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Calypso
06-24-2004, 10:52 AM
Facets: Anima, Fire, Earth.
Impeti: Influence, Control, Tax, Destroy, Enhance.
Origin: Personal, Presence, Sight.
Duration: Instantaneous, Sustained.
AoE: Caster, Single Target, Tens of Paces.

Anima Abstractions:

"Mind Trick"
Anima(Will)+Influence(3)+Presence(1)+Instant(0)+Si ngle Target(1).
Ob=Will+5, 28 syllables.

Often cast while another party member talks to/distracts the target for a few minutes to allow for patient casting. The spell allows for a slight shift in the recipient's perceptions of a situation, but nothing life-altering or profound. Mechanically identical to the example in the Abstraction chapter. There is also a "Sight Range" version of this.

"Ranged Mind Trick"
Anima(Will)+Influence(3)+Sight(4)+Instant(0)+Singl e Target(1).
Ob=Will+8, 32 syllables.
Losing consiousness after a ranged mind trick is almost inevitable. It is best cast when someone is approaching slowly from the horizon, and will likely be cast after they've passed and approach the other horizon. Yes, it does take that long. Best used on guards who can't leave their posts for hours at a time.

"Strength Aura"
Anima(2)[+Anima(Power per added target, if any)]+Enhance(4)+Personal(0)+Sustained Duration(2)+Paces(2)
Caster Only: Ob=10(Power is 2), 48 syllables.
Additional Targets Ob=Total Power of all in radius +8, 48 syllables +10 per additional person.

This spell was cast only once, and it made the caster feel brutish and pubescent, awkwardly swinging with his enhanced strength and accidentally knocking over a small cart. Enhancing strength is an awkward feeling and difficult to adjust to. The woman who was within the radius seemed to be more in tune with her enhanced body, while Calypso was nearly immobilized by its awkwardness. In the future, Calypso will only be casting the touch version of this spell. A "caster only" version could be cast more cheaply... but it won't be.

"Strength Touch"
Anima(Power of target)+Enhance(4)+Personal(0)+Sustained Duration(2)+Single Target(1)
Touched Target: Ob=Power+7, 48 syllables.

Essentially this power grants a strength bonus equal to the number of successes over the Obstacle for as long as the caster concentrates and spends a will die to maintain it (and sustains tax based on the modified Ob of the spell, see Abstractions, page 13). Concentration and will dice are not lightly sacrificed by most sorcerors. Calypso charges for this "service." By the minute. Sure, it's sustained by the hour, but the target doesn't know that.

"Fleetfoot" or "Outtadodge"
Anima(Speed of caster)+Enhance(4)+Personal(0)+Sustained Duration(2)+Caster(0)
Caster Only: Ob=9(Speed is 3), 42 syllables.

Useful for getting the hell "out of dodge." Again, takes a long time to cast and may induce unconsciousness even if successful. Best cast when inside a castle with a large, invading army about a day's march away. Bumps up speed by 1 per success over the Ob. "Buh-bye!"

"Flying Skull"
Anima(Steel of Opponent)+Tax(2)+Presence(1)+Instantaneous(0)+Sing le Target(1)
Targeted Fear "bolt": Ob=Steel of Enemy + 4, 22 syllables.

This spell manifests as a skull, with flesh rotting off of the face, emerging from beneath the caster's face and seeming to fly towards the target, with teeth chattering and gnashing. This effectively reduces the Steel of the Opponent by 1 per success over the Ob. The target must make a hesitation check at the lowered steel value. While technically not required to do anything other than stand and drool (upon failure), the average person "drops a load" in his pants upon seeing this grisly apparition, and runs for the hills.

"Bladeturner"
Anima(1)+Earth(1)+Control(5)+Personal(0)+Sustained (2)+Caster(0)
Homebrewed Turn Aside the Blade: Ob=Number of defense dice from armor or trait bonuses+9, 46 syllables.

This spell is an attempt to mimic the "Turn Aside the Blade" spell, which Calypso's master had in his tower (before the tower was sucked into the abyss). This spell, however, rather than making blows miss, actually makes them seem to slide off the caster, in an effect that looks more like water rolling from a duck's back than dodging. This spell is connected, in Calypso's mind, with his staff (the spell's sustainer), and without the staff, he would have to reformulate a new version of the spell.

Calypso
06-24-2004, 11:53 AM
Earth Abstractions:

"Crack"
Earth(1)+Tax(1)+Presence(1)+Instant(0)+Measured Area 10s of paces(4).
To "Crack" a door or wall: Ob=7, 26 syllables.

This spell does NOT open a door or break through a wall. Instead, it weakens the structure to a point where it is much easier to break with brute force. Essentially, small cracks run up and down the object. Extra successes either increase the depth of the cracks or the radius of the cracking. Successive castings may cause more serious damage to the structure. Note: this spell will never destroy a structure outright, but many castings might weaken it to the point that a light breeze could pull down the wall of a house.

