The Hidden Grimoire

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The following spells are non-canon Creative Thaumaturgy Spells that are approved for play on Golden Road. These spells are technically in the restricted section of the grand library and can be cast by a student or faculty as a NON-ROTE (do a quick scene in the library). However, they can be turned into rotes if NPC faculty is willing to teach it.

Note: Spells are organized by their primary Arcana.


Reversal of Fortune (Fate ****)

Reversal of Fortune (Fate 4)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Occult, Larceny, Subterfuge

Many cultures revere the Sacred Fool, a clownish figure that perverts many of society's mores and yet, in their contrary behavior, are able to access a sort of crazy wisdom that allows them to know things beyond their ken and perform miraculous feats. This archetype rings true in Supernal Arcadia, and the Fate Arcanum allows a mage to tap into this same wisdom, turning hindrances into blessings. The subject of this spell reverses the dice effects of any Conditions and Tilts which they are under, penalties becoming bonuses and vice versa.

+1 Reach: The reversal only applies one way. Penalties become bonuses, but bonuses do not become penalties, for instance.

NB: Created by Prof. Inorai to humble brash students (or faculty)

Adrasteia (Fate ****)

Practice: Patterning
Primary Factor: Duration
Withstand: Resolve (if desired)
Suggested Rote Skills: Academics, Athletics, Streetwise

Fate often strikes ironically, dooming people in venues where they imagine themselves at their best. This spell gathers a cluster of misfortune around one Skill that the mage names during casting, causing the subject to suffer unexpected setbacks when they attempt to exercise it. The subject gains the Ordeal of [Trait] Persistent Condition keyed to the named Skill. While this can foil a skilled rival in a moment of crisis, mages also levy the curse on those that seek to improve a Skill, as the hardships will provide a more strenuous and rapid course of enrichment.

+1 Reach: During the spell's Duration, minor perturbations of Fate steer the subject into situations where they are obligated to use the marked Trait. This works as a malevolent version of Serendipity, forcing use of the Trait during one important roll of a different Trait from the same type (Skill, Attribute, etc.) and category (Mental, Social, Physical) in a given scene.
+2 Reach: As above, but the marked Trait will substitute in for any Trait of the same type. A diplomat with Ordeal of [Firearms] would find their Socialize effort now hinges on small talk about military hardware, for instance.
+1 Reach: The mage may instead name an Attribute; the Condition will apply to this Trait.
+3 Reach: The mage may instead name an Arcanum, which the subject must possess; the Condition will apply to this Trait.)
+3 Reach: The spell becomes Lasting; the Condition will persist until Resolved.

Ordeal of [Trait] (Persistent)
Fate conspires to foil your efforts regarding a Skill or other Trait. The first time each scene that you roll a dice pool containing the Trait, circumstances turn against you, levying an equipment penalty equal to your dots in the Trait. A character with Medicine 3 discovers that some of their tools have been misplaced and the lighting has become unreliable, imposing a -3 penalty; if they had been less capable fate would have been less cruel, while a master surgeon might find themselves more deeply disadvantaged.

Resolution: Increase your rating in the marked Trait or gain a Specialty or Merit that displays growth in that field. Beat: Suffer the penalty on a roll where the consequences of failure would represent a genuine setback or real hardship for you or those around you.

NB: This is in the restricted section of the library. No one in recent memory has actually cast this spell, but a few of the faculty know it.


Wrack (Life ****)

Practice: Patterning
Withstand: Stamina
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Medicine, Athletics, Intimidation

By causing muscles to tug and tense as hard as they can in all sorts of directions, you can get the human body to crush its own bones in a twisted dance of snapping and popping. This applies the Arm Wrack or Leg Wrack Tilts to your subject at intervals determined by your Gnosis-based casting time. Additionally it causes one point of Lethal damage each interval.

+1 Reach: The bones get in on the action and start to tear at other body tissues with their own volition. This spell does an extra point of Lethal each interval.

NB: Created by Miss Diagnosis


Iron Chains (Space **)

Practice: Shielding
Primary Factor: Duration
Suggested Rote Skills: Socialize, Politics, Empathy
This spell target a sympathetic connection. As long as the spell endures, this link cannot be altered in strength or quality by mundane events: he'll remain in the friendzone, she'll never manage to get a divorce, this kid will never get bored of his favorite toy.

+1 Reach: Even the supernatural can't break the Iron Chain. Any attempt to alter the sympathetic connection provoke a Clash of Will.
+2 Reach: Instead of targeting a single sympathetic connection, the spell targets all the links of a single target, including non existent ones.

NB: The counter to Twist Link. It was developed by 4th year student, Julius Caesar, after getting majorly friendzoned by Little Orphan Anarchy.

Twist Link (Space ***)

Practice: Weaving
Primary Factor: Potency
Withstood: Sympathy (Connection)
Suggested Rote Skills: Empathy, Politics, Subterfuge

Relationships are fragile, weak things - easily twisted and turned and placed on their head. Twist Link allows the mage to redefine the context of a sympathetic link; they could redefine a business rivalry as a childhood friendship, or a pair of lovers as a pair of enemies. The mage only defines the new relationship in general terms - much like creating or destroying a link, this spell doesn't guarantee outcomes or force reactions. This effect is Lasting, but normal interactions can restore the original link context over time. Much like other weaker sympathy-changing magic, Twist Link cannot affect Connected links. +1 Reach: Place the Embarassing Secret condition regarding the original context of the relationship on the link.
+1 Reach: Place the Swooning condition on the link.

NB: This really is more of a distraction than anything else. Or a really UnWise way to get out of the friendzone. It's a 'ghosting' spell created by the 4th year student NPC, Little Orphan Anarchy. She got tired of some Thearch nerd stalking her.


Vicious Gauntlet (Spirit ****)

Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Survival, Stealth, Brawl
Withstand: Gauntlet Strength

This spell alters the nature of the gauntlet, adding bitting fangs, snarling thorns and vicious claws to its "surface". The subject of this spell is the gauntlet itself as it covers the area affected by the spell. While the alteration lasts, whenever an entity attempts to cross it, roll Gauntlet Strength x 2, resisted by the entity's Stamina (or Resistance if a Spirit or similar entity). Each success causes a point of lethal damage to the crossing entity. Once the gauntlet has performed a number of attacks equal to the spell's Potency, the spell ends.

+1 Reach: The gauntlet deals aggravated damage instead of lethal. Costs 1 Mana.
+1 Reach: The gauntlet may be altered by the spell in one direction only.
+1 Reach: You may designate a Key that prevents the gauntlet from attacking it's holder.

NB: Created by Prof. Bartholemoi