**Potential Spoilers**

The Armitage Files is an improvised campaign structure. It uses a number of stock pieces, such as NPCs, organizations, and locations, that are strung together by individual GMs to fit player action. The adventures I create with it may or may not match any other GM’s version of the campaign. That means that reading these posts may or may not offer spoilers for other game groups.

**You Have Been Warned**

We’re trying to squeeze in two Armitage Files games before I leave for GenCon, because when I get back, two of the three players head off to Europe for about a month, and we won’t get back to a regular schedule until September. Given that this summer has already seen some challenges in scheduling the game, we wanted to get a little momentum built, to make sure the game doesn’t wither and die.

That’s why we got together this afternoon to play, and are planning on doing it again next Saturday night.

We had finished off the Monument Creek storyline last session, and the characters were taking a couple of weeks to rest up after the beating they took on that little outing. As is my usual practice, I asked the group to let me know about a week in advance what reference they were planning on following up next. They decided to look into the Kingsport Yacht Club, because the Captain from last session was heading to Kingsport Harbour with the idol when they blew him up. And the Yacht Club was near the harbour, so…

Now, I cheated a little bit on the prep for this one. I had already decided that the group was going to receive the next document this session, so I wanted to tie in a few extra threads to the storyline for the Yacht Club, because it’s probably going to be the last one from these documents that gets investigated. Maybe not, but I think the pressure of a new document, with new hints, is going to get the group fired up about some of those. That meant that I wanted to draw in a few of the things that had featured peripherally in the earlier investigations, specifically Austin Kittrell and Diamond Walsh.

That seemed like it was tailor-made for stealing one of the spines from the Scenario Spines chapter of The Armitage Files, which I did, choosing The Dweller Within. I tweaked it from the basic structure to better suit what my group are starting to show as their play style, did up a few sets of stats for various things along the way, and away we went.

Their first step was to try and infiltrate the Kingsport Yacht Club by having Dr. Solis pose as Arthur Matthews, a recent widower returned from South America with a daughter (Roxy, starring as Mary Matthews) who wanted him to meet the right people and start getting involved in the local society circles, so that he’ll stop paying so much attention to her life. Roxy’s high Credit Rating meant that she knew the names of several people who were members, including Austin Kittrell, a wealthy party-boy (and collector of strange documents) with whom she’d had some minor dealings previously. He knew her too well, though, so she and Solis went to Samuel Hepburn, a lawyer who didn’t know her as well, and prevailed up on him to put Arthur Matthews forward for membership.

Why Dr. Solis? Well, Roxy is a woman, and Aaron is Jewish, so neither would have a chance of getting in. Welcome to 1935.

On the night of the membership drive, Aaron went along with the pair, disguised as their chauffeur. While Solis and Roxy were hobnobbing with the other members, prospective members, and their families, Aaron was hanging out with the staff below stairs, trying to pick up some gossip. The character, unfortunately, doesn’t have a lot of skill in that area, but his roleplaying and the things he paid attention to got him some solid information. For example, among the waiters, cooks, maids, and drivers, there was a pair of goons in bad suits sitting by themselves with a bottle of whiskey. Aaron decided to see what he could get out of them by pulling out a deck of cards (with dirty pictures on them) and gambling with them for some whiskey. Over the course of the evening, as he lost a fair bit of money to them, he found out they were Walsh’s men – the gangster who had been transporting the idol for the Captain in the last investigation. He also found out that Walsh was married to Zora Gardiner, daughter of Oliver Gardiner, and president of the Yacht Club. The men were bemoaning the fact that, ever since the wedding, Walsh had been getting soft, and was now trying to get respectable by joining the Yacht Club.

Aaron also caught sight of a small figure – possibly a child – hiding in the bushes when he went to check on the car at one point, but didn’t get a good look at it, nor did he follow it into the shrubbery.

At the party, Solis and Roxy met the Gardiners, Walsh and his very pregnant wife Zora, and Dr. Lynch, the club secretary. They found that Gardiner had a fondness for local history, especially that of the native peoples, and that the club library – the province of Dr. Lynch – contained many books on local and maritime history. Other than that, and a strange encounter between Austin Kittrell and the disguised Roxy, everything went very well, and our heroes retired at the end of the evening with every expectation that Arthur Matthews would soon be receiving an invitation to join.

Over the next few days, they did a little more research on the Gardiners, and on Walsh and the Yacht Club. Their digging turned up the origins of the extended Gardiner clan in Merry Mount, in the early days of Puritan settlement, where they made good money at fishing. A Cthulhu Mythos use reminded Aaron of a passage from The Book of the Voice, which spoke of how the pre-European inhabitants of Merry Mount (called Mounte Dagonne by the early French explorers) had worshiped an ancient sea-god, and were said to have interbred with the children of this god.

Further research turned up a pattern of stillbirths, miscarriages, and deaths in childbirth among the extended Gardiner clan over the past year. All of the physicians of record were listed as Dr. Lynch, which struck them as odd, because they knew Dr. Lynch was a surgeon, not a GP or OB/GYN. At this point, Aaron’s player was getting very nervous about things, so he spent a Cthulhu Mythos point, and recalled hints he had seen in old books about how the offspring of the sea-god’s children would be vulnerable and mortal for the first two-score years of their lives, until they shed their mortal form and returned to the realm of their god. Some of the men who had made pacts with these creatures had sought various ways to force this transformation in utero, eliminating the vulnerable period of the god’s grandchildren. He recalled how pregnant Walsh’s wife – Gardiner’s daughter – was, and how in two days, there would be a spring tide, a time of power for Dagon.

Some quick checking confirmed that Walsh, a forty-year-old gangster, had no children, which was so unusual as to strain credulity. The investigators came to the conclusion that Gardiner was getting control of Walsh and his business using the promise of a child and respectability. Checking with the police revealed that Gardiner’s enemies and business rivals had a habit of disasters; disasters that someone like Walsh could easily arrange. A check of Lynch’s past showed that his father had also been a member of the Yacht Club – along with Kittrell’s father – and that Lynch had been a battlefield surgeon in the Great War before traveling extensively in Europe and Asia, finally returning to Kingsport six years previously.

And so our heroes wound up arguing over the corpse of a stillborn child in a graveyard at midnight.

They had all agreed that they needed to examine a body to confirm their guesses but, when they had finally unearthed the tiny coffin (suffering some nice Stability tests), Aaron refused to allow the others to take the body from the graveyard and desecrate it farther. They had a quiet, desperate argument there in the dark before Solis finally went under the blanket with sad little body and a flashlight.

Cue Stability check, with extra Sanity loss.

He found that the body was fairly decomposed, but the limbs seemed to be a little too long and spindly, and the webbing between the fingers and toes was still fairly pronounced – unusual in a foetus at six or seven months, but not all that strange. What bothered him most were the signs that the thing had undergone surgery in utero – there were healed scars over its abdomen and torso. That and the tiny, needle teeth in its mouth.

They  reburied the body and left the graveyard, badly shaken, and unsure what to do about the situation, knowing that they have two days before something is likely to happen to Zora Gardiner and the child she’s carrying.

And that’s where we left it.

Next game is this coming Saturday, and that should put paid to this scenario, though I think they’re going to have some tough choices to make about how they settle things.

Oh, and I dropped the next document on them, while Aaron was working on the research and Roxy was talking to the Kingsport Police. Cyrus Llanfer brought it to Dr. Solis, saying that he had found it inside the Necronomicon, which he periodically checks to make sure that, for instance, no half-breed wizard from Dunwich makes off with it.

So they’ve got that to think about, too. I’m interested to see what they come up with.

Last night was the latest installment of the Fearful Symmetries campaign. My players caught me completely off-guard with what they decided to do, but I think it all worked out okay in the end.

We got a bit of a late start to the game because of some real-world obligations*, and then spent a little bit of time eating*, before settling down to play. During the meal, we talked a bit about how enchanted items work – it’s another layer of complexity on the spellcasting system that the characters are starting to feel ready to explore, though none of them went for it just yet.

I had checked what the plans for the players were via e-mail earlier in the week, and they had said that they wanted to take care of some mundane, personal stuff – moving into new rooms in Prague, getting to know people in the neighbourhood, resting up after the injuries taken last session, stuff like that – but also to see what could be done with the hammer they had taken from the fire giant.

Their initial examination of the hammer showed them that it was an item of power, and had dark energies woven into and around it. That precluded just leaving it lying around, but they also didn’t want to hang on to it for too long, lest something bigger and badder than the fire giant come looking for it. And they didn’t want to try destroying it until they knew it was safe to do so, and the right method to dispose of it.

I liked the attention they were paying to the hammer, so I decided to make it something more than just a powerful magic weapon. Emeric is carrying a sword called Beortning (Brightening), which is supposed to be the flaming sword his father, Surtr, carries with him to start Ragnarok. I decided to make the hammer something similar, giving it the name Faurbauti (Cruel Smiter), and making it one of the four Dooms (also called The Pitiless) – the weapons the giants will wield against the gods during the final battle*. I also decided that, since Faurbauti is fated to be at Ragnarok, destroying it is futile, if not impossible. In keeping with the fatalism of the Norse myth cycle, it will be at Ragnarok, no matter what is done to it.

Anyway, with these things in mind, I fleshed out an adventure structure where different things happen depending on how the characters try to deal with the hammer. Asking different people about it gives them different information, looking in different places causes different things to happen, etc. I’m not going to talk at length about what those things are because, as mentioned above, the characters bypassed pretty much all of that stuff and caught me completely off-guard. That means I’ve got a bunch of raw adventure material that I can reuse in a different situation.

I also decided to take some advice from this post by Rob Donoghue, and add another plotline – one that sprang from the players’ actions, but was not actively pursued by the players. Basically, at 12 Refresh, these characters can handle most moderately nasty things I care to throw at them, so rather than just ramping up the power and undercutting their competence, I decided to ramp up the complexity of the situation by throwing another agenda and adversary into the mix.

Anyway. Catching me off-guard. Right. That was my point.

After we did a little straight roleplaying stuff, with Izabela setting up her new rooms and Emeric getting to know some of the neighbourhood folks, the characters started asking a few questions of various folks about Petrin Hill – Petrunas, the god who used to be worshiped there, is a cognate of Thor, and Emeric reasoned that, if there was one god who would want to keep a powerful weapon out of the hands of giants, it was Thor. The Contacts rolls and Lore rolls and other rolls to conduct the investigation came up craps, so they wound up getting very little information; just enough, in fact, that they became unsure if the Petrunas worship here was indeed a branch of Thor worship.

I did, however, show them some good pictures of Petrin Hill and the Hunger Wall to set the scene in their minds.

Not making any progress that way, Izabela decided to perform a ritual to see what she could discover about the hammer. This worked, and I gave her a vision of the forging of the weapon on the rune-etched anvils of the dwarves deep below the earth, a look at each of the four Dooms (Beortning, Faurbauti, and a spear and axe I haven’t named yet), and a vision of the four weapons coming together in Ragnarok.

Faced with that image, they decided there was only one thing to do with the hammer: take it to Asgard and give it to Odin.

Did I mention they caught me off-guard?

So, they worked up a ritual to catch a rainbow in a prism, sacrifice their magical horses and, dressed in floppy hats and blue traveler cloaks, walk over Bifrost, the Rainbow Bridge, and try and talk their way in to see the All-Father.

Now, I wasn’t ready for this solution, but it was a cool idea, and the players were very excited about it, so I decided to go with it, despite the intimidation factor. See, Clint, who plays Emeric, knows (as far as I can tell) everything about Norse mythology. Penny, his wife, who plays Izabela, knows slightly less, only because she’s not as interested in it. I, on the other hand, know a little bit about it, but it’s not my main area of expertise and interest. And here I was, having to present a trip to Asgard to these two, with no prep time.

Thankfully, neither of my players are purists about how this stuff gets used in game. They allow the GM to twist things for the purpose of game, and just go with it to have fun. Still, a little intimidating.

Over the Rainbow Bridge they went, talking their way past Heimdall, giving their binding oaths to do no harm, and up to Odin’s seat in Valhalla. Given that Emeric is the son of Surtr, and wields the sword that Surtr will use to start Ragnarok, his welcome was not entirely warm, but the two mortals were made guest-friends of Valhalla by Heimdall, and Odin upholds the pledge. After a little discussion, Odin accepts Faurbauti from Emeric, and asks what he can give them to show the generosity of his hall.

