Dresden D6 RPG Example Spells
Examples of Evocation Spells
Carlos Ramirez’s Entropy Shield
Warden Carlos Ramirez uses a heavy leather gauntlet (page 301) as a focus item to help him cast his famous water-based entropy shield, which does not attempt to stop attacks but rather disintegrate them.
Type: Water (entropy) evocation, defensive block
Power: 6D
Control Difficulty: 18
Duration: One combat round
Magic Point Cost: 23
Effect: A weird-looking hemisphere of entropy appears in front of the caster, partially disintegrating attacks. Carlos may decide whether he wishes to use the block as a standard 6D block, or as Armor: +3D vs. PD/ED.
Variations: Carlos sometimes attempts more dice of power to extend the duration.
Notes: Carlos may occasionally figure out a clever way to use the shield as an attack, by forcing a creature to dive through the effect—see page 260 for guidelines on how to attack with a defensive spell.
Earth Stomp
Donald Morgan isn’t the subtlest guy in the world—this spell has the ground itself swallow up the target and crush it.
Type: Earth evocation, offensive attack
Power: Varies; 6D is typical, this example assumes 8D
Control: 45
Duration: Instant
Magic Point Cost: 45
Target: Discipline to target one or more creature in a single zone; this example assumes 4 targets
Opposed by: Target’s Dex or Strength
Effect: Let’s assume the Discipline roll is 9D. Morgan splits the 8D of power into four 2D attacks. On the targeting side, per the split-attack rules (page 4), he attempts to hit 4 targets, rolling his Discipline against 12+ the targets’ defensive rolls. Each target that fails to defend with a Dodge or something and then suffers a damaging 2D hit plus any bonuses.
Variations: A caster could extend this to the entire area if he found a way to protect himself from it.
Entanglement
This spell causes a band of force to entangle the target’s ankles, effectively binding him in place.
Type: Spirit (force) evocation, offensive maneuver
Power: Varies; typical is 4D—3D for effect
Control: 22-19
Duration: One Combat Round
Magic Point Cost: 22-19
Target: Roll Discipline vs. Target’s defensive skills
Effect: If the spell hits, the target can’t move, must roll Strength vs. the Spell’s power.
Variations: Power levels may of course be changed based on the target’s ability to oppose the spell. This spell is non-lethal; a damaging variant could be created based on the Orbius spell (page XX).
Fuego!
This is Harry’s standard fire attack spell—one of his favorites when he decides subtlety is inappropriate. It sends a blazingly hot beam of flame toward a single target. He usually uses his blasting rod to aid his control roll.
Type: Fire evocation, attack
Power: Variable (unless rote), usually 4D to 8D
Control: 12-24
Target: One target in line-of-sight, inflicting physical damage
Duration: One combat action
Magic Point Cost: 17-29
Target: Discipline vs. Target’s defensive skills
Opposed by: Target’s Defensive skill, magical blocks, or some other skill as determined in play
Variations: A caster could divide the dice of effect among two or more targets, rolling to hit each separately, increase Control difficulty by 5 and Magic Point Cost +3 per split.
Notes: Many direct attack evocations work this way (Forzare, for example)—change the power and elements to suit your needs.
Grasping Branches
Yoshimo used this tremendously powerful evocation to destroy a zombie by animating a nearby tree.
Type: Water evocation, offensive maneuver / attack
Power: 7D
Control: 6
Target: Line of sight, Discipline roll to hit
Duration: 1 combat round
Magic Point Cost: 15
Opposed by: Target’s Defensive skills, blocks
Effect: Mechanically, it boils down to a straightforward 7D attack vs. target’s Defense, but one that makes use of a invocation or tag in order to work at its level of potency.
Variations: Use a similar idea to get a couple of extra dice of power from scene details that you can’t figure out what to do with.
Notes: This requires a Nearby Tree to pull off. The caster casts the spell to briefly animate the tree, this tree immediately makes an attack vs. the target using the caster’s original Discipline roll (plus the two for the aspect tag.)
