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Dedicated to the weekly college station 4th edition D&D game Adventure World


    Magic!

    elanya
    elanya
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    Posts : 2460
    Join date : 2010-03-05

    Magic! Empty Magic!

    Post by elanya 10/03/10, 08:57 am

    *** Bind the strings
    Costs min. 1 Legend, 1 willpower, can spend additional Legend for extra dice.
    Roll: Magic

    Cause fatebinding connection between two targets.
    Successes give pool to assign to the following thing
    Targets: Spend a success to include additional targets in the casting. All targets chosen are fatebound at 1 point to the caster, 'cause hey, its magic!
    Connections: used to create connections between targets other than the caster
    Strength: strength of each connection - duration of the fatebond
    Relationship: influences the nature of the bonds of fate. For example, setting two targets as enemies, making one target fall in love with another, etc.

    This is theoretically a powerful spell, however, its effects are left to chance with the dice roll involved as successes allow more variables of fate to be determined. A more powerful mage will have more control over the ties of fate created. Essentially the only way to ensure intended results is through sacrifice... It is most easily used to bind a target more firmly to the caster, but without additional selections to constrain other factors, the caster might wind up with a powerful enemy for a day.

    Notes:
    Relationships:
    Reciprocity would depend on the nature of the bond, I think. Like, in terms of relationships, you would only need one success to get someone to become a martyr for someone else, but you might need two to them them both to become Lovers for each other. You can't set relationships for heroes and gods.

    As an aside to this question... If you *don't* set the relationships, the GM gets to pick ^-^ So.... you might successfully make two people become Lovers for each other, but then they are Catastrophe's for you if you don't have the successes to specify :V Fortunately, the default time for fatebinding is only a day.

    New thought - I wonder if I am trying to do to much with one spell? maybe this should be broken in to a few different ones?
    elanya
    elanya
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    God


    Posts : 2460
    Join date : 2010-03-05

    Magic! Empty Re: Magic!

    Post by elanya 10/03/10, 08:59 am

    *Call Me
    Roll: Wits+presence?
    Cost: 1 legend?

    You tweak the threads of fate in your favour, organizing your own minor act of serendipity. You can use this spell to have someone contact you - number of successes determines how quickly they act. Medium of contact is left to fate - maybe they call, maybe they email, maybe they just happen to drop in! In any case, you are sure to get the message. If the target is completely unable to reply (can't run into a random friendly sherpa with a sat phone, are tied up and unconscious in villain's broom closet, or whatever), the spell fails, but the fatebond of the target to the caster increases from 1 to 2. Maybe *you* should go check on your contact Wink

    Difficulty of contacting people you don't know is reflected by number of successes needed, determined by GM at time of casting. Like, say, I could get Connie or Nils to call me pretty fast with one success if he is near a phone, but if I only got three successes to hear from the Prime Minister of Sweden, I might hear from an aide in a week or so?
    elanya
    elanya
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    God


    Posts : 2460
    Join date : 2010-03-05

    Magic! Empty Re: Magic!

    Post by elanya 10/03/10, 09:04 am

    *** Cavalry is Coming
    Roll: Charisma + empathy
    Cost: min. 1 legend + fatebinding

    Like Deus Ex Machina, where fate conspires to help *you* in the nick of time, you can use this if you know your friends are in trouble to get to them before the threads of their fate are severed for good, or assist them remotely in some way. The cost of this is one legend, and creates a 3rd level fatebind with the source of danger from that the person needs rescuing from (place, creature, person, etc)./ This can be reduced for an additional legend cost, at -1 to the bond per legend spent. Depending on the situation, the GM can increase the fatebond, or the cost of the legend required.

    Alternately:
    Similar, only cast in advance and lets you know when someone to whom you are fatebound is in danger, and where - same cost. I kind of like this better but it needs a little more fleshing out.


    Last edited by elanya on 06/11/10, 01:29 pm; edited 1 time in total
    elanya
    elanya
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    God


    Posts : 2460
    Join date : 2010-03-05

    Magic! Empty Re: Magic!

    Post by elanya 04/11/10, 10:52 am

    I just thought of the basis for a new spell, and I am writing it here before I forget. it needs work, clearly :p

    Rig the Game:
    Magic 2(?) - the scion pulls the threads of fate to affect the outcome of some random selection - a game of dice, a lottery, whose name gets picked from the Goblet of Fire. etc...

    needs to have sorted out: roll, cost, effectiveness (successes determine how significant an even you can effect? Easier to win at poker with friends than to rig, say, the biggest lottery payout on record....?)

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    Magic! Empty Re: Magic!

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