I set this up as a bit of a sneaky trap. Odin is a good guy, but he’s tricky, and untrusting. So, I decided that he was going to be judging the characters based on what they asked from him; anything material he gave them was going to be unlucky, or draw unwelcome attention. However, Emeric asked only for Odin’s trust – an honourable thing in the culture – and Izabela asked for the gift of tongues. Given Odin’s questing for knowledge and secrets and power, he had to respect this request, too. He decided that the two were worthy of some respect. Emeric was given a ring off Odin’s own hand (a sign of trust and favour), and Odin promised to tell Izabela where she could obtain the power she sought, though she would have to win it for herself.

Their audience over, they were given the hospitality of the hall for the night. Emeric had a bit of a pissing contest with one of the Einharjar to win a more respected place at the tables than what they were assigned, and Izabela got a private meeting with Odin, where he told her that, if she wanted the gift of tongues, she would need to seek out the Rimewell.

I conflated a few sources to come up with the idea of the Rimewell – John Myers Myers featured the Hippocrene in his book Silverlock, and Norse mythology tells of Odin drinking from Mimir’s Well to gain wisdom (after having sacrificed his eye as the price of the drink), and how he hung himself on Yggdrasil for nine nights to gain wisdom and the charms he sought. I decided that, as with the Silverlock Hippocrene, the Rimewell would grant a different gift with each of three sips: the first would give the gift of poetry, the second the gift of tongues, and the third would give the gift of prophecy. Odin warned her not to take a fourth drink.

He also told her that the Rimewell was guarded by the Rimewitch, and that she would have to persuade her to allow Izabela to drink.

After a night of partying, the pair depart Valhalla in the morning, down the Rainbow Bridge Heimdall summons for them. There, as he unleashes his power, they get their first glimpse of what it means to be a god: his presence in that brief moment almost overwhelms them with its majesty and potency. I made a point of indicating that the power they sensed here dwarfed that of the Erlking, and that Heimdall is one of the lesser Aesir.

Back to Midgard they went, deciding to seek the Rimewell in Utgard another time from a different direction. And, when they arrived back in the earthly realm, I hit them with the additional plotline, just to keep them guessing: they were attacked by a pack of magically enhanced dogs. They dispatched them pretty easily, and found that each was marked with a curved knife brand, which Izabela recognized as a symbol she had seen branded in the flesh of a slain wizard in Buda-Pest, and was rumoured to be the mark of a secret clan of assassins.

During the fight, Emeric spotted movement in the trees away from the dogs, but when he charged to investigate, a hawk flew away, dodging his blast of fire in the process.

And that’s where we left things last night. All in all, I’m pleased with the way things went, and with the different threads of story coming together in the campaign. I think everyone had fun, too, and the whole improvised visit to Valhalla came off about as well as I could have hoped.

Next game is in three weeks. Now to finish my prep for the Armitage Files game tomorrow afternoon.

 
 
 

*Happy birthday, Kieran! Back

*If you like Indian food and live in Winnipeg, you can do a lot worse than Clay Oven. Back

*If you know Norse mythology, you know I’m just making crap up at this point. But it gives an interesting context for some stuff, and lays some pipe for future scenario ideas. Back

I’ve been running The Armitage Files since the middle of last March, and have got in five sessions in that time, with two more scheduled before I head out to GenCon. That’s a long enough time that I want to look back at my initial assessment of Trail of Cthulhu and The Armitage Files, and talk a little bit about what it’s like to run, how I do it, what things I find work well, and what still gives me some problems.

Basic System Stuff

I cannot get over how much easier this system is to run than I had feared.

One of my big worries was figuring out how to use the investigative abilities, and where to draw the lines between the different abilities. While running the game, I soon came to realize that the abilities pretty much did what they said on the tin, and that I shouldn’t worry about drawing lines between them. The whole point of the investigative abilities – and the system in general – is to get information into the hands of the characters. It is wonderfully focused on that single, over-arching goal, and once you get your head around that as a GM, everything becomes clear and easy.

So now I don’t worry about whether a clue would be better found by Evidence Collection or by Forensics. I just see that a character is looking where they should to find a clue, and give it to them. I keep a list of what abilities the different characters have, and I phrase the evidence in keeping with whichever of the abilities makes the most sense given the information. If they’re looking for more, I’ll ask for a spend from a particular ability, or I’ll ask them what ability they’re using to get more information.

The two important things are that the clues get found and that the players enjoy themselves.

As for the general abilities, I’m coming to a new understanding of them as we play. With difficulty ranges on target numbers for general abilities running from 2 to 8, and averaging (in game) around 3 or 4, really what your points in a general ability do is give you a pool of automatic successes for a given ability. They let you guarantee success when you really need it. So, shooting at that cultist before he sacrifices the baby? Yeah, you’re gonna want a guaranteed hit on that one, so you spend 5 points from your firearms pool. Overkill? Maybe, but you don’t want to risk failure at a critical, dramatic moment.

Spending in smaller amounts is certainly a viable strategy in game, but I recommend that players ask themselves whether they really need to succeed at something. If the answer is no, don’t spend. If the answer is yes, go all in. And if you wind up with a few failures that complicate your life? Well, that’s how stories are made, right? Complications are your friend. They make things interesting.

In general, the light system with its sharp focus on getting clues to characters makes prepping for the game very easy. Creating the mechanical side of encounters is takes little effort, and is easy to do on the fly – I can whip up a set of mundane cultists in under two minutes, and take about five to put together an interesting monster. Running the light system is a breeze, and it lets me really focus on creating the scene, and adding colour to what’s going on, rather than worrying about the minutiae of the rules.

Combat quickly devolves into desperate, panicked action, and there is a constant threat of something very bad happening to the heroes. This is the way it should be in a horror game, in my opinion. The lethality can be easily scaled to make things more or less survivable in general, and it’s even easy to do on the fly, if you want to change the risk factor in an ongoing encounter. So far, I haven’t killed any of the characters in my campaign, but I think they’ve felt the risk of it every time we get into combat, which is the vibe I want.

The real place I put in prep time is in creating the mythos pieces for the game – coming up with the history of the book they find, finding a good picture to show them of the standing stones, creating a background for why a specific cult exists and what they want, making hand-outs of some of the things they find, etc. Good, meaty story and atmosphere stuff. And that’s where I want to be spending my time.

The Improvised Campaign

I’ve got to be honest with you. I was somewhat disappointed when I started looking at The Armitage Files, because of the way it focuses on an improvised campaign. I wanted something more scripted – like the Esoterrorists adventures I’d seen, where the spine of the investigation is nicely mapped and all the clues are cleanly presented. I looked at the campaign, saw it was just a toolbox of elements to use, and grew a little discouraged.

I’m no longer disappointed.

I don’t follow the advice about running an improvised campaign the way they present it in the book, but I’m still running a very player-directed, sandbox kind of campaign. See, I don’t like having to come up with all the big, interesting pieces of the game on the fly, with little or no planning, but I do like the idea of the players getting choose what direction things are going in. My main problem with the improvised campaign idea is that I can come up with much better stuff, with more internal consistency and depth, if I have a little time to work it out.

What I’m doing sort of splits the difference between the improvised approach and the fully scripted approach. I let the players tell me what they’re going to investigate, and how they’re going to do it, before the game. I then have a few days to take a look at the source material and figure out what’s going on behind the scenes. I map out the relationships between the various involved elements – NPCs, organizations, events, artifacts, etc. – and flesh out a few details, like coming up with some brief stats for potential combatants and a writ-up on any mythos items they might find, along with something to tell them if they use Cthulhu Mythos as a hint machine.

Once I’ve got this structure mapped out and my background stuff prepped, it’s easy to just turn the characters loose on the investigation and create the clues they find on the fly, based on what they do and what I know of the the adventure secrets. And I’ve got a couple of set pieces ready to drop on them for good reveals, so the game feels like there’s a direction, a beginning and end, and all the other good things you want for the thing to have some shape.

The Armitage Documents

One of the things that challenged me at the start was figuring out how to use all the little tidbits the source documents mention. I actually went through and made a list, document by document, of all the interesting references in each document -  the Document Keys section does some of this, but there are a number of things that caught my eye in the documents that aren’t covered in the keys. I then tried to build a single spine out of each document, relating all the items to one mystery and tying everything together.

For the love of all that’s holy, learn from my mistake and don’t do that.

You wind up with a very forced mishmash of elements, where things are shoehorned in and a lot of the connections just don’t work that well. The resulting mess would have been completely opaque to the players, no matter how thick and heavy the clues were flying, because I could barely make sense of it. They would have had no chance. Worse, it would have strained credulity far too much, and that would have broken the mood and the suspension of disbelief.

The question then arises, “So how much should I include in a given mystery?” That’s a hard question to give a solid answer to, because it’s going to vary from group to group and adventure to adventure. You’ve got to look at how long you want this specific scenario to run, and how important it’s going to be for the ongoing story. Usually, I pick two or three elements from the document, and string them together, and that gives me a solid evening or two of play. I pepper the session with casual mentions of some of the other references, either from the current document or from a future one, to keep the group interested and aware that there are other things going on besides their current investigation.

Now, this can backfire on you if they latch on to something you threw in as colour and go haring off after it. That’s usually pretty easy to deal with, either by working that reference into what you’re currently doing, or by stonewalling that investigatory avenue until you’re prepped for it. Kingsport Yacht Club? Well, you need a membership to get in. And to get a membership, you need to find someone to vouch for you. Do you know anyone in the Kingsport Yacht Club? It’ll take a while to track a member down.

The risk of stonewalling is two-fold:

  1. You need to make sure the group has other leads to follow up. If they don’t have other things to look into, then you all just ran out of story and sit around twiddling your thumbs. Of course the wealth of leads in the documents should mean that that never happens.
  2. You must, must, must make the payoff worth it at the end. If you put off the investigation of an element, your players will be able to tell you’re putting it off. That’s going to make them more eager to investigate that particular element. So you need to make sure you put in the time to develop it, and to make it cool enough that it was worth the wait. Otherwise, you’ll just look lame.

One of the other risks you can run into is that the characters ignore something that you want them to follow up on, because you’ve got something cool planned for it. I’ve found the best way to push them towards something is not to push, but to drop other references to it in the investigations they’re currently pursuing. No one wants to check out the Kingsport Yacht Club? Well, the idol you intercepted was on its way down to the Kingsport Harbour. Why yes, it is near the Yacht Club. Surely there’s no connection…

One last piece of advice on using the documents – and this is mentioned in the book – is not to let the players follow up everything. Drop a new document on them before they’ve tracked down everything in the documents they currently have. Not only does this guarantee that they always have new and interesting leads to follow, it avoids the artificiality of treating the documents like a dungeon, where the characters clean out every room before moving on to the next dungeon.

Most importantly, though, is that it imposes a time pressure, a sense of urgency to the investigations, as the players see more and nasty stuff coming down the pipeline at them, and realize that they have to pick and choose what they want to do something about. They will be leaving things behind, and that will add to their anxiety and desperation, and they will worry that the investigations left undone will come back to haunt them in the future. And that’s the kind of attitude you want in a Cthulhu game, right?

Ongoing Challenges

***SPOILERS***

Generally, I try to avoid spoilers in talking about published adventures, even ones as loose as this one. But there are a couple of things that I’m still having challenges with that might give away some of the secrets of the campaign frame, so I’m hiding those behind spoiler tags. Click the Show button to reveal them, but don’t say I didn’t warn you.

Here’s the first:

Show ▼

And here’s the second:

Show ▼

One other thing that’s still giving me a bit of a challenge, and that doesn’t need to be wrapped in spoiler tags, is that I need to learn to relax more into the process of the game, letting things evolve naturally based on character (and player) interest, rather than trying to run things down a plot line that I create myself. I used to be much better at this, but over the years, I got out of the habit by playing games which reinforce a more rigidly structured play experience, like D&D. I’m rusty, and keep second guessing myself.

That will come with time and practice, I know, but at the moment, I’m still a little frustrated by it.

Parting Thoughts

Ending on the challenges might make it sound like I’m frustrated by this game and campaign, but nothing could be farther from the truth. I think the game system and the campaign are fantastic, and I’m enjoying running my Armitage Files campaign immensely. My players are great fun, and also seem to be enjoying themselves, so that’s a big win all around.