Hyperawareness
This spell increases the caster’s awareness, allowing him to react to danger much more quickly.
Type: Spirit evocation, defensive (sort of ) maneuver
Type: Spirit or Air evocation, defensive block
Power: 5D
Control: 35
Target: A caster typically casts this spell on herself.
Duration: 3 combat rounds
Effect: This is actually a defensive block, but one that works by amping up the wizard’s awareness of her surroundings—subtle movements of air, surges of hostile intent, that sort of thing. Two dice are put into duration, leaving a Good (+3D) effect, effectively a bonus to dodge and perception checks or warning of incoming attacks.
Variations: Longer or shorter duration yields a lesser or greater block effect. Clever wizards might redirect this spell energy to use the spell as a substitute skill roll result for Alertness or Investigation. Some GMs might be okay with setting aside the block and instead using the effect strength as an bonus to the initiative roll.
Subtle Evocations The example above is worth calling attention to. In most cases a “subtle” evocation is a simple, reframed perspective on something evocations already do. In rarer, cleverer cases, the GM may take a few cues from thaumaturgy and allow the player to do something evocation normally just can’t. |
Orbius
This is the spell Madge Shelly used to suffocate Trixie Vixen in the Blood Rites casefile. It creates a mass of glop (Harry described it as looking vaguely like a cow patty) over the target’s windpipe, suffocating him over the course of several rounds.
Type: Spirit evocation, offensive block
Power: 8D
Control: On the first round, roll Control vs. 24
Target: One target in line-of-sight, roll Discipline to hit vs. target defense
Duration: Instant, once conjured, the glop stays until removed.
Magic Point Cost: 24
Opposed by: Target’s Strength or Stamina skill. Magical blocks might be effective in the first round; armor is ineffective.
Effect: The first round establishes the hit. Each round thereafter, the target rolls Strength or Stamina. If the roll fails to beat the spell’s effect (8D), the target suffers damage as he suffocates. Armor is ineffective. This spell does not affect creatures that do not need to breathe.
Variations: The caster could change the power or duration, tailoring it to a given target’s toughness. A caster could instead use the spell to bind (and damage!) a creature’s legs or hands—in that case, the spell would be a block opposed by Strength.
Quick Veil
Molly Carpenter is especially good at these spells; typically she uses no focus items for them.
Type: Spirit evocation, defensive block
Power: Varies; 3D is typical for a simple casting
Control: Roll Conviction plus appropriate specializations and focus items vs. 34 difficulty
Target: Self
Duration: 1 combat round (1 min)
Magic Point Cost: 26
Opposed by: An observer’s Perception skill(s)
Effect: Renders the caster invisible
Variations: The caster could add additional dice to make the veil stronger, to veil additional people or big objects, to “throw” the veil over an object from a distance, or to gain additional time for duration without needing to concentrate and re-roll.
Rifflitum and Other Shield Spells
Harry used this spell to create a magical shield, mitigating the blow of an incoming attack.
Type: Spirit Evocation, Defensive Block
Power: 5D
Control: Discipline, plus any shape or area effect modifications
Target: Self, or area effect, or other shapes
Duration: one round, usually
Magic Point Cost: 15+
Effect: Deflects incoming attack, if attack blocked successfully, then it vanishes.
Variations: The caster could change the power of the block (invoking aspects as necessary for additional help on power or control), or declare it as armor, which allows it to remain even if overcome (at the cost of it only providing two points of armor—half the dice of effect, rounded down). The caster could add power dice to increase the duration. Another variation is to use a focus item, such as a shield bracelet, to enhance the power of the block or to gain additional duration essentially for free. A GM might—might—allow the caster to make the shield selectively permeable, specifying one or more elements that can pass through the shield, at the cost of one or two additional dice of power per element.
Whirlwind
This spell calls up a whirlwind, tossing people around like the proverbial rag dolls.
