Nephilim FATE Magic – Non-Golem White Stone Formulae

Note: I am slowly converting Nephilim, an old Chaosium game, over to Dresden Files FATE. I am just flopping all the posts on my blog because I can tag and collect them all later. This stuff is in no particular order. You can buy Nephilim in PDF from DriveThruRPG for ~$17. You should also buy Dresden Files RPG.

The core Nephilim sourcebook doesn’t offer many White Stone non-Golem Formulae, as the practice of White Stone Alchemy is the practice of the sublimation of matter to the alchemist’s desires.  Since Alchemy is so malleable, these work as examples of what an experienced Alchemist can do.

The Sublimation of the Drinkable Gold

Element: Fire

Duration: Instant

The caster sprinkles the powder on a liquid which it immediately drinks.  It removes all boxes from mental and physical stress in return for smoke literally pouring from the caster’s ears, nose and mouth.  Others can drink the liquid, including Simalacra. Drinker must be conscious.

 

The Adamantic Sign of the Resurrection of the Rose

Element: Earth

Duration: until next Thursday

The caster pre-prepares a copper plate with alchemical symbols.  A charged plate can heal the wounds (clear all physical stress tracts) of any wound on any wounded person.  The wounded person does not need to be conscious.  Can dramatically bring people back from the very brink of death.

 

The Water of Life of the Sleepy Metal

Element: Earth

Duration: 1 Scene

The caster sprinkles the powder on the target’s clothes.  The clothing becomes impervious to all physical damage, although it does not protect against magickal damage.  Upon absorbing the glow, the clothing glows a dramatic silver because, hey, magick clothes.

 

The Ship of the Sacred Androgyny*

Element: Water

Duration: 1 Scene

The caster sprinkles the powder on a small statue and it transforms into a large, hollowed-out, metal structure that is, actually, a mobile Nephilim power-armor.  It acquires an Armor rating equal to shifts of success when mixing the powder, protects against drowning and asphyxiation, and, if the caster wishes, it can develop wheels and move over 100mph.   After the spell is completed, the Nephilim’s Simulacrum must rest for at least 10 hours.

 

The Sublimation of the Eye of Tar

Element: Air

Duration: until next Wednsday

Caster rubs its eyes with the powder and a third eye appears on its forehead.  The eye opens on the caster’s command and allows the caster to see through all matter as if it was glass up to 500m.

 

Mutations of the Hellhound

Element: Moon

Duration: until next Monday

The alchemist tosses a dose of the powder on a four-legged mammal, like a dog.  A second head sprouts from the shoulder.  This new head takes control of the animal and obeys the caster.  It looks about as terrible as one expects.  When the spell wears off, the new head dissolves away.

Animal stats are not germane to DFRPG.  For this spell, give the animal one great, two good, two fair and two average skills and set the stress tracks for the skills.  It should have the High Aspect “Hideous Two Headed Animal.”

 

The Purification of the Selene Water

Element: Moon

Duration: 1 Scene

The caster sprinkles the powder around itself.  Everything acts like it is under water — wood floats, stones sink, people suddenly must swim through thin air.  All people, objects and pets settles to their own density level.  The radius extends from the caster up to a 50m radius.  Great for birthdays!

* Originally this was one day. As the spell is written, it’s ridiculously overpowered. To try to rein it in a bit, I made the Nephilim Power Armor spell only good for 1 Scene. It should probably be adjusted downward further to have armor and speed == success shifts on originally preparing the powder.