This game has done a lot to revive my faith in myself as a GM who can work without the crutch of highly-detailed combat and fight-a-week-style adventures. I used to run a lot of non-D&D games, and great as I think D&D is, it encourages a very particular play style, just by the amount of rules text devoted to certain topics and the structure of published adventures.

Trail of Cthulhu is crafted for a very different play experience, one I’m out of practice with. But as I run the game, I’m remembering why I loved this style of play. The spill-over from what I’m doing here can definitely be seen in my other games, like Fearful Symmetries. It’s making me a better GM, and its doing it in a way that’s fun and low-stress.

But you folks don’t really care about that.

What you care about is this: Trail of Cthulhu and The Armitage Files are a blast to play. I’m very glad I decided to give them a try, and I look forward to each session.

The next one is this Sunday afternoon, and the following one is Saturday after. I will, of course, post the results here for you folks to peruse.

Alright. This post, we’re going to take a look at how to put together some actual spells from the ground up.

The requests for spells came from you folks out there, but I’m not going to work out all of them, only a few examples to show the thought processes involved. If you’re looking for a long, detailed list of possible spells, you’re not going to get it here; in my opinion, having a list like that undercuts one of the great things about playing a spellcaster in the game, which is the ability to use your powers creatively and come up with spells on the fly. This post is focused on the sorts of things you need to take into account when creating a spell, and only secondarily is it intended to offer a little inspiration to the magically inclined out there*.

I’m going to be using Harry’s stats from Our World as the basis for the math in this post. You can find his write-up on p136, if you want to follow along at home.

Let’s get started.

Get Away From Me!

In a couple of places in the book, Harry blasts a foe with an evocation that catapults them away from him, giving him time to run away or deal with something else.

Now, as with any evocation, there are lots of different ways to apply the various elements to produce the effect; air and spirit are the most obvious, but a mystic wave of water or a blast of expanding air from a sudden heat source or the gravity of the target shifting 90 degrees would also all work. For our purposes, let’s go with spirit, in the guise of pure force slamming into the target and sending it flying.

Once we’ve chosen the effect, we have to pick what mechanics we’re going to use to model it. For this effect, it’s a little tough, because there are no rules for using evocation for movement – Harry points out that movement via evocation would be a wild, uncontrolled, unsafe thing. Because we’re applying this to an enemy, though, we don’t mind those problems so much.

The obvious option is to model it as a maneuver, applying the Aspect Knocked Sprawling or something like that*. If the point of the spell is to move the target one or more zones away from you while applying the Aspect, I’d say that it would take extra power to do that. And there we have the mechanic.

Next, we need to determine power requirements. Assuming a standard mortal as a target, that’s going to take 3 shifts of power to apply the maneuver. However, if we also want to move the target one or more zones away, that’ll take a little more power – I’d say 1 per zone, plus another 1 for every level of barrier between zones that the target needs to move through. So, Harry, with a Superb (+5) Conviction, can call up 5 shifts of power for only a 1-stress hit. That’s enough to toss a normal target 2 zones away if there’s nothing in the way. If there’s a barrier:1 fence in the way, the target’s only going 1 zone away. And a barrier:2 wall means the target’s not going anywhere. Let’s keep it at 5 shifts for our calculations.

So, 5 shifts is easy to call up, with only a 1-stress price tag. But it’s still more power than Harry can readily control with his Good (+3) Discipline and his focus item (his staff). He’ll need to roll at least a +1 on the dice to keep from having to worry about backlash and fallout, which he should be able to do 38.3% of the time. Assuming success, the target should probably get a chance to oppose with either an Athletics roll (to dodge) or Might roll (to tough it out and not be moved).

Final version of the spell looks like this:

Knockback

Type: Spirit (force) evocation, offensive maneuver

Power: Varies; typical is 5 shifts – 3 for effect plus 2 for distance

Control: Roll Discipline plus appropriate specializations and focus items.

Duration: One action

Opposed by: Target’s Athletics or Might

Effect: If the spell hits, the target has Knocked Sprawling temporary Aspect applied, and is thrown one zone away from the caster for every extra extra shift of power. Barriers between zones reduce the distance by their barrier value: i.e., the shifts of power must overcome the barrier value to move the target through the barrier.

Notes: GMs may wish to apply some damage to a target passing through – or failing to pass through – a solid barrier.

Feather Fall

A quick, simple spell to keep you from getting hurt when you fall. This is a little more challenging than the above spell, partially because of the way falling works in DFRPG. See, when you fall, you take a hit equal to 5 stress for every 10 full feet you fall, and most protections just don’t work against it. You need either supernatural toughness or a shielding spell specifically constructed to absorb falling damage. Given the speed at which things fall, even evocation may not be fast enough to save you*.

Let’s look at two different ways to save yourself from falling damage: through evocation and through thaumaturgy.

Evocation

For this, we’re going to want to set up a block, obviously, focused on absorbing falling impact. The obvious element for this one is air, though earth comes a close second, by lessening gravity and softening the surface. But let’s go with spirit, because Harry’s better at it – forming a cushion of force for him to land on.

For every shift of power we channel into the spell, it’s going to offset one shift of stress from the fall. This means that the amount of power we want is going to vary depending on how far we’re falling. For simplicity’s sake, let’s go with 5 shifts, so that we take no damage from a 10-foot fall, and only 5 shifts from a 20-foot fall; enough to be useful, but still practical to deal with in an evocation situation.

So, simple. Pull in five shifts of power, and roll to control. 5 shifts is easy for Harry to call up with his Superb (+5) Conviction, requiring only a 1-stress hit on his Mental track*. With his Good (+3) Discipline and his shield bracelet focus item, he’s effectively got a Great (+4) Discipline, so he needs to roll a +1 or better to soak up the 5 stress, which is again a 38.3% chance for him. Because he probably really needs this to work, let’s hope he’s got a Fate Point to spend.

Final version of the spell:

Featherbed

Type: Spirit (force) evocation, defensive block

Power: Varies; typical is 5 shifts – enough to offset 10 feet of falling distance

Control: Roll Discipline plus appropriate specializations and focus items.

Duration: One action

Effect: This spell reduces the number of shifts of damage taken from falling by the number of shifts of power in the spell.

Thaumaturgy

Thaumaturgy is far too slow to be of use when you get tossed off the side of a building, but if you know you’re going to be facing down a feathered serpent on top of the Chrysler Building, you might want to consider a little preparation for the (hopefully) unlikely event that you’re going to plummet to your doom. Now, the rules don’t explicitly talk about this sort of contingent spell, but the way wards work and can trigger magic shows the basic process.

What we’re really doing here is designing a low-powered ward that is activated by falling a certain distance and, when activated, unleashes a stored evocation to cushion our fall. So, for base complexity, we’re talking about a single shift for the basic ward that we need to trigger the evocation – wards release stored spells when they fail, so we want this one to fail pretty quickly. Add 2 more shifts for the conditional trigger, and then as much power as you want in the final protection – let’s say 10 shifts, giving us a free 20-foot fall. Total complexity of 13.

Now, Harry’s got a Lore of Good (+3), so he needs to make up 10 shifts in order to be able to cast this spell. So, how about he researches the basics in his library (Lore: Basic Ritual Research), gets Bob to check his calculations (Rapport: Bob’s Input), tracks down where to find a peregrine falcon nest (Investigation: Bird’s Nest), sneaks past building security to get to the roof where the falcons are nesting (Stealth: Through the Perimeter), and climbs out on the ledge of the building where the birds nest to snag some feathers (Athletics: Flight Feathers). That gives him an extra 10 shifts, so he can now cast the spell*.

Finally, Harry needs to pull in 13 shifts of power to make this work. Given his Good (+3) Discipline and lack of bonuses to thaumaturgic control of this type (his specialty is Divination), he’s probably safest going 1 shift at a time, which means it’s going to take 13 rounds for him to actually cast the spell. But this is the sort of thing where you usually don’t have a lot of time pressure, so that’s okay. Harry needs to roll a -2 or better on each of the rolls to successfully cast the spell. That means he’s got a 6.2% chance of blowing any of rolls, which is as safe as he can possibly make it.

Once cast, the ward is going to last until the next sunrise, unless it’s triggered. When triggered, it lets go with a 10-shift block against falling damage.

Final version of the spell:

Mystic Parachute

Type: Thaumaturgy, wards

Complexity: Varies, 13 is typical – 1 for the ward, 2 for the trigger condition, 10 for the defensive block

Duration: Usually, until sunrise

Effect: Once cast, this ward is triggered whenever the recipient of the spell falls 10 feet or more. When triggered, the ward creates a 10-shift defensive block against the falling impact.

Variations: This model can be used to create all sorts of triggered spell effects.

Psychometry

The primary tool for practitioners to get magical information is The Sight, but it’s got a few risks. First, you’ve got to worry about the stress from whatever you see, and second, you’ve got to figure out the meaning of the stuff you see. It’s a powerful, flexible tool, but it doesn’t always fit the situation, especially if you’re not dealing with magical stuff. For psychometry of mundane objects or people, The Sight is not the best choice.

Let’s look at a specific application of psychometry – Harry needs to find out who left a footprint in his backyard. Obviously, this is going to be a thaumaturgic ritual*, and Harry’s got a pretty good symbolic link, which is the footprint itself. He needs to decide how he’s going to use his magic to get the information he wants: he could trace a link from the footprint to the shoe, or call up the spirits of the grass for a description, or any one of a number of things. Harry’s a bit of a traditionalist, though, so he opts for looking into the past to see an image of the person who made the footprint.

If Harry were using mundane means, he’d find the person who made the footprint using Investigation: taking a picture and maybe a cast of the print, comparing it to shoe types to find the brand and noting anything odd about the tread or wear pattern, finding out where the shoe is sold, sifting through customer lists, etc. Doable, but difficult. Let’s set the difficulty at Superb.

The difficulty of the skill check is what sets the complexity of the ritual, so we’ve got a ritual of complexity 5 right here. Harry’s Lore is Good (+3), so he needs to make up two shifts in order to cast this spell. He spends a little time examining the rest of his yard looking for other footprints, to give himself a larger sample size for the ritual (Alertness: Multiple Prints), and then he’s ready to cast the spell.

He needs to call 5 shifts of power, and he’s got a Control of Good (+3). He’s also got a specialty in Control (Divination +1), so he’s effectively got a discipline of Great (+4) for this ritual. If he goes 1 shift at a time, he’s going to take 5 rounds to cast the ritual, and need to roll -3 or higher on each roll; that means he has a 1.2% chance of failing any given roll. Should be easy for him.

Final version of the spell:

Psycometric Retrocognition

Type: Thaumaturgy, divination

Complexity: Varies, 5 is typical

Duration: One scene

Effect: This spell allows the caster to see an image of a person linked to an item. The person must be important to the item in some way: the current owner, the creator, the last person to touch it, the person who broke it, etc.

Up, Up, and Away!

In the Dresdenverse, spellcasters usually don’t try flying spells, and there’s a paragraph at the bottom of p282 of Your Story that explains why*. It’s a matter of control – just because you have the ability to fly doesn’t mean you have the expertise to safely move through the air. And given the penalty for falling from any sort of height, there’s a real danger inherent to slipping the surly bonds of earth.

That said, building a flying spell is pretty simple, if the GM is going to allow it. Personally, I would let someone get away with it if he or she built the character to show that he or she had spent time mastering the intricacies of aerial movement. Here, I’m thinking a minimum of a stunt to reflect the ability to use Athletics for flying, and preferably both the stunt and an Aspect to show the time and effort expended in gaining this off-beat skill trapping.

The guideline for gaining new powers by using magic are laid out in the sidebar of p283 of Your Story: what you need to do is transform yourself into a form with the new powers. You need shifts of complexity equal the amount necessary to kill a target, plus you need to spend Fate Points to gain the temporary powers.

So, let’s say Harry wants to be able to fly, binding the winds to hold him aloft and move him around, and his benevolent GM has okayed the attempt. In my mind, though it’s not listed anywhere in the rules that I can find, transforming a willing target should be easier than an unwilling one, so for purposes of this spell, Harry has to meet a complexity equal to all his possible consequences plus 1, but doesn’t need to overcome his Stress Track (because he just decides to take all consequences rather than Stress), and his defense rating is locked at Mediocre (+0) (because he’s not trying to resist the spell or defend against it in any way). This sets the base complexity for the spell at 21: 2 for his minor consequence, 4 for his moderate consequence, 6 for his severe consequence, 8 for his extreme consequence, and 1 to take him out. The taken out effect becomes gaining the ability to fly.