"Man, The Earth Hates You Bastards"
Earth(1)+Destroyer(2)+Sight(4)+Instant(0)+Measured Area 10s of paces(4).
To create a field of pointy things: Ob=11, 32 syllables, Damage =Will Exponent.

Pointy things is the scientific term for nettles, needles, stickers, thorns, sharp rocks, and skinny tree branches. This spell takes such items and instills them with the ability to really get under the fingernails and toenails of those unfortunate enough to be caught in the radius. While the damage is not vast, the radius can grow large, and areas struck with the "Man, the Earth Hates You Bastards" spell remain highly treacherous until erosion or nature straighten them out. Running through such an area is not recommended unless wearing thick boots.

"They Look Like Big, Strong Hands"
Earth(1)+Anima(Power)+Enhance(4)+Personal(0)+Susta ined(2)+Single Target(1).
Enhance Touched Person's Hands: Ob=8+Power of target, 40 syllables.

This spell enhances the ability of the target to deal barehanded damage and to pick up sharp, hot, or otherwise unpleasant items without gloves. Essentially, the hands are instilled with the essence of stone. The damage bonus is equal to one plus the number of additional successes beyond the first. The skin of the hands can still become damaged under this spell, but no pain is felt until the spell is over. If the flesh was burned away by fire, for example, this may cause some problems.

"Lessons of the Obelisk"
Earth(1)+Control(5)+Personal(0)+Instant(0)+Paces(2 ).
To form simple tools from stone: Ob=8, 50 syllables.

Dun. Dunnn. Dunnnn. DUNDUN! Used to create tools with which the caster is familiar, this spell is one of Calypso's favorites. It combines sorcery with the ability to carve small objects directly from the earth itself. Immediately following the sorcery check, a carving (or crafting, in the case of weapons or armor) check is made to determine the quality of the items made. Material and item complexity dictate the difficulty. In general, the more durable the material or complex the tool, the more difficult it is to make "good" quality items. Metal is particularly difficult to manipulate in this way, making superior weapons and armor virtually impossible to create... unless made with wood, but that poses other problems. Note: this only shapes the material, it does not create metal or stone with which to work. Finding enough stone in a single piece for a sword can be difficult, and working with raw materials from the ground can make for for some shoddy items. Great and unusual successes, however, can lead to magnificent work. Additional successes can also be used to make additional tools, provided that the tools are small (i.e. under dagger sized) and a carving check is made for each.

"I Can Fix That" or "Male Intuition"
Earth(1)+Control(5)+Personal(0)+Instant(0)+Single Target(1).
Used to Repair damaged items: Ob=7, 46 syllables.

Like with "Lessons of the Obelisk," this spell is used to shape raw elements to the caster's bidding, but this spell uses its power to reform bent armor or swords (or other items) back into their original shape. This spell is only able to repair armor that has lost 1 die of effectiveness or similar minor damage to weapons, shields, or tools. Upon a successful (or nearly successful) casting of the spell, a Mending (or crafting/repair check) must be made to see if the spell was successful. The Ob is only 1, as the spell does most of the work, failure merely indicates the item being incompletely fixed, requiring another attempt. For more severely damaged items (beyond a single die penalty), this spell must add the "paces" area, to use/add material from outside the armor/weapon/tool itself. This may not look very pretty, and for armor or weapons damaged to this point, a crafting/repair check is needed (mending cannot be used) with an Ob equal to the number of dice the item has lost. The caster must touch an item to repair it.

"Wall"
Earth(1)+Control(5)+Personal(0)+Instant(0)+10s of Paces(4).
Make a Wall: Ob=10, 54 syllables.

Creates a wall in the shape the caster desires. Additional successes can be used to customize the wall (with designs, windows, etc.). Not a combat spell, this is used mainly for construction... and for making repairs after another spell has caused a lot of damage. Calypso uses this one frequently. Walls can be made from any materials on hand, but most frequently are made of stone. This spell can be used on an existing wall to repair damage done by the "Crack" spell.

Calypso
06-24-2004, 01:11 PM
Fire Abstractions

"Smoking Crack"
Earth(1)+Fire(2)+Control(5)+Personal(0)+Instant(0) +10s of Paces(4).
Creates a fiery chasm at the caster's feet: Ob=12, 59 syllables.

Not to be confused with the "Crack" spell, this spell looks awesome. The earth rips apart violently and flames billow forth, looking cool and dangerous. The flames scorch the sides of the chasm and smoke billows forth even after the flames die down. While not particularly wide or long, the chasm is fairly intimidating, and while enemies may cross it safely, convincing a mount to cross or even go near it might be difficult. This is also a good spell for answering questions from your friends.
Teammate: Where were you during that fight?!
Sorceror: Smoking crack.
Teammate: Hmmm...
This spell has the material components of a planet (not consumed in casting) and a spark (which is consumed in the casting).

