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Messages - Zexar

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DFRPG / Improved Reflexes Potion
« on: October 05, 2015, 07:26:09 PM »
I'm trying to do a wizard with a little bit of a "witchy" tradition, so I thought that potions should be her speciality; Biomancy effects to give her a small edge in combat, like applying the "Improved Reflexes" aspect for a short period.

The thing is, do this potion applies a mild consecuence when it finishes? I have doubts, because it seems a very small effect, but reading this and that might suggest the opposite.

Any thoughts?

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DFRPG / Re: Create water and earth?
« on: September 10, 2015, 02:19:45 PM »
"Combust" as a technical term is rapid burning of fuel in the presence of oxygen so technically speaking, no, "air" on its own generally can't combust through normal means because there isn't a high enough fuel/oxy ratio...but this is magic. You can come up different explanations for how it's done at a molecular level but at the end of the day, using magic to bend rules like localized entropy and enthalpy, it's not hard to affect "combustion" of the air (which isn't only oxygen, CO2, and nitrogen...) to create a ball of actual fire, whereas unless you're in a REALLY dusty place, you're not going to pull earth from the air. And no, fire magic can't be used only do that, but it's the most common use.
My point exactly; enough science, this is magic; it creates fire, so it does. Science comes second. That's why I don't find weird for a wizard to create water or earth.

Who said it was easy? Magic works totally differently for everyone based on their teaching, experiences, and belief systems. Not all elements come to all wizards equally (obviously; look at Harry vs Hernandez). Everyone has their preference. It's arguable that lightning is a far better element to attack someone is than fire due to fallout and property damage issues (when "purification" isn't an issue), but lightning doesn't come as easily to some wizards as it does to others. Harry has said he pretty much is incapable of water evocation. I get the impression--based on Hernandez's example, what we know about elements and personality types, and the nature of water in a metaphysical sense--that you've got to have a certain "go with the flow" mindset to use it well--something Wardens tend to be short on, I'm betting.
What I meant is that using that trick might be a little more difficult than the usual use of the element. Of course, everyone has it's peaks and lows, but to use water in that way, you have to be... focused to it. But what Taran said...

I don't think it's worth overthinking or penalizing your players based on what element they choose. 

Why should spirit be any better than water, or earth?  What is spirit magic made from?  How is it any more likely to be effective?  It's not even a 'thing'.

I think the elements you need are around you.

Leave it to the realm of compels and shifts of power.  If something requires too much power or volume, then compel.

If you are trying to ground out a spell or a circle, that is a counter-spell based on the power of the spell you are countering.  Let the player decide how it works.  Water erodes, Fire purifies, earth grounds it out, air spreads out the energies.

If you are trying to block magic, it's a block action.  The type of magic dictates the narrative.  If it's really dry and you don't think they should be able to pull water out of the air or summon it, use compels.

Compels should be used for the 'weakness' of any type of magic.  Other than that, it should only be limited by your player's imagination.

Same with their strengths.  If there's lots of water - whether it's in the Nevernever or no, you can use a compel to have it ground out magic, or if the players want to manipulate it, offer a compel to say that body of water acts as a 2-shift threshold.  Now all their magic is harder to use.

Fire goes out of control

Earth is inert.  Once you make a big pile of dirt or throw rocks around, it can create a scene aspect/obstacle.

So, yeah.  I'm all for letting people whip up whatever element they want until it bites them in the ass...or until they can't.  All compels.

Yeah, I like that. That was, almost, my first approach to this issue. I'm... compelled to say that you have good points :P

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DFRPG / Re: Create water and earth?
« on: September 10, 2015, 12:39:50 AM »
For fire, you're combusting the air around you. Fire can be caused by rapid oxidation, but fire is a plasma and can be created in all kinds of fun ways--all you do is strip electrons off of the molecules in the air to create it. There's no need to create matter
You can't combust air. There is nothing to combust there. The air gives you the oxidizer (oxygen), but you need something else to oxidize. Anyways, not a chemistry lesson; I don't think the game (and the Dresdenverse) was ment to treat fire magic solely as "a magic that lets you move ionized gas around". So, in the Dresdenverse, fire has to be an actual THING, just like air, water, earth and spirit.

I don't know, I don't like the idea of having some elements summoning the real thing and others summoning fake ones. No ectoplasm water, no ectoplasm earth; true water and earth or nothing. On the other hand, I dont like the idea of a wizard summoning real walls from thin air, or small rivers. So... I don't know, as I said.

You're winning me over on the ectoplasm-as-water argument, though.
The question is: Rivers in the Nevernever wash away magic? if they do, ectoplasmic water does too. Simple.

Using pure logic, if summoning water and disrupt a wizard with it where that easy, many of the wardens would do so. But they not, not even Carlos. So, there has to be a catch with it. Possible maybe, but certanly not easy or right away practical.

Following the logic, that means a wizard cannot summon water that disrupts magic (being that ectoplasmic water does not wash away magic or that a wizard can't summon water) and/or that is needed too much of it, like summoning-a-freaking-forestal-fire amount of mojo.

Hmmmmmm... I'm leaning towards the no-summon approach...

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DFRPG / Re: Create water and earth?
« on: September 09, 2015, 07:40:41 PM »
If we put this issue 100% sciency, fire is a rapid oxidation, and for that you need something to oxidize, thus creating fire from nothing means that you must create some matter, and THEN heat it up to form the chain chemical reaction so cold "fire". And by that line of thought, what you need to create gravity falls into that line too. I think that in the game the element has more esoteric meanings and mechanics, so I think fire is a thing as much as earth. On the other hand, I cant recall anyone creating water or earth from thin air in the books, so I'm not sure what to think.

But if we use the no-summoning approach, if you need actual water in your surroundings to make a water jet for example, this means that you can use an aspect like "nearby water" just like the "nearby tree" in the "Grasping Branches" spell right? (pag. 294)

Also, if you have enough water around, can you use magically it to make it run under something so it disrupts some magic or demon? can you even affect running water with magic??

I love magic theory :P

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DFRPG / Create water and earth?
« on: September 09, 2015, 03:15:58 PM »
I have a doubt with water and earth magic.

When you use fire magic you summon or create that element. No need to have a fire nearby, you just create and control fire right?

Is the same with water and earth magic? can a wizard summon a water jet from his hand? can he summon a rock? No ectoplasm, the real thing.

(also, is water magic also ice magic? can a wizard summon or use existing water to immovilize a foe in a prision of ice?)

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