Duration becomes very important for a spell like this. I’d start the default duration at a single scene* (15 minutes or so), so if Harry wants to be able to fly for longer than that, he needs to boost the complexity as well. Let’s say he needs to be able to fly for a day. That increases the complexity by 5, stepping him up the duration ladder from 15 minutes to a day. Total complexity comes out at 26.

In addition to this complexity, Harry has to pay Fate Points for the power, in essence temporarily lowering his Refresh to buy the power for the duration of the spell. While there is no Flight power, there is Wings, which is a -1 power. That’s close enough for our purposes, so Harry needs to pay a Fate Point for the power. If he needed to fly super-fast, he’d have to pay the Fate Point for Wings, plus another 2, 4, or 6 for the desired level of speed power. But let’s keep it just to flying.

Now, Harry’s got a Lore of Good (+3). That means he needs to make up a whopping 23-shift deficit to be able to cast this spell, and he needs to have at least a single Fate Point left at the end to pay for the Wings*. For convenience, let’s say he goes through the same routine he did for the Magic Parachute spell above, giving him +10. After that, he buys some special incense for the ritual (Resources: Ritual Incense), gets Listens-To-Wind to bless his falcon feathers (Contacts: Shaman’s Blessing), does a little research into the wind patterns over the city to find the optimal place to get the attention of wind spirits (Scholarship: Air-Flow Map), fasts for a day to purify himself (Endurance: Ritual Purification), spends an hour conducting a centering meditation (Discipline: Focused Mind), and then drives out to where he’s going to cast the spell and scares off the muggers in the park so he can work uninterrupted (Intimidation: Quiet Workspace). That bumps him up to a total of +24, so he’s set to cast the spell.

Dealing with so much magic, there’s a real potential that, if things go badly, Harry’s going to be in a world of hurt, so he’s going to go slowly with the actual casting, drawing one shift of power at a time. With his Good (+3) Discipline, that means that he needs to roll -2 or better on each of his 26(!) rolls to get the power he needs and take to the air. He’s only got a 6.2% chance of blowing any single roll, but with the large number of rolls, he’s got about a 16.8% chance of succeeding on all 26 rolls without needing to spend a Fate Point or take some backlash*. Not an easy spell.

Final version of the spell:

Rite of Icarus

Type: Thaumaturgy, transformation

Complexity: 26; can vary depending on duration

Duration: One day

Effect: When the caster completes this ritual, he or she must pay one Fate Point. The caster then gains the ability to fly, as per the Wings supernatural power, for one day. Unless the caster has some training in moving aerially (reflected by an Aspect and/or stunt), the caster’s Athletics is considered Terrible (-2) for purposes of moving by way of flight.

Variations: This model can be used to gain any reasonable power, subject to GM approval. Fate Point cost is equal to the refresh cost of the power acquired.

 

There you have five examples of building spells. The mechanics get to be second nature pretty quickly once you get your head around a couple of basic concepts, so don’t let it overwhelm you. Come up with a couple of prebuilt spells that your character knows and you can see coming in handy during play, and work out all the math before hand to help speed things up during play, and you’ll soon start to see the way things fit together. Once that happens, building spells on the fly gets much easier and faster.

Next up in the Magic in DFRPG series is Math and Miscellany, where I’m going to talk about how to work out bonuses from focus items and specialties, as well as some of the corner-cases of the magic rules: things like The Sight, Soulgazes, Potions, and so on.

 
 
 

*What I’m really saying is, “Come up with your own spells. It’s more fun for you, and you’ll like them better.” Back

*As an alternative, use it as an attack, and ask the GM to make any consequence inflicted reflect the idea that the spell knocked the target back. Back

*At least, not without the expenditure of Fate Points and a kindly GM… Back

*And let’s be honest: If we’re falling off something tall enough to hurt us, we’re in the kind of situation where we need to be monitoring our stress tracks carefully. Back

*Plus, the player has come up with an interesting little story about how the spell is cast. The story of the spell, remember. Back

*Though I’d be willing to rethink that if someone came up with a convincing – and cool – enough justification for using evocation. Back

*In my mind, this is false. I think a lot of spellcasters try flying spells; they just give up on them real quick when they see the problems involved. Back

*Though I’d vary this based on circumstances, the intent of the character, and the needs of the story. Back

*Or accept a compel to be named at a later time by the GM – a compel that he can’t refuse, no matter how many Fate Points he’s got. Back

* By contrast, having a Discipline of Great (+4) would mean that he’d have a 72.2% chance of making the rolls. Huge difference! Back

We ran the most recent session of Storm Point this past Sunday. Things were a little bit more distracted than usual, because the Fringe Festival is going on in Winnipeg right now, and sometimes it seemed like the entire city was walking by the store windows. And some of the passers-by were very distracting, indeed.

After the last session’s marathon grindfest with the two vrocks, I had revamped the next encounter to be a fair bit easier for the party, but I still wanted it to be an interesting challenge. I kept the monster composition – it was the three minotaur warriors and the minotaur cabalist that had fled the field during the last fight* – but decided to have them make a fighting withdrawal through a narrow corridor with lots of little niches to hide in. I also gave the warriors crossbows, so they could take shelter behind the rocks and such and snipe at the party as they came down the corridor.

I think it would have worked pretty well, with a bit of a chase through the tunnels under enemy fire, but the initiative order totally pooched that idea. The entire party rolled well, and the monsters rolled crap, so the party was able to rush the first held position and engage one of the minotaur warriors in melee. I had the others fall back firing, but really, that first little closing moment was enough to take a lot of the advantage away from the minotaurs.

It was still an interesting fight, and it was neat to watch the players’ reactions when they realized that their enemies were making a fighting withdrawal. It really made them want to chase them.

What with the distractions, we wound up taking longer on this encounter than I had expected, so we wrapped up a little early, but everyone seemed to enjoy themselves.

I used DM’s Tracker on my iPad for most of the combat*, and I’m liking it more and more. The only real problem I see with it is that it’s an iPhone app, and I’d love an iPad version that took advantage of the larger screen. I see on the developer’s forum that an iPad version is in the works, so I’m awaiting it with some anticipation.

I was also inspired to dig out my Dungeon Tiles for this session, after seeing this new product coming. Seeing as I’m planning a “Bridge of Khazad-dum” -style combat in the abandoned dwarven city of Silverfalls, I immediately started salivating. Gonna have to check these out at GenCon. Strange thing with using the Dungeon Tiles: one of my players looked at them and commented on all the work I was putting into the game as I layed them out. Considering it was a lot less work than my normal method – drawing the scene out on battle tiles with markers – it struck me as odd. But it definitely added something to the game. I think I’m going to have to use them more.

This is going to be our last Storm Point game for a few weeks, because GenCon is coming up fast, and I’m heading down again. I’m curious to see if I wind up doing a little more frequent blog updates using the iPad, and maybe even Twittering about what’s going on. For that to work really well, though, I’m going to need to get a micro-sim from a US provider and a pay-as-you-go account for a week. Have to see what I can put together.

 
 
 

*2300 xp, a level 8 encounter for 6 characters. Back

*Somehow, it didn’t get turned off when I loaded it into the car and drove  back to the city this weekend. And the cell data functionality was active. Man, that sucks the power quickly! Back

If you’re following me on Twitter, you’ve seen the various phases of this story, but for those who haven’t, here’s what happened.

Yesterday at lunch, I ran home to grab something, and checked my mailbox. Inside was a slip to let me know that there was a package for me that would be available at the post office today after 1:00. Now, I knew that it must be the DFRPG books – that’s the only package I’m expecting – but I was heading out of town last night to my parents’ farm. I wouldn’t be able to get the package until Sunday at the earliest.

This made me sad.

So, after work, after packing the car, after hitting the gym, I was set to hit the road. On the way out of town, as an act of purest optimism, I decided to stop by the post office to see if the package had arrived early.

To my intense surprise and joy, it had!

The books are beautiful. They are also big, fat bastards. For all those who are down on the price, let me just say that, if you’re buying books by weight, these guys are one of your best bargains.

It’s a little strange, after all this time of reading the books on .pdf, to actually have to look through a book for stuff. No search function. Bound pages. No bookmarking – well, until I get busy with some post-its.

On second thought, given the marginalia and interjections, post-its might not stand out enough.

It’s great to have the books, and be able to have them to pass around during the game, or to keep open beside me as I work on the blog on my iPad. It’s been a long walk to get here, but it’s been totally worth it.

So, congrats to Fred and the rest of the folks at Evil Hat. You’ve made a great game, and it’s been a fun ride along the way to get here. Thanks for letting me be part of it.

Based on the comments from my last post on magic in DFRPG, it sounds like people are looking for a cheat sheet with a range of examples of how to prepare for rituals and some example spells, so those are the first two posts I’m going to do. This one is all about preparing for the ritual. I’ve broken this down in a list format: there’s a heading for each type of consequence and each skill, along with a few examples of the type of preparatory action you take for each, and the Aspect each action gives you. This Aspect is either the consequence (for the consequences) or an Aspect on the spell that you tag to make up the Lore deficit.

Now, these are meant to be examples; the list is not exhaustive, and you’ll come up with better ideas as you sit around the table. I’ve tried to come up with one or two fairly standard things for each item, as well as one or two less obvious thoughts. Some skills, though, are a bit of a reach, and you need to keep that in mind. Your GM may pull you up short if you try one of these things. Hopefully, though, they’ll give you some ideas to try, and a starting point for your own creativity.

Some of the suggestions below don’t directly affect the spell itself, but instead affect other preparations for the spell. That’s okay. The Aspects they place still get placed on the spell, paying down the Lore deficit. It’s all part of the story of the spell, whether you’re making a Contacts roll to find someone who knows something or using Resources to hire a detective to find someone who knows something. Basically, what I’m doing with a lot of these is choosing one moment in a longer event, and using that for the Aspect – so, if Harry’s trying to convince Bob to help him with a potion, he can use Contacts to represent knowing him, or Rapport to persuade him to help, or Resources to bribe him with porn, or Empathy to know that Bob wants some time running loose, etc.

Time-wise, some of these take longer to pull of than others. The amount of time you have to make the spell happen is something you have to work out with the GM, but thaumaturgy can sometimes take days or weeks to get everything in place to actually perform the ritual, so I’ve given a wide range of time frames in the examples below. If you’re concerned about spending too much time on getting just one Aspect, try negotiating with your GM to see if the task can be broken down into subtasks within the time frame, then come up with a way to use each subtask to give you the opportunity to stick on another Aspect.

Ready? Good. Here we go!

