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08:47, 26th April 2024 (GMT+0)

Thaumaturgy Quick and Dirty.

Posted by DirectorFor group 0
Director
GM, 4 posts
Mon 15 May 2017
at 22:47
  • msg #1

Thaumaturgy Quick and Dirty

As written, Thaumaturgy is effectively an unusable waste of time.  But thematically, it's a hugely important part of a wizard's library of dirty tricks for a mature character.

This may be revised if it gets too powerful or out of hand, but this is what I would like to try.

Type of Effect:  Wards.
Your spell will be a contested roll with your adversary.  So you should plan your ward to target a particular Skill.  For instance:
Might:  Your ward is a physical barrier.  Good luck breaking those magic-reinforced steel bars.
Alertness:  Don't look here!
Conviction:  Sleep spell.

The adversary can try to overcome the effect of the spell as makes sense.  Unconscious victims do not get to roll until the spell ends.  There is a reason that vampires makes their thralls go first. :o)

The price of the spell is calculated from a limited menu of bells and whistles:

1)Spell Duration.  Each Duration level adds (or subtracts) +3 to the target.  1 day = 0+ shifts
2) Power of effect.  Each difficult rating above the targets Conviction adds +1 shifts.
3) Area of effect.  Discipline square feet is the base effect.  +3 shifts/order of magnitude.
4) Casting Speed: Starts at 1 minute.  You may make 1 roll for each time increment.  At 1 day, you must make a fatigue rolls (better of discipline or might).  You make a fatigue for each successive increment.  Difficult increases by +2 each increment.
5) Fate Point/Aspect:  An additional roll!
6) Assistance:  Best roll of all participants can be used. However, a screw up on one side screws up for all participants.
7) In the event of 'over-run'  A Discipline roll may be made to 'save' vs. uncontrolled magic.  The Discipline roll must exceed the amount of 'spell over-run'.
8) Given 1 full day, a Wizard may make a ward with up to Discipline + Conviction shifts without a roll.  The Director requests that you make the construction of the ward sound dramatic.  Director likes descriptive prose.  Magic is a part of your soul.  What color/flavor/80's video game character is yours?

For example:  Wizard Snorri has a warlock trapped in an elevator, and needs to contain him until he can be transferred safely.   Although he doesn't think a 12 year old can tear apart an elevator, he doesn't want to risk the Warlock escaping.  Luckily, his partner Beryl is providing him with mental protections for a few minutes, so he can come up with a more permanent solution.  With one of his calloused fingers, he uses his Earth magic to inscribe the door of the elevator with runes, and presses salt into the grooves as he chants..

Duration:  Luckily Snorri can cheap out here, even keeping the warlock contained for few hours would let pair of Warden think of a better solution.   -6
Area of Effect:  Snorri has a Discipline of +4:  4 square feet is plenty to cover the whole elevator.
Power:  Snorri has a Good Conviction rating, but he's a thorough person.  He wants to add +2 shifts to the Power of the Ward.
Speed:  = 4 time units -- 12 shifts!  Eeep!
-----
Total = 8 shifts.

Snorri decides to dance with the dice to raise power, He rolls  0+ and  -1, -- 5 shifts.
Snorri invokes the Aspect:  Industrial Elevator for free .  He spends a Fate point to Invoke an aspect:  Salt of the Earth.  (2x2 = 4) enough for the remaining power.

Assuming Snorri's partner's Beryl can keep the Warlock out of his head for a few minutes, Snorri will have sealed the warlock in a mental container in a ward of +5 (superb) power.  The +4 armor for the elevator itself will also prevent the warlock from physically escaping his prison.
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