly block it? Can I wait for the assessment of damage and then retcon in an Armor:2? Or do I declare before?

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