Physical Consequences

  • Spill some blood to help power the ritual – Deep, Bleeding Cut
  • Burn foul substances and breathe in the noxious fumes – Hacking Cough
  • Sleep on a bed of nails – Pinpricked Back
  • Walk around the perimeter of the city to define the area of the spell – Really, Really Sore Feet
  • Fast for three days to purify yourself – Weak With Hunger

Mental Consequences

  • Performing difficult calculations to compose the spell – My Brain Hurts!
  • Cross-checking ancient manuscripts, translating from multiple languages – It’s All Greek to Me. Or Maybe Akkadian.
  • Take mind-altering substances to change your perceptions of the world – Tripping Balls
  • Delving deep into your dreams for hidden knowledge and revelation – Sleepwalking Through the Day
  • Matching wits with a spirit of intellect for a secret chant – Thinking in Circles

Social Consequences

  • Ignoring personal hygiene for a few days while you research – What’s That Smell?
  • Dropping out of sight for days at a time while you work on the spell – Ignoring My Friends
  • Trading favours with one of the fey – In Debt to the Summer Court
  • Getting arrested doing a little nude graverobbing – Unsavoury Police Record
  • Watching everyone you meet to see if they’re spirits sent to attack you – Weird Stalker Vibe

Alertness

  • Finding six dimes with the right dates on them to use in the spell – Matched Money
  • Spotting a bit of marginalia in a book that provides an important key – Lore of the Doodle
  • Catching a fly with chopsticks – Can Accomplish Anything
  • Knowing what to look for when the spell starts to turn – Ready For Anything
  • Checking out the pattern of stoplights blinking to red to help with your timing – In the Zone

Athletics

  • Scaling a cliff to get a feather from a falcon’s nest – Merlin’s Feather
  • Running from the gang when you’re caught asking questions on their turf – Working Hard For It
  • Chasing down a fleeing informant – Caught You!
  • Dodging the cars in the middle of the busy street as you paint a targeting sigil – That One Almost Got Me!
  • Making a parkour run over the rooftops, tracing a ley line – Charted Power

Burglary

  • Stealing a personal item for a symbolic link – My Foe’s Hairbrush
  • Scoping out the museum to find the pattern of the guards’ patrols – Guard Schedule
  • Solving the secret of the puzzle box – Power Unlocked
  • Breaking into a meet between two foes to overhear their plans and weaknesses – I Heard Everything
  • Stealing a famous painting to trade to a faerie lord for help – For Services Rendered

Contacts

  • Finding out personal information about your target – I Know You
  • Spreading a rumour to rattle your target and get him on the defenses – Vicious Gossip
  • Getting a warning when your target is ready to act against you – Every Move You Make
  • Getting a friend to share his lore with you – Borrowed Wisdom
  • Co-opting a target’s circle of friends to isolate him – You’re All Alone

Conviction

  • Seek the blessing of your priest – Blessed Undertaking
  • Psyching yourself up to attempt the spell – I Can Do It!
  • Steamrolling over others who tell you what you’re about to do is impossible – I Think I Can, I Think I Can
  • Letting your can-do attitude affect those around you – Confidence is Contagious
  • Holding true to your goals in the face of someone trying to argue you out of them – You Won’t Change My Mind

Craftsmanship

  • Carving a small figure to represent your target – Voodoo Doll
  • Crafting your own magical implements for the ceremony – Hand-Made Tools
  • Sound-proofing your workshop so the street noise doesn’t distract you – A Quiet Haven
  • Creating a miniature diorama of the city to help with location spells – Little Chicago
  • Examining a target building to see where to focus the destructive power – Weak Spots

Deceit

  • Convincing an apprentice Wizard that they should give you access to their master’s library – Lore of the Master
  • Getting the fire department to show up to your rival’s house to draw him away from a ley line you need – Ill-Gotten Power
  • Disguising yourself as a security guard to get access to the museum’s Egyptian exhibit – Mummy Dust
  • Convincing one of the fey nobles that “John Doe” is your true name as payment for knowledge – Duped Fey Lord
  • Acting contrite when the cops question you so that they don’t search your car and find the stolen spell materials – Hot Merchandise

Discipline

  • Maintaining a complex mental image during the creation of the magic circle – Focused Visualization
  • Fasting for two days to purify yourself – Cleansed
  • Meditating to find your centre before beginning the ritual – Centred
  • Facing down a fierce river spirit to get some water from its sacred river – Old-School Holy Water
  • Keeping your ego in check when groveling for a favour from a hated rival – Eating Crow

Driving

  • Charting the quickest route between five points of a giant pentacle centred on City Hall – Magic Street Map
  • Chasing down one of the Erlking’s Hounds to get a special material component – Fey Dog Drool
  • Getting safely out of gang territory after a meet with a contact goes badly – Home Free
  • Spray painting a magic circle around a city block at speed – Mobile Tagger
  • Winning a drag race with the scion of Hermes, and thus earning his favour – Mercury’s Respect

Empathy

  • Sensing the weak spot in your target’s psyche – Chink in the Armour
  • Linking your emotions with those of the target – Simpatico
  • Understanding what your informant isn’t telling you – Listening to the Silences
  • Not falling for the con man’s lies and getting the real newt’s eyes instead of tapioca – Discerning Customer
  • Getting a sense of what the cops want to hear when you have to explain your presence in the evidence locker – Say the Right Things

Endurance

  • Pulling an all-nighter to work out the complex sigildry for your magic circle – Cram Session Calculations
  • Maintaining a lotus position on top of a pole while performing the ritual – Yoga Power!
  • Crawling through a faerie bramble of razor-sharp thorns to get a special flower – Nevernever Bloodrose
  • Surviving a mystic toxin after being poisoned by a spirit angry at your theft of its power – Ghost Scorpion Survivor
  • Performing a six-hour chant without needing a break – Ritual Stamina

Fists

  • Snatching a handful of hair from your target – Sissy Sympathetic Link
  • Triumphing in a ritual battle with a spirit, gaining its help – Wrestled With an (Almost) Angel
  • Breaking out of a ring of gang members unimpressed with the mystic sigil you painted on their clubhouse – Arcane Tagging
  • Counting coup on a buffalo spirit – Blessing of the White Bison
  • Showing the proper respect to a traditional martial artist and getting him to teach you a special Chi Gong technique – Master’s Teaching

Guns

  • Using a paintball gun to hit your target with a special mixture to help you focus the spell – Painted Target
  • Casting the special alloy bullet you need to imbue with magical energy – Mystical Gunsmithery
  • Grazing a gryphon on the wing to gather the blood – Gryphon’s Blood
  • Using a holy-water-filled water pistol to trace a protective sigil on a door from a distance – God’s Supersoaker
  • Finding a collector to sell you a wheellock pistol owned by Edward Kelley – Kelley’s Gun

Intimidation

  • Scaring a straight answer out of a contact – Extorted Knowledge
  • Getting a fey lord to lose his temper so that he owes you a favour – Pissed-Off Elflord
  • Facing down the guardian of the sacred spring and getting your drink – One Drink at the Hippocrene
  • Getting safely through a bad neighbourhood to the spot you need to cast the spell – …For I am the Meanest SOB in the Valley…
  • Scaring off a rival who wants to poach the power from a ley line you need – Mine, and Mine Alone

Investigation

  • Double-checking the information you got from an old book – Confirmed by Independent Sources
  • Uncovering blackmail material to get the help you need from a rival – Dug-Up Dirt
  • Surveiling the target to learn her routine – Creature of Habit
  • Running a background check on the target to find a weakness – Uncovered Connections
  • Finding the secret message hidden in the illustrations of a grimoire that unlock real power – Deciphered Keys of Power

Lore

  • Spending time researching the spell you want to cast – Well-Documented Ritual
  • Knowing the name of the fey spirit who knows the most about this type of ritual – Expert Advice
  • Uncovering the proper invocations to call the attention of powerful spirits – Names of Power
  • Finding the recipe for the proper pigments with which to craft the magic circle – Enhanced Circle Paints
  • Having a mystic secret to trade for one that you need – Arcane Bartering

Might

  • Breaking through a locked door to snatch something personal of your target’s – Smash and Grab Sympathetic Link
  • Winning a wrestling match with a snake loa to get it to help you – Dhamballa’s Aid
  • Physically holding two mystically attracted pieces of stone until the correct moment in the spell – Atlas’s Task
  • Holding a door shut in the face of an angry troll after you stole his club – Grimbash’s Maul
  • Ceremonially snapping a sword in half to curse your foe in battle – Swordbreaker

Performance

  • Painting an intricate protective pattern within your magic circle – Detailed Glyphs
  • Using a Native American medicine dance to help focus your magic – The Blessing Way
  • Singing a song to calm the three-headed dog guarding the way out of the Nevernever after getting information from the spirits – The Orpheus Trick
  • Using complex dramaturgical rites to walk the Monster of Glamis through the performance of MacBeth* – Curse of the Scottish Play
  • Playing a sad tune on your instrument to harness the emotions of the audience to power the ritual – Dirge of Power

Presence

  • Gathering a small band of folks together to help with the ritual – My Very Own Cult
  • Getting a hearing at the local practitioners’ coffee klatch to solicit advice – Peer Reviewed Ritual
  • Letting your target know you’re coming for him, and then using the worry that generates to help target the spell – My Reputation Precedes Me
  • Not backing down when warned by very frightening demons that you shouldn’t proceed – I’m My Own Man (or Woman)
  • Having someone tell you a secret to try and curry favour with you – People Like to Help Me

Rapport

  • Getting the bartender to open up to you about the movers and shakers in the area – Local Power Structure Scoop
  • Convincing the wee folk to do some snooping for you – Little Spies
  • Having friendly Wizards willing to offer some advice on constructing the ritual – A Little Help From My Friends
  • Not letting the spirits you’re bargaining with for information know that you’re intimidated – Poker Face
  • Getting a partner for a sex magic ritual – Tantric Power

Resources

  • Buying enough silver to make a strong magic circle – Sterling Protection
  • Having the ingredients for the ritual on hand – Well-Stocked Workshop
  • Hiring a private investigator to find information about your target – Target Dossier
  • Spreading money around on the street to gather information – Money Talks. And Listens.
  • Flying to Prague to check out the Sedlec Ossuary for necromantic sigils – Lore of the Bohemian Necromancers

Scholarship

  • Tracking down a complete transcript of Dutch Schultz’s last words to unlock their mystic secrets – French Canadian Bean Soup*
  • Translating a medieval Latin grimoire to find the name of a demon that you can bind to your service – Solomon’s Key
  • Knowing enough about physics to be able to focus the least amount of energy for the greatest effect – Optimized Force Calculations
  • Checking the stars for the appropriate sidereal configuration to empower the spell – The Stars are Right
  • Bandaging the cuts you got from crawling through the junkyard to find enough copper wire to wrap the stone that’s going to hold the lightning to power your spell – Blood-Bought Conductor

Stealth

  • Sneaking out of the library with their copy of a rare book – “Borrowed” Necronomicon
  • Hiding in the underbrush with your prize as the goblins chase past you – Goblin Arrow
  • Following your target home to help you target the spell – I Know Where You Live
  • Mugging a dark fey for his headgear – Red Cap
  • Hiding in the office building until after hours in order to work your divination in the right place – Johnny on the Spot

Survival

  • Finding the rare herbs you need for the ritual – Real Mandrake Root
  • Befriending cats to use as a pattern for your shapeshifting – Live Models
  • Finding the hidden grove with the magic pool – Unspoiled Place of Power
  • Convincing the big cats in the zoo not to eat you as you pluck one of their facial hairs- Tiger’s Whisker
  • Keeping your seat on a faerie horse as you join the fey hunt to curry favour with their lord – Riding to Faerie Horns

Weapons

  • Slicing off a piece of a Minotaur’s horn to use in your ritual – Heroic Picador
  • Performing a ritualized weapon pattern to harness and direct your energies – Magic Kata
  • Dueling another Wizard over a rare magic herb – The Last Really Magic Mushroom
  • Impressing a collector with your knowledge of Renaissance rapier makers so he loans you a rare one – Medici Rapier on Loan
  • Winning a game of darts with a leprechaun to get him to give you some of his treasure – Faerie Gold

So, there’s a big list of 140 different things you can do to help make up that pesky Lore deficit. If you can’t find what you need on it, I hope it at least gives you a starting point for coming up with your own ideas.

Next post, I’m going to look at putting together a few spells, using everything I’ve been talking about in the previous posts, and explaining the decisions at each step. If there’s a particular spell you’d like to see me put together, let me know in the comments of this post or through Twitter (@Neal_Rick), and I’ll see what I can do. If you can give me the Lore, Conviction, and Discipline scores of the Wizard creating that spell, all the better – it’ll give me some hard numbers that I don’t need to make up.

I can’t guarantee that I’ll work out every spell request posted, because I think that the post will be plenty long enough if I just do three or four spells. So, if you want to make sure that your spell request gets used, make it interesting. ;)

 
 
 

*Apologies to Ken Hite for stealing this one. But I try to steal from the best. Back

*This Aspect really only makes sense if you’ve read Dutch Schultz’s last words. Back

Last night was the latest installment of the Fearful Symmetries game. When we had left our heroes, they were planning a little expedition to look at a farm that had been ravaged by… something. Something that the locals claimed were monsters. They got directions from the villagers at Mstetice, which told them to head through the forest to the standing stone, and bear right.

The mention of the standing stone caught the attention of both the characters – one of the things they were doing while outside the walls of Prague was scouting for places of power with an eye to denying them to the invading armies. A standing stone in the middle of a forest certainly sounded like it was worth checking out, at least in passing.

I had, of course, decided that the stone was a place of power. Trying to decide what kind of power, I thought about the place and the scene I wanted to set, and about the kinds of characters in the campaign, and the themes and such, and came up with the thought that it was tied to a power of the hunt. This naturally led me to the Erlking. The problem with using the Erlking is that the Queens had closed the gates of Faerie, so it struck me as a little problematic, considering the events already established in the setting, to involve the Erlking. Even though he’s technically wyldfae, beholden to neither court, I figure he’s still part of the fey structure, and bound at least somewhat by the strictures of the Queens and the Mothers.