Type: Air Evocation, offensive manuever
Power: Varies, 6D in this case
Control: Discipline to hit the target, Conviction difficulty of 44
Target: Anyone in the Area of Effect (2” area of effect)
Duration: two combat rounds / 1 minute
Magic Point Cost: 36
Effect: Target is knocked prone, unless acrobatics or dodge is successful vs. Discipline roll
Variations: If there are enough loose items around, you could make this into an attack by causing the objects to blow around and hit people randomly....
Notes: This one takes a bit of oomph to pull off. Elaine Mallory did this, but she probably had to accept either some consequences or back-lash to do it.
Example Thaumaturgy Spells
Dreamless Sleep (Easy Version)
This is a simple spell to protect someone from run-of-the-mill unpleasant dreams when his body just needs a decent night’s sleep.
Type: Thaumaturgy, transformation
Power: 4D to 6D, depending on duration
Complexity: 12 to 18, depending on duration
Target: Self or Others
Duration: 6 to 10 hours of typical sleep
Magic Point Cost: 12 to 18, depending on duration
Effect: Creates a nightmare free dreamless sleep, cancelling or resisting opposing forces with power dice.
Variations: To use as an attack, the target can resist with a Discipline vs. Power Dice roll.
Notes: The spell’s power level assumes that the target is willing and this is effective against mundane dreams. Also note that many nights of dreamless sleep will leave the target a little batty-dreams are necessary for processing memories, along with other things. So don’t do this too often.
Dreamless Sleep-Weapons Grade Version
This is a spell used to protect people from invasive psychic attacks made while they’re asleep.
Type: Thaumaturgy, wards
Power: 6D to 12D
Complexity: 32 to 50
Target: Self or Others
Duration: Until Sunrise
Magic Point Cost: 34 to 54
Effect: Provides a block against mental attacks equal to the complexity of the spell, while the subject is asleep.
Variations: Can be applied as armor or a straight block. For one more Die of power, it may be daisy chained to a mild “wake up” type of alarm, assuming that being awake would aid the subject in resisting the mental attack.
Notes: This spell doesn’t guarantee a night free from mundane nightmares, but it provides an extra defense against the mental attacks of supernatural Nightmares.
Entropy Curse (Mild)
Want to give someone a case of bad luck? Here ya go. This sort of spell has been a favorite of hedge witches and traveling fortune tellers for a thousand years.
Type: Thaumaturgy, entropomancy
Power: 9D
Complexity: Varies, 27 in this example, based on conflict vs. target’s Discipline
Target: Person
Duration: 1 combat round
Magic Point Cost: 33
Effect: Bad luck follows the target, causing problems, and maybe harm.
Variations: Call up a bit more power to last longer. Or call up a lot of power to last a lot longer.
Notes: Bad Luck is very very easy to invoke
Entropy Curse (Weapons Grade)
Entropy curses are nasty even when they’re NOT designed to kill. This version is just plain evil. It also treads on both First Law and Seventh Law territory, so watch your step.
Type: Thaumaturgy, entropomancy
Power: 26D
Complexity: Varies, but usually high; 78 in this case
Target: Specific Person
Duration: Instant, at a certain time of day
Magic Point Cost: 78
Effect: The spell creates obstacles or other misfortunes, difficulties of 26D.
Variations: More power is necessary for tougher targets
Notes: This spell is extremely complex, but extremely deadly. In the Blood Rites case-file, the Evil Eye cult pulled it off through a combination of sponsorship and special circumstances. They had a sponsor (He Who Walks Behind, OW76) contribute dice of power (+6); they had several cultists assist in the ritual, each invoking one or two of their own aspects (total of +24 to power); the spell is pegged at a certain time of day (+6 to power); each caster accepted moderate consequences (In Debt to Power, or some-thing along those lines +36); and, finally, Madge—the lead caster—took on the mild consequence of Sloppy Spellcasting for an additional +6.