"Ack! I'm on FIRE!"
Fire(1)+Control(5)+Personal(0)+Instant(0)+Caster(0 ).
To set oneself on fire: Ob=6, 53 syllables.

This does, technically, set the caster on fire, but his clothes and items are not consumed in the blaze. The fire dances about an inch above the character's skin or clothes, not in actual contact with the character. It's not really a very hot fire to begin with, and the caster essentially cools it to a level that is not dangerous. Not useful in combat unless grappling (even then, only the slightest of wounds are caused). It does, however, look cool at parties.

"Obligatory Damage"
Fire(2)+Destroyer(2)+Presence(1)+Instant(0)+Single Target(1).
To burn a foe: Ob=6, 19syllables.

Mechanically identical to Fire Bolt from the Abstraction chapter, this spell appears as a ring of fire that rises under the opponent. "I fell in to a burning ring of fire."

"Mag-muh Cage"
Fire(2)+Earth(1)+Destroyer(2)+Control(5)+Sight(4)+ Instant(0)+Single Target(1).
To poke and surround with molten stone spikes: Ob=15, 25 syllables. Dam= 2xWill +1 per added success

This spell causes long spikes of earth to erupt from the ground around a single target. These shards are steaming and red-hot, infused with heat from the magma deep below. They do not erupt evenly, but at a variety of angles, stabbing the target and twisting around it in an orgy of sharp, hot points. Damage is (2xWill)+added successes. If the spell is cast successfully, the target is completely immobilized by the cage, with rock surrounding them and piercing them on all sides. Breaking free of this cage is difficult and exceptionally painful, resulting in half the original damage being dealt again to the target, regardless of success. The breaking free obstacle is a flat power roll with an Ob equal to the caster's will, and takes a full volley to attempt. Target takes damage from any attempt to break free, even if failed.
This spell has never successfully been cast.

"OH MY GAWD" or "OMG"
Anima(x)+Earth(1)+Fire(2)+Destroyer(2)+Sight(4)+In stant(0)+10s of Paces(4).
Causes upheaval, death: Ob=Group's Highest Health Stat (+1 per additional person in radius) +13, 47 syllables, Dam = 3xWill +1 per added success.

Only cast once (with major variation on area and duration), the spell is named for what every person who witnessed it said... just before their deaths. The spell rips open the earth, sucking all those in its radius downward, crushing them in the maw of earth. Meanwhile, their skin turns grey and falls off in chunks like diseased meat. And to make sure everything goes well, drops of lava fall like rain from the sky, ripping and burning through everything in the radius. Artha will need to be spent on the tax roll to avoid possible death from over-maximum taxation.

Kublai
06-28-2004, 02:09 PM
Dude. These are awshum. :shock:

I only have one criticism that needs some discussion. The Instantaneous Duration creates an effect instantly, but that effect only lasts an instant. So if you create a wall with this facet, it appears and disappears in an instant. However, if you instantly create a ring of fire that erupts and burns someone, the effects of those burns are permanent, though the fire is long gone.

This is my interpretation, of course. By looking at the cost of the facet, you also gain an indication of its power level. Instantaneously is the cheapest facet out there, I think, and thus it shouldn't be given more than its due. When you create a stone wall and want it to last forever, than you ought to use the Permanent facet. Otherwise, Instantaneously has the same effect as Permanent, thus obviating the need for the latter.

Calypso
07-10-2004, 07:46 PM
Kublai:
For the "Wall" spell, the instantaneous duration is the instant that the caster has "control" over the element, forming the earth with his mind. This isn't nearly as useful as a "create" impetus, as you can only use the materials on hand. In the desert, for example, you couldn't create a granite wall, and on a basalt plain, you couldn't make an obsidian wall. You shape whatever's within "10s of paces" within the earth. As long as you choose something that's inherently solid (i.e. stone), it will remain in wall shape after it's been formed.

A much better version of this spell might be a durational one that would allow the caster to shape the wall into more complex shapes that would be considerably more time-consuming to envision. As is, this spell allows the caster only to envision a simple shape (wall-like, with perhaps a simple window) and to pull the earth into it. Fusing multiple loose stones together falls under the purview of "control," so I figure the caster can make them stick together in a general wall shape.

A recommended +1 Ob would be attached for every "detail" (window, doorframe, designs, multiple curves, angles) the caster wishes to make on the wall. Also, after creating a few in an area, he'd likely have used all the stone in the area. The GM could/should limit the number of walls constructed in an area based on the geological strata nearby and directly underneath. Additional successes could pull the stone from further beneath the ground and negate difficulties created by too many uses in a single area (a house might be built in a somewhat rocky area, but a long, tall, city wall with guard towers might not be possible).