But I also wanted to start laying in one of the ideas about magic that I think make a setting interesting – the concepts of wild magic, in this case. Now, I’m not talking here about D&D-style wild magic; I’m talking about magic that is older than mankind and completely unable to be tamed by anyone, the magic that represents the concepts of free will and lack of constraint that allow mortals to choose, rather than being bound to their natures and fates. It’s a concept that’s expressed beautifully in Guy Gavriel Kay’s Fionavar Tapestry*, through the use of the Wild Hunt as a thread in the tapestry of the world that even the Weaver cannot control.

So, I decided that, as a representative or facet of that power, the Erlking is chafing at the way the closing of the gates of Faerie have curtailed his activities. This stone, which is set in a place of wild magic, is one of his sacred places – The Erlking’s Throne. Given that basis, I tracked down a good image of a standing stone in a forest on the internet, came up with a few Aspects, and wrote up a short description of what sort of sponsored magic the site would provide. I also figured it was a good bet that Izabela would use the Sight to examine the stone*, so I wrote up a description of the Throne as seen through the Sight.

Sure enough, I got her to look at the Throne through the Sight, and it took her a couple of turns to close her third eye, so her brain got beat up a little bit. No consequences, but a couple of unpleasant Stress hits. What she saw made her nervous enough about the nature of the power here that she decided to leave it be, and she and Emeric would continue on their own to find whatever had been raiding the farms in the area.

To that end, she decided to see if there were any ghosts in the area that could tell her anything. She very carefully walked out of the area of lifelessness around the Throne, and did a little ritual to call up the ghosts.

That’s when I offered her a compel to use some of the power from the Throne, and she took it.

I had decided that the only ghosts in the area were animal ghosts, and that without using the power of the Throne, she wouldn’t be able to communicate with them. But she used the power, and so she could, and found out that the things killing folks and destroying farms were indeed monsters, and one smelled like Emeric. She also found out that using the power here had opened the door for the Hunter.

And so the Erlking showed up. Also a mass of goblins and hounds. He offered a pact to our heroes, essentially offering sponsored magic if they desired it. Neither of them took him up on it, so he made sure they knew that, even without a pact, they could come to this site and use the power here freely. And every time they did, his Hunt would be loosed in the world for a night. Starting with tonight. Out of consideration for the service done to him by opening the door, he gave them until sunset to leave the wood. After that, he said, everything in the wood was either part of the Hunt, or it was prey.

Somewhat shaken by the encounter, the characters made good time out of the forest to the farms, finding a scene of terrible slaughter, but nothing in the way of corpses. Also hundreds of crows. Izabela tried call up ghosts to question about the attack, but found that there were no ghosts here, which gave her pause. Emeric decided to question the crows*, and they told him that one of his kin – a fire giant* – was with a group of monsters, and they had done this. The crows agreed to tell the pair where the monsters were in exchange for killing them and leaving the bodies for the crows.

Izabela and Emeric spent some time preparing for the confrontation, dropping some Aspects on themselves, like Limbered Up and Giant-Killer, and Izabela veiled them, and off they went. They came unseen upon the camp, but didn’t spot the two sentinels watching the approach. Which was fine; the sentinels didn’t spot them, either. They found a group of half a dozen rough-looking men sitting around a fire eating, a few small tents set up, and one very large pavilion.

And so they rushed to attack.

The fight was fairly long, but lots of cool things happened. After the first round, most of the men – actually ghouls – were on fire and trapped in a whirlwind, and the fire giant was in play with his massive hammer. He wiped out the veil with his fire magic, but that left him with a severe mental consequence from trying to control that much power. Everyone was working hard to layer on Aspects, and moving around doing interesting things, with ghouls trying to hamstring the heroes and leaping down on them from on top of the pavilion, but the heroes prevailed. They weren’t unscathed, though; Izabela had to retreat and veil at one point because her stress tracks were pretty much filled up, and she had used up her minor and moderate consequences.

But the ghouls were dead, and the fire giant was dead, and the crows were paid. A good night’s sleep, and they were able to head back to Mstetice and then to Prague. They brought along the fire giant’s hammer, because they could tell it was an item of evil power, and they’re looking for a way to destroy it, or at least get it out of circulation permanently. I decided that was a good place to leave things for the night.

As we shut down, my players started asking about enchanted items, so we had a talk about what they could do, and how to get them, and so on. I had decided when play started that I wasn’t going to push the idea of enchanted items until the players asked about them – there’s enough stuff to learn without adding that complexity at the start of things. We are all gaining familiarity with and mastery of the system, which pleases me. I had given the players a significant milestone, so they have the opportunity now to shuffle their enchanted item/focus item slots around, and they may do so.

All in all, a good game.

 
 
 

*If you haven’t read this series, you should. Back

*And if she decided not to, she’s got a couple of Aspects I could compel to persuade her. Back

*Invoking his Raised in Legend Aspect, saying that speaking to birds is well-represented in Norse mythology, and Emeric had learned the trick in his youth. I liked that idea. Back

*Not in the book, so I started with an Ogre, and tweaked it until it looked fire-giantish. Back

This may be my longest post – it’s closing in on 7000 words, which is a respectable length for a short story. Thaumaturgy is a big subject to cover, because it’s a big system in the game. Just wanted to warn you before you start reading.

Quick recap. First, I talked about general magic theory in DFRPG. Then, I went into detail on evocation. Now, I’m tackling thaumaturgy.

What is thaumaturgy?

This is kind of a tough question to answer. The basic answer is, “You know what evocation is? Well, thaumaturgy is everything else.”

Thaumaturgy is the careful crafting of a complex, sophisticated spell construct that can reach beyond the immediate presence of the spellcaster to have an effect. It is the scientific and artful application of mystic knowledge and training to produce an arcane solution to a problem. It is a ritual designed to produce change in the world.

On the one hand, because of the careful preparation and ability to work slowly gathering power, thaumaturgy can produce effects of such staggering power that they dwarf the most potent evocations. On the other hand, because of the fine control that the caster can exert over the energies gathered, thaumaturgy can create effects of immense subtlety. You are limited only by your imagination and creativity when it comes to deciding what you can and can’t do with thaumaturgy – once you come up with the idea and structure of the spell, your ability to cast it is governed primarily by the cool stuff you can think of to make it work.

With care and precision, thaumaturgy can be the safest kind of magic to cast, sacrificing speed for safety. However, when it goes wrong, it goes wrong big time.

What can you do with it?

The key with thaumaturgy is that you’re using magic to, in essence, break a rule that the rest of the world has to follow. Little things like conservation of mass, the Laws of Thermodynamics, basic physics, stuff like that. Tracking someone down when you have no leads. Curing a disease without using medicine. Traveling 200 miles on foot in 20 minutes.

The biggest stumbling block in using thaumaturgy in the game is paralysis brought on by too much choice, at least in the beginning. You can do anything, really anything, that you can conceive of*. The rules break things down into a few broad categories, but really you can work out a ritual for any magical effect you can conceive of or have read in a book or seen in a movie.

The broad categories are meant primarily to provide some guidelines for determining complexity. As you read through the descriptions, you’re going to see a lot of overlap, and you’ll be able to think of how to accomplish the examples using one of the other categories. This, I contend, is a good thing: it provides room and system support for Here are the categories:

Solve improbable or impossible problems.

This is almost a meta-category that all the other categories could be said to be part of. More specifically, in the way it’s defined in the book, it’s doing something that could be done with a skill, given enough time and skill and favourable conditions. Thaumaturgy doesn’t care about that* – it lets you get what you want in situations when the skill wouldn’t work.

So, need to climb a modern skyscraper? Athletics lets you climb stuff, but the difficulty of climbing the sheer glass sides, plus the extreme height, makes the success of an Athletics check somewhat problematic. Thaumaturgy to the rescue! Whip up a little spell to let you walk up the side of the building, or even just fly you to the top.

Trying to find a tiny key hidden in a scrap metal dump? Alertness lets you spot things, but one little key among the piles of metal has a pretty high difficulty, and searching will take a long time. Again, thaumaturgy to the rescue! A little spell can pick the one key you need* from the vast, steely junkpile.

The key question here is, “How would I do this without magic?” If the answer is a skill, then this is the category you’re looking at.

Create lasting changes in people and things.

Turning lead into gold, or people into frogs, or live people into dead people. The key thing with this concept is that you’re essentially engaging in a contest with the target, and you use your magic to (hopefully) overwhelm their defenses and make change happen. The change can be as simple as adding or removing an Aspect from the target, or as complex as ripping the soul from someone and binding it to yours service.

These sorts of changes, while lasting, are not necessarily long lasting, which is why Wizards aren’t all rich from all that aluminum they’ve transformed into gold. Generally, the longer you want something to last, the more difficult it is to do, and the more power it’s going to require, unless the change is something that cannot be reversed – like killing someone.

So, if you want to turn yourself into a gerbil, this is how you do it. If you want to put someone into a dreamless sleep, this is how you do it. If you want to reinforce the door of your lab, this is how you do it. If you want to cause someone’s heart to burst out of their chest, this is how you do it. If you want to cause a thunderstorm, this is how you do it. If you want to reinflate a collapsed lung, this is how you do it.

Now, it’s worth noting that these types of changes often run afoul of the Laws of Magic, so practitioners looking to try something need to think carefully about how they’re going to do it. But these sorts of things also deal with personal shapeshifting and healing, so there are safe applications.

Provide inaccessible knowledge.

Here, we’re talking about things like scrying, precognition, mind reading, and things like that. You can spy on remote people and places, or you can make assessments on targets. Basically anything that lets you know something you otherwise couldn’t. This is a pretty broad range of things, and has a great deal of overlap with the other categories, depending on how you choose to go about it.

Let’s say you’re going up against a nasty monster, and you need to know what its weaknesses are. You’ve got a number of possibilities to find that out, as long as you’ve got some sort of link:

  • Use scrying to spy on the creature and see how it behaves.
  • Summon up a spirit of intellect and interrogate it.
  • Mystically analyze some of its hair or its true name to see what the arcane correspondences tell you.
  • Call up the ghost of its last victim to help you by whispering its secrets in your ear.
  • Use automatic writing to channel the lore of the Akashic Library into your pen and onto your page.
  • Ritually tune your eyes and mind so that when you next encounter the creature, you will just be able to tell.

Each of these options touches on at least one of the other categories, but they’re grouped here because they all do the same kind of thing. They help you to know something.

You can also use magic to make declarations. Assessments and declarations are, after all, two different ways of knowing something about something. With assessments, the GM tells you what he or she has decided the target is like. With declarations, you tell the GM what you’ve decided the target is like. As with mundane declarations, though, if you get greedy, you’re gonna get slapped down*.

Allow interaction with the supernatural.

Summoning demons, trapping faeries, communing with nature spirits, and channeling ghosts all fall into this category. So do exorcisms and mystical assaults against these creatures*. There are lots of beings that mortals just can’t see or interact with, and this category is all about breaking that restriction.

The most basic kinds of interaction we’re talking about here are things like summoning something, binding it to your service, and then dismissing it. So, if you wanted to put a genie into a bottle, this is what we’re talking about. Or if you want to call up an assassin demon and send it after your enemies. Or tempt some of the wee folk into a magic circle using pizza as bait, and then bargain with them for service.

Beyond that, though, there are other applications. The right kind of spell with the right kind of links can damage a demon itself, rather than the ectoplasmic body it’s built for itself to walk around in. It can allow you to touch a ghost physically or hear the complaints and secrets of the spirit of a house. You can use it to ghost-proof a room, or make all the invisible spirits in an area visible. And, in extremis, you can use it to drive the possessing demon out of the little girl before she eats her daddy.

As you can see, there’s a lot of overlap (as usual) with the other categories.

Shape magical energies into physical forms.

Now we get into things like brewing potions*, crafting wards, and conjuring swords*. It’s creating something from magic that has a lasting presence in the world and an impact on physicality. Yeah, it’s kinda fuzzy, but so are all the other categories. Really, what we’re looking at here is producing something from nothing, as far as game system is concerned. So, setting up an invisible wall of force that will seal a doorway for the night falls into this category, as does forming a suit of ectoplasmic armour to wear into battle. So, too, does making a magical booby trap, or creating a temporary body for a spirit to inhabit, or conjuring a feast out of the air.