Extended Divination
Lots of spellcasters like to do this sort of thing. It helps to have a really strong focus item.
Type: Thaumaturgy, divination
Power: Varies; typically at least 8D or 9D, sometimes up to 16D or more
Complexity: Varies; typically at least 24 or 27, sometimes up to 48 or more
Target: Person or place
Duration: default; one scene, can vary by complexity
Magic Point Cost: 24/27/48++
Effect: The caster can not only observe the target, but monitor the target (audio and visual) for an extended period of time
Variations: Casters could up defenses against counterattacks, try to make their projections more difficult to detect, or use different focus items. All these things, of course, add complexity.
Notes: The spell’s base complexity needs to be the target’s Conviction+4D, plus any thresholds, wards, or other defenses the target is behind. Duration beyond one scene requires one additional shift of complexity for each step up the time ladder, as discussed in “Duration and Enhanced Evocation” (page 265).
A symbolic link to the target is necessary, and a powerful focus item (like Little Chicago) really helps. Unless the caster takes great pains to avoid it, a mostly-invisible, spectral projection of the caster appears in the location of the monitoring’s point of view—this can tip off an unaware but observant target, allowing him to take steps to stop it.
Faerie-Trapping Spell
This is a relatively straightforward containment spell—the trick is to first lure the target into your containment construct, and then convince it to help you once it’s trapped.
Type: Thaumaturgy, binding
Power: 4D
Complexity: It’s hard to imagine a pixie breaking through a containment of strength 4D (12), so aiming there is probably safe.
Target: Containment circle
Duration: One Scene
Magic Point Cost: 12
Effect: The pixie is trapped in the containment circle until the spell ends or the caster dismisses the effect.
Variations: Add a dice or two of power to increase the duration. You can contain stronger creatures in a similar way, but you’ll probably want to crank up the power.
Notes: Note that this spell simply contains the pixie; luring it into the containment construct to begin with might require a couple of Lore and/or Deceit checks (a good deep dish pizza is surprisingly good bait), and convincing it to do as it’s asked once it’s contained might require a social or mental difficulty roll.
Harry Binds the Loup-Garou
Harry cast this spell on the loup-garou near the end of the Fool Moon casefile.
Type: Thaumaturgy, transformation (curse)
Power: 9D, versus willpower, conviction, or perception
Complexity: 27
Target: Uh, a loup-garou...?
Duration: One scene, ideally
Magic Point Cost: 27
Effect: Applies Blinded aspect to the target, perception rolls vs. 9D
Variations: Power can vary based on the expected strength of the target’s resistence. Also, other aspects might be applied.
Notes: Assumes the target has a (4D) Discipline. Requires a symbolic link to the target.
Harry’s Tracking Spell
This spell reveals the as-the-crow-flies direction toward a particular person-and continues to do so as the caster travels toward the target. Scribe a circle, concentrate on a symbol, murmur some words of power--and bingo, you have a beacon leading you to your target. This is a very handy thing for a private investigator to be able to do.
Type: Thaumaturgy, divination
Power: 2D to 8D
Complexity: 6 to 24
Target: one target
Duration: about one scene
Magic Point Cost: 6 to 24
Effect: Caster led to target
Variations: Add a dice or two of power to increase the duration. The required power might be increased, possibly significantly, if the target has wards or some other anti-divination block in place. On the other hand, particularly potent symbolic links can be invoked as aspects to grant the caster a bonus.
Notes: This spell requires a symbolic link to the target—a hair, a drop of blood, a signature, a True Name, a valued personal possession, etc. This is a pretty quick and basic spell for a skilled caster; for low power levels, don’t bother rolling—it just works.
Illumina Magnus (or, Magically Dusting for Prints)
This spell reveals residual magical energies left over from spellcasting and other supernatural activity.