This is potent stuff, and it has the same big catch that creating lasting change does: duration. Making something permanent from nothing is impossible; the magic maintaining the thing will naturally* decay as time passes, and dawn and dusk are important thresholds in the day that sap the strength of ongoing magical effects. Eventually, unless the caster spends time, effort, and energy to refresh the magic frequently, the spell will wear off and the conjured thing will go away. So, the armour vanishes, the sated guest becomes suddenly hungry again, the pile of gold melts away, and so on.

But if you really need a rope for a few minutes, or a plank across a chasm for thirty seconds, or an impressive mansion for the evening, this can do it for you.

How does it work?

The basic structure for thaumaturgy is the same as for evocation, but the emphasis on what’s going on – the interesting bits where the story gets played out – are different. With evocation, it’s all about the risk of walking that fine line between power and control, when your ass is on the line and you need to think hard about what you’re willing to risk to achieve your goals. With thaumaturgy, it’s all about the set-up and the story of the spell.

So, while the basic metaprocess of spellcasting is the same – form the spell construct, empower the spell construct, release the spell construct – the system for thaumaturgy focuses very heavily on the preparation for the spell.

Spell Construct Phase

The first step in using a thaumaturgic ritual is the same as in using an evocation: figure out what you want to do and how you want to do it. While the choices for evocation are somewhat limited, the wide variety of things that you can apply thaumaturgy to can be overwhelming. Don’t let it paralyze you; you don’t need to solve every problem with magic. When a good idea comes to you, go for it. When one doesn’t, let it go. If you really need to use magic and you don’t have an idea about how, talk to the other players and the GM. They may have suggestions.

Start with practicalities: what’s the goal? What are the obstacles? What would get you past the obstacles to the goal? Let those simple ideas guide your magic. If the goal is to get into the building and the obstacles are security guards and a security system, what gets you past them and into the building? Maybe invisibility. Maybe intangibility. Maybe a disguise. Maybe a quick shortcut through the Nevernever. Maybe a distraction like a demon materializing to slaughter the hapless mortals*.

The option you choose is another great chance to showcase who your character is and what sort of person he or she is. Your strengths are, of course, going to play a role in the choice – if you’re good at veils, invisibility is a solid choice, after all – but that’s just another way of revealing things about your character. The kind of person who is good at veils is different from the kind that’s good at demon summonings, for example.

Once you’ve got the effect and the method chosen, you have to figure out how tough the spell is to cast.

Determining Complexity

This is the most complex part of thaumaturgy, mechanically speaking. It’s the calculation of how difficult the spell is to cast and how much power it will require, which are the same number but mean different things. The complexity of the spell determines the power requirements, so let’s just talk about figuring out the complexity.

This is where you start looking back at the categories of thaumaturgic effect described above to determine what the mechanical effect of what you’re attempting with the ritual is going to be. Here’s how you work out the complexity:

  • If the spell is going to reproduce something that could be accomplished with skill use, the complexity is equal to the roll result that would be required with that skill. So, if you could climb up the side of a building with an Legendary (+8) Athletics roll, the complexity of a spell to get you quickly to the top of the building is 8.
  • If the spell is going to essentially perform a maneuver to add or remove an Aspect from a target, the complexity is equal to the defending skill of the target, with a minimum of 3. So, if you’re trying to open a Great (+4) lock with magic, then the complexity is 4. However, if the target is another character (or anything capable of an active defense), it gets a defense roll, so to make sure you land the maneuver, you have to increase the complexity to match the highest possible defense result. That means that, if you’re using a glue spell to make someone Stuck to the Floor, and they have Great (+4) Athletics, the complexity becomes 8 (4 for the Athletics, plus 4 for the maximum possible roll).
  • If you want to stick someone with a lingering Aspect – essentially, a consequence – the complexity has to exceed the defense skill plus the maximum roll, plus a number of extra shifts equal to the appropriate Stress Track, plus a number of extra shifts equal to the kind of consequence you want to inflict. So, if you wanted to cast an amnesia spell on someone with Good (+3) Conviction, the complexity becomes 17 (3 for the Conviction, plus 4 for the maximum roll, plus 4 more for the Stress Track, plus 6 for a severe consequence). Killing someone means you have to match the defense skill, plus the maximum roll, plus the Stress Track, plus every consequence, plus one to take the target out – complexity 29 for someone with Average (+1) Endurance.
  • If you’re creating something, the complexity is going to be equal to the quality of the item, plus any modifiers. So, throwing up a Superb (+5) ward for an hour* is complexity 5, or 7 if it covers an entire zone, or 10 if you want it to cover an entire zone for a full day.
  • If you’re doing any of the above but adding or removing some aspect of the effect, the complexity goes up or down, depending on the case you can make to the GM.

Now, if you’re trying to do something cool, you’re quickly going to see the complexity of the spell start to climb into double-digits. Don’t sweat it. You don’t need to roll to meet the complexity at any point; with enough preparation, any spellcaster can cast a spell of any complexity*.

Preparation Phase

Now that you have the complexity of the spell determined (and thereby the power requirement of the spell), you have to prepare the spell. In game-world terms, this is when you build the external, independent spell construct – the ritual, with all its paraphernalia and weird little requirements.

There is one thing you need to have to cast a thaumaturgic ritual, and that’s a symbolic link to your target. If you’re casting the power on yourself, then hey, easy. Otherwise, you need some sort of arcanely significant representation of the target – blood, hair, a picture, a map of the location, the true name, whatever. You must have a minimum of one symbolic link, or the spell cannot find the target. You can use more links if you want, and each of these is effectively a declaration, giving you an Aspect that you can tag for making up the Lore deficit, as described below.

The amount of preparation you need is based on the complexity in comparison to your Lore. If the complexity of the spell is equal to or lower than your Lore skill, you know all the tricks you need to know in order to pull the ritual off with the stuff you have in your pockets – you can move directly to the next phase. Of course, complexity scores for thaumaturgic rituals can quickly range up into double-digits, so that’s not always going to be an option.

When you have a deficit between your Lore skill and the complexity of the spell, you need to make it up before you can cast the spell. To do that, you need to go through the kinds of things that Harry goes through in the books in order to gain bonuses to your Lore. When Harry needs to cast a big spell, he spends time, talks to people who might be able to help, looks things up in books, ritually purifies himself, and buys strange and expensive ingredients, and that’s what you need to do, as well. Here’s how it works with the game mechanics:

  • Spend Fate Points. You can spend as many Fate Points as you like to invoke your Aspects to give you a +2 to your Lore. If you haven’t got any applicable Aspects*, you can spend a Fate Point to get a flat +1, as usual.
  • Take extra time. Having your character sit out a scene gives you a +1 to your Lore, as he or she is getting ready to cast the spell. There’s an interesting discussion about this on p262 of Your Story about the ramifications of this to player groups that you need to read before really considering this option.
  • Take consequences. Taking consequences gives you +1 to your Lore for every box of Stress the consequence would offset: +2 for a minor, +4 for a moderate, +6 for a severe, +8 for an extreme. This is some sort of self-sacrifice that you’re working into the casting of the spell. For physical consequences, the images are fairly obvious – blood sacrifice, flagellation, scarification, starvation, etc. Mental consequences can show how you short out your mind by trying to hold too much of the spell in your head, or maybe just indicate the extra effort you’re putting into the casting or the lack of sleep as you’ve been preparing. Social consequences get a little trickier, but I think that, if you’ve been putting together a spell that requires some unwholesome ingredients or acts, Arrested for Graverobbing could work, or maybe a Wild-Eyed Crazy Demeanor after spending all that time looking into forbidden books. The rules also suggest Oaths to other beings as a good way to boost your Lore – something like I Owe a Favour to Mab*.
  • Inflict consequences. You can get the same boost to your Lore skill by inflicting consequences on another being, whether they are willing or not. Note that this is a pretty dark route to go, even if the sacrifice is willing, and will probably have repercussions, but consider that killing another sentient being nets you +20 to your Lore skill for purposes of casting the spell – it can be a real temptation for the right kind of Wizard*.
  • Make declarations. This is really the meat of the thaumaturgy system – it lets you cast more powerful, cooler spells by coming up with cool stuff for the preparations. What you’re doing with this option is looking at your skills, and coming up with some interesting way that they can contribute to the spell. Then you roll on that skill, making a declaration to place a temporary Aspect on the spell that you can tag for a free Lore bonus. So, maybe you want to make a Lore skill roll to Research Sumerian Rituals, and then make a Resources skill roll to buy a Cuneiform Tablet to use in the ritual, and a Contacts skill roll to borrow some Shedu Blood from a friend, and top it all off with a Discipline roll to undergo a Purifying Meditation. Bang. You’ve just added +8 to your Lore skill for this ritual, as well as adding a bunch of cool details to it.

Once you’ve made up the deficit between your Lore skill and the complexity of the spell, you’re ready to move on to the next phase.

Drawing and Controlling Power Phase

Now that you’ve got the spell construct… er, constructed, it’s time to fill it with power. You need to draw in a number of shifts of power equal to the complexity of the spell, but you don’t need to draw it in all at once. Generally, you want to call in power equal to or less than your Conviction each turn of casting – calling in more does that pesky old Mental Stress, one point for every shift of power above your Conviction skill. Unlike evocation, though, you don’t take any Mental Stress if you keep the amount of power you channel each turn equal to or less than your Conviction skill.

The mechanic here is pretty simple: decide how many shifts of power you’re going to draw in a given turn, roll your Discipline score to try and control those shifts and, if successful, add them to the running tally of how much power is invested in the spell. When you’ve called and successfully controlled a number of shifts of power equal to the complexity rating of the spell, it goes off. Normally, there’s no targeting roll needed – you made sure it would hit the target when you set the complexity.

Of course, sometimes you don’t make that Discipline roll, and that can be bad.

When you fail a Discipline roll trying to control the shifts of power you’ve summoned on a given turn, all the power you’ve currently got gathered for the spell becomes uncontrolled. That can mean massive amounts of loose energy that you’ve got to figure out what to do with. If you let any of it go as fallout, the entire spell fails, period. So, in addition to maybe having the building collapse on you and your friends catching fire, the super-special escape spell didn’t get you out of there. The alternative is backlash, but considering you may be dealing with double-digit shifts of power, this is a good way to redecorate the walls with your brains. The upshot? BE CAREFUL.

Now, it’s not always that grim. If there’s no time pressure, there’s no need to roll. The GM just tells you how long it takes to cast the spell, and the spell goes off. This is probably going to be a longer time than if you had rolled, but no need to get impatient, right? Better slow and living than quick and dead.

The Story of the Spell

Thaumaturgic rituals can either be the most interesting, engaging part of the game, or it can be a quick bit of mechanical business that gets the characters from one bit of the story to the next. Which it’s going to be is going to depend on the needs of the game at the moment. If the spell itself isn’t really important, you can gloss over it pretty quickly and move on. Otherwise, you want to devote a little attention to it. That means telling the story of the spell.

Lenny Balsera posted this on the DFRPG site a couple of months ago, and it tells how he came to the idea of the story of the spells, and the impact it has on play. I can’t improve on what he says there, so just go read it.

The core of the idea is that what’s important in a thaumaturgic ritual is not the mechanical hoops you have to jump through or the dice you roll or even the way you work out the effect. What’s important for thaumaturgy is the impact casting the spell has on the story in the game. And not just whether the spell works or not; the entire process of attempting to cast the spell is important to the story – the things that the caster is willing and able to do to prepare, the way the effect is accomplished, the choices of how to build the ritual, the way he or she goes about casting it – all of it.

That’s where you should put your attention when someone starts talking thaumaturgy.

So, when you look at performing a thaumaturgic ritual, you need to think about a way to make the preparation you do fit into the story and say the things you want it to say. Look at the skills you’re using in the preparation phase, and string them together in a way that makes sense and adds cool to your character. If your Wizard bases his or her magic on the Enochian rituals of John Dee, then the preparations are going to be different from a Wizard following the ecstatic traditions of the Sufis, or a Wiccan practitioner – use this opportunity to set him or her apart and make the spell more interesting.

You want a great example of a story of preparation for a thaumaturgic ritual? Go see Iron Man 2. Watch Tony Stark put things into place to create the new element for his chest reactor*. He alienates his friends by keeping his secrets (takes a social consequence – Drove Friends Away), gets the box of his father’s stuff from SHIELD (Contacts, Messages From Dad), tries to get Pepper’s help (Rapport, Pepper’s Got My Back – failed!), finds the model of the expo (Alertness, The Secret of the Expo), guts his house to access the power and room he needs (Might, Remodeled To Death), buys or salvages the parts he needs from his expensive cars and other toys (Resources, Got Everything I Need), figures out the necessary element (Scholarship, New Element Template), puts together a particle accelerator (Scholarship, Kit-Bashed Particle Accelerator), and finally flips the power switch and lets it go.

That’s the kind of thing you’re striving for with a good thaumaturgic ritual preparation.

The Art of the Montage

Here’s the downside. It takes time, and focuses things strongly on the spellcaster for as long as it takes for the preparation and casting to play out. Sure, you can cut back and forth from the spellcaster to other characters, but it still effectively focuses the spotlight on one character for a significant amount of time. Especially because, if the characters have decided to eat a huge amount of time doing a ritual like this, everyone else is probably waiting for the outcome.

So as not to unbalance the spotlight time too much, it’s best to not run through every little bit of the preparation every time the spellcaster decides to trot thaumaturgy out. Take a tip from 80s action movies*, and use a montage. Just describe something you’re doing for preparation in a simple (but colourful) sentence, make your roll, and move on to the next item. Imagine a power ballad playing over the short cuts of your character going from task to task.

Of course, there are some situations where you want to focus the game on the preparation and casting of a ritual spell. In those cases, go for it. Roleplay all the preparation scenes, delve into the difficulties encountered along the way, and revel in it. Make it a set of scenes that everyone in the game is going to remember and talk about.

Conversely, there will be some situations where you don’t even want to spend the time it takes to do the montage approach. Maybe it’s a simple spell that the caster has done many times before, with no really dramatic outcome, and no time pressure. How do you handle the preparation then? Well, just say it all works and the spell goes off. Forget even rolling. Just take it as read that the spell works as described, and move on with the game.

The key here is to give the spell as much story as is good for the overall story, and no more. Deal only with the things that are going to matter, and drive on. But when it’s interesting and makes a good addition to the story, throw yourself into it.

Using Thaumaturgy Effectively

Those are the pieces that make up the thaumaturgy system, along with some comments on how they fit together and how to use them in play. Now for some thoughts about how to get the most out of thaumaturgy for your character. I want to be clear, here; I’m coming at this from the viewpoint of the GM – I’ve never actually been a player in a DFRPG session. These are just the things I’ve picked up from my reading of the system and running it from the other side of the screen. But they’re things that I think will hold true for most campaigns, subject to the whims of the GM.

Prepare as a player.

Because of the wide range of things you can do with thaumaturgy, it can get overwhelming to use it in play. And if you don’t use it in play, then you’ve wasted 3 Refresh and surrendered a huge amount of flexibility and functionality for your character. The best way to make sure you’re not paralyzed by choice is to do a little homework as a player to build in some options for your character. Here are some tips:

  • Work out a selection of rituals that your character might want to use beforehand. Can’t come up with anything? Look at the story bits you wrote for your character during character creation – especially the novels – and pull some ideas from there. Figure everything out at leisure, including working out all the math you need, what you’re going to do for preparation, and so on. Write it down and build a spell book. Add to the spell book, putting in the new spells you work out during play.
  • Take a look at your list of skills, and figure out a way each one can help you prepare for a ritual. Write it down and put it with your spell book. Add to it as you come up with new ideas, and keep updating it. In addition to this giving you a range of options for the preparation phase, it lets you look for ways to express themes in your magic and the way you practice it.
  • Work out your bonuses for different types of thaumaturgy, based on your focus items and refinements, in advance. Keep it up-to-date as your character advances.
  • Look at your specialties in thaumaturgy and make a quick list of some neat things you think you’d like to do with that ability. Keep expanding the list, and every now and then convert one of the ideas into a fully-worked up ritual for your spell book.

These things will accomplish two different goals: first, it will give you a bunch of pre-built stuff that you can use in play when you’re out of ideas or you don’t want to spend a whole bunch of time agonizing over what to do; and second, it will build your confidence and skill in using the system on the fly.

Think outside the box.

You can accomplish pretty much anything with thaumaturgy if you’re creative enough. So get creative. Look to your specialties for the obvious starting points in coming up with ideas, but look for ways that you can apply them to effects that may, at first, appear to be out-of-bounds.

Let’s say you want to curse someone, sticking them with the Real Bad Luck Aspect. You can do that by messing with the laws of probability if that’s your specialty, or you can do it by summoning a demon to interfere with the target at inopportune moments if that’s something you’re better at. You can conjure and interrogate a ghost for information if you’ve got a specialty in ectomancy, or you can enter a trance and access the Akashic Record if you’ve got a specialty in psychic magic.

I’ve said it before, and I’ll say it again*: the measure of a Wizard is not how powerful they are, but how creative they get with what they’ve got*.

Take your time.

If you have no time pressure when casting, then you’re being foolish or cocky if you summon enough power in a given turn that you can fail the control roll. If your Discipline is Good (+3) or lower, of course, then you always have to make the Discipline roll, but if you’re Discipline is Great (+4) or higher, then you can summon a number of shifts completely safely each turn.

Do that.

Aside from its broad range of effects, the big advantage to thaumaturgy is that it hurts less to cast properly than evocation – if you do it right, you take no Mental Stress. However, it can be far, far worse if you fail, because suddenly you have to deal with all the power you’ve summoned into the spell up to that time. That can mean dealing with double-digits of uncontrolled power sloshing around messing the place up..

Now, if you’ve got to rush, then take the biggest risks earliest, when a failure will have the least amount of power to ruin your day. As you go on, drop the number of shifts each round to minimize your risk.

Let’s look at the odds* of things going badly. Assume you need 10 shifts of power and you’ve got a Discipline of Great (+4).

  • If you’ve got the time to go 1 shift per round, then you’ve got no chance of failing. Yay!
  • If you’ve only got 3 rounds to pull the spell off, and you summon power in blocks of 3 – 3 – 4, then you have an 18.5% chance of sucking up 3 shifts of power on a failure, an 18.5% chance of sucking up 6 shifts of power on a failure, and a 38.3% chance of sucking up 10 shifts of power on a failure.
  • If, under the same circumstances, you summon power in blocks of 4 – 3 – 3, then you have a 38.3% chance of taking 4 shifts, an 18.5% chance of taking 7 shifts, and an 18.5% chance of taking 10 shifts.

Those odds speak for themselves.

Sometimes, magic isn’t the right answer.

Thaumaturgy is wide-ranging, powerful tool kit, but sometimes it’s not the best solution. Don’t ignore the other facets of your character in favour of relying on spellcasting. Harry carries a revolver and keeps his contacts happy with him. He knows when to use divinatory magic and when to ask Karrin Murphy to look someone up for him. Keep in mind that, though magic is probably central to your character, it is not the solution to every problem.

Combat Thaumaturgy

One of the main distinctions between thaumaturgy and evocation is that evocation is combat magic. But thaumaturgy can be combat magic, too, as long as you can perform it all within the confines of a conflict scene. There is, in fact, something deeply cool about the idea of a Wizard scrambling to pull together a ritual amid a nasty firefight, with his or her companions fighting desperately to provide the needed time.

If you’re looking at doing this, there are a few things you need to keep in mind. First, the casting time of a thaumaturgic ritual is going to be dependent on how fast you can summon the necessary power, which means how big a risk you’re taking trying to control the power. Budget wisely.

Second, if you’re coming up with the ritual in the middle of a conflict scene, you’ve really got to keep an eye on the complexity. If you need to do any preparation, it’s going to take time, as you get ready to cast the spell, and some options may just not be available because of the circumstances. Of course, you can by-pass this by doing some preparation beforehand that can give you Aspects suitable for magic that you can attach to whatever ritual you start to put together. This is subject to GM approval, but it can work pretty much the same way as the preparation tips I gave for evocation.

And there you have my thoughts on thaumaturgy. Hope it was useful.

 

What’s Next

So, I’m not sure what people would like to see here next. I’ve got some ideas for a few different posts:

  • Math and Miscellany, where I talk about how to calculate your various bonuses to power, complexity, and control, and deal with some of the corner-cases of magic rules, like The Sight, crafting, and hexing.
  • The Grimoire, where I walk through building a few evocations and thaumaturgic rituals.
  • Preparation Cheat Sheet, where I look at ways to use each of the skills to help make up the deficit between Lore and the complexity of a thaumaturgic ritual.
  • Something Else, where you’re tired of me wonking on about the spellcasting system and would rather read me wonking on about something else having to do with the game. And just what might that be?

If you’ve got a preference for one or another of the above topics, please feel free to post it in the comments section.

 
 
 

*If the GM lets you, of course. Back

*Well, it cares about the time thing, sort of. Back

*As long as you’ve got a sympathetic link to it. Back

*And, being a GM myself, I will laugh. Back

*Pretty much the same thing. Back

*Though this is really handled by a sort of subsystem in crafting that I’m going to talk about another time. Back

*Although there’s a good paragraph on p275 of My Story as to why this last idea is not always a good plan. Back

*Or supernaturally. It is magic, after all. Back

*Probably not this one, unless it’s that kind of game.Back

*Durations are a little slippery. It’s ripe ground for negotiation between the spellcaster and the GM as to how long a ward would last as a default duration. Back

*In theory, anyway. The higher the complexity climbs, the more power you’re going to need to gather, and the more rolls that’s going to take, which increases the odds of rolling that disastrous failure on the control roll that lets 30 shifts of power loose in your immediate vicinity. But no guts, no glory, right? Back

*And really, why wouldn’t you? Didn’t you read this post? Back

*But really, who’d go THAT crazy? Right, Harry? Back

*This is, of course, a violation of the First Law of magic. Inflicting Mental or Social consequences may be violations of the Third or Fourth Laws. Back

*Okay, some may be arguing that this is science and not ritual magic, but he still has to assemble all the items and information he needs before he can perform the ritu… I mean, experiment… that lets him do something impossible. I stand by my assessment. Whether you call it magic or science, this is a near-textbook example of the idea of the story of the spell. Back

*Is there anything we can’t learn from 80s action movies? No, there isn’t. Back

*Harry’s said it, too. Back

*And doing the unexpected is the most fun in play, I find. Back

*Odds are pulled from this site. Back

Last night was the latest Storm Point session. Due to some real-life concerns, we had to make sure that the game wrapped up early, which at first disappointed me a little, because the encounter I had planned was a tough one, and I didn’t want it glossed over.

In retrospect, I’m very glad that the session ended early, because I made the encounter waaaay too difficult. Somehow, even though I keep the character sheets for the players between sessions, I got into my head that the characters were 9th level, instead of 8th. So, I whipped up an encounter that included a few level 13 critters*.

Four levels above the party, that’s doable, I find, though it can take some time. But five levels above, and there’s a real tendency of the game to start to drag, as the characters are hitting less and less often, and the players get frustrated, and so forth. I’ve noticed that I have a real tendency to want to ramp up the challenge for characters, which I’m trying to curb.

My rationale for making the fights tough is that then the characters really feel like they’ve accomplished something when they win. The downside of this is that, without a balance of easy (or at least less challenging) encounters, the players don’t get to see how good they’ve become, and how they can walk all over some monsters that they used to have to run from.

So, last night’s battle was too tough, especially for the time frame we were dealing with. I started worrying about it right at the start of the session, so instead of having the vrocks swoop in on the party once they were inextricably engaged with the minotaurs, I decided to strike first with the vrocks, and unleash the minotaurs on any of the party that landed their hippogriffs to try and make for the tunnel.

If I hadn’t done that, I think the fight would have gone very badly for our heroes.

They were (most of them) having real problems hitting the vrocks, and wisely stayed out of range of the minotaurs on the ground. Every time one of the vrocks hit a party member, it was doing almost a quarter of their hit points damage. Most of the group ganged up on one vrock to take it down, while the ranger – who didn’t seem to have nearly the trouble hitting as everyone else, and was rolling out 20-30 points of damage a round – managed to take the other one down by himself.

In the fight, I had the minotaurs rush out for a round or two when one of the characters wound up on the ground, and then I pulled them back into the tunnel. I’ll save them for another encounter.

Before the next game, I need to redo my encounter plans – give the party some easier fights to help the pace of the game and decrease the frustration that everyone was feeling by the end of this one.

Well, everyone but the ranger.

*3 minotaur warriors, 1 minotaur cabalist, 2 vrock demons, for a total of 3,900 xp, a level 11 encounter for 6 characters. Back