Type: Thaumaturgy, divination
Power: 3D or 8D
Complexity: 15 or 30
Target: an area of 3”-8”
Duration: One scene
Magic Point Cost: 15 or 30
Effect: This spell acts as an investigation roll or can be used to enhance a roll to beat the difficulty of the investigation scene’s difficulty. This aids in investigating what magic powers or spells were used and to determine what happened.
Variations: The GM may decide that the scene was wiped of any traces of the supernatural by the instigators.
Notes: This is a pretty simple spell, all you really need is an ritual circle and some coppoer filling and you’re golden. If the original caster actually intends something to be found, any successful casting of a spell like this will reveal it immediately, regardless of complexity.
Memorium, Memoratum, Memoritus
In the Grave Peril casefile, Harry defeated Bianca by encouraging a mob of ghosts—victims of Bianca and the Red Court—to take their revenge.
Type: Thaumaturgy, transformation
Power: 5D
Complexity: 45
Target: 10” Area
Duration: A scene
Magic Point Cost: 45
Effect: Applies an aspect on ghosts of Revenge is Ours and sends them after target
Variations: None I can think of...
Notes: The ghosts were already there, so Harry didn’t need to summon them, just nudge them to the target.
Mind Fog
This is a powerful spell used to dull a large number of people’s senses simultaneously. Elaine cast this on the patrons of a large retail outlet.
Type: Thaumaturgy, psychomancy
Power: 12D in this case
Complexity: 126
Target: 30” Area of effect
Duration: One Scene
Magic Point Cost: 126
Effect: People in 30” area of effect have their memory fogged. They can resist with willpower or conviction or invoke an aspect.
Variations: A caster could adjust the power as needed, or change the aspects/effects placed on the targets.
Notes: This spell is pretty complex, but Elaine whipped it up fast (and she probably dropped at least three or four fate points to do it). The power assumes the targets have a Discipline of Average (1D) plus four more to guarantee effect, 1D to make the effect “sticky,” and 6D to affect all targets in 30”.
Nevernever Crossover Detection
This is a fairly simple ward, but it can be extremely useful. You can do it a few different ways; see Variations for an alternate method.
Type: Thaumaturgy, divination
Power: 8D
Complexity: 24
Target:
Duration: Until next sunrise
Magic Point Cost: 24
Effect: The spell creates a detection web across multiple zones of a large building detecting the passage of an entity across the veil between the Nevernever and our world. When the ward is breached, it sends a alert to the caster via a mechanism like a ward flame.
Variations: You could built something like this as a Zero strength ward; this would give you an alert. Unfortunately once breached, its gone. In the Proven Guilty case, this spell was linked to Phobophage Redirection (below).
Notes: Harry pointed out that even a beginner could pull this spell together with some basic materials and twenty minutes. Take your time and any ritualist should be able to get this one right.
Phobophage Redirection
Used to redirect an attack of phobophages (creatures that feed on fear) to the caster of the spell summoning them, this spell ideally follows the phobophage warning a wardflame gives from the Nevernever didn’t take Crossover Detection spell above.
Type: Thaumaturgy, transformation
Power: 14D
Complexity: 42; based on conflict
Target: Phobophage
Duration: Until the Ward is breached; otherwise standard consequence duration
Magic Point Cost: 42
Effect: The spell hits the target hard with a mental attack, applying the aspect Terrified Beyond Reason to it as a consequence.
Variations: Depending on how powerful the target is, you might need to sink more power
into the spell. In the casefile, Harry had to guess at how resistant the target might be (mechanically, he passed a Lore check to get an estimate of how many dice of resistance it might have).
Notes: The idea of this spell is to inflict a mild mental consequence or damage on the target. In the Proven Guilty casefile, Harry accepted the magic point cost, along with some damage, to help power the spell, as well as the mild consequence I Might Fail (which was the source of the fear that he then transferred to the spell’s target). Note that a temporary aspect just wouldn’t quite do it—everyone else in the hall had a temporary fear aspect, too. The target needs to get hammered pretty hard to get the phobophages to go after him above everyone else.
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