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===An Academic Point===
 
===An Academic Point===
  
''The Scholar-Sage '''Words-Remembered''' was fascinated by the insect that had alighted on the tip of his fore-talon, and as was his affectation, he began talking - almost to himself - about whatever piece of academia had fluttered into his mind just as the butterfly had fluttered onto his outstretched claw.
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''"...a butterfly, of the order Lepidotera, though specifically it is Hesperia argentia, or silver moth, as we can see from the silvering on his pectinate antennae. It is easily mistaken for the grey iron moth, though we can see from its horn-shaped genitalia that it is indeed argentia and-"''
  
''"...it is a butterfly, of the order Lepidotera, though specifically it is Hesperia argentia, or silver moth, as we can see from the silvering on his pectinate antennae. It is easily mistaken for the grey iron moth, though we can see from its horn-shaped genitalia that it is indeed argentia and-"''
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''Impatient to get to the point, the warmaster interrupted '''Words-Remembered.''' ''
  
''The Scholar-Sage didn't get any further, as the Argent Warmaster stood in front of him impatiently interrupted him.''
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''"Yes, yes, I'm sure the sexual organs of insects are fascinating, but I believe I was asking you about more pressing matters, vis a vis arcane solutions to our current situation."''
  
''"Yes, yes, I'm sure the sexual organs of insects are most fascinating, but I believe I summoned you here about more pressing matters, vis a vis arcane solutions to our current situation..."''
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''The situation the warmaster was speaking of was that the Ascendancy's mortal armies had invaded the region.''  
  
''This situation, to which the warmaster was referring, was that a vast orcish army was marching into the Argent domains. '''Words-Remembered''' had been provided as an "incisive mind" and a "solver of problems", but the Argent was beginning to have his doubts.''
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''An entire barony had crumbled under the surprise appearance of an orcish legion, that had seemingly managed to march across a vast expanse of Kalarni desert undetected, and was now pillaging the domain at the edge of the Arrantian City-States. The invasionary force formed a beach-head, and that beach-head could have a profound impact on the greater war.''
 
 
''An entire barony had crumbled under the surprise appearance of the orcish legion, that had seemingly managed to march across a vast expanse of Kalarni desert undetected, and was now pillaging the domain at the edge of the Arrantian City-States. The invasionary force formed a beach-head, and that beach-head could have a profound impact on the greater war.''
 
  
 
''"It is an academic point I admit," continued '''Words-Remembered''', "but an important one at that."''
 
''"It is an academic point I admit," continued '''Words-Remembered''', "but an important one at that."''
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''"..is where we will find the orcish supply line," finished the warmaster, smiling.''
 
''"..is where we will find the orcish supply line," finished the warmaster, smiling.''
  
'' '''Words-remembered''' smiled and nodded. Attention to detail, a little knowledge and observing a butterfly could change the course of a war. Sometimes, the academic point was the important one.''
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''Words-remembered smiled and nodded. Attention to detail, a little knowledge and observing a butterfly could change the course of a war. Sometimes, the academic point was the important one.''
 
<br><br>
 
<br><br>
  
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However, a true Scholar-Sage knows that the mastery of magics is a mere side effect of diverse learning and represents only a fraction of useful knowledge. A draconic mind is capable of incredible feats of applied thought, deep philosophy and academic mastery. While a mortal has only mere decades to study, the dragon has centuries, and is has the advantage of far greater intelligence as well.
 
However, a true Scholar-Sage knows that the mastery of magics is a mere side effect of diverse learning and represents only a fraction of useful knowledge. A draconic mind is capable of incredible feats of applied thought, deep philosophy and academic mastery. While a mortal has only mere decades to study, the dragon has centuries, and is has the advantage of far greater intelligence as well.
  
To the Scholar-Sage, to waste this gift of superior sophia is an insult to to their own potential and a rude denial to the world of the gifts of thought that might be formed through a millennium of study.
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To the Scholar-Sage, to waste this gift of superior sophis is an insult to to their own potential and a rude denial to the world of the gifts of thought that might be formed through a millennium of study.
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----
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=Lifepath Powers=
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==The Beginnings of Scholarship (Experience Rating: 1 or Less)==
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''Notes''
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* '''Power'''
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Description.
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==The Lesser Lores of Magic (Experience Rating: 2+)==
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''Notes''
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* '''Power'''
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Description.
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==An Ocean of Knowledge (Experience Rating: 4+)==
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''Notes''
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* '''Power'''
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Description.
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==A Mind without Equal (Experience Rating: 6+)==
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''Notes''
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* '''Power'''
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Description.
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==The Greater Lores of Magic (Experience Rating: 7+)==
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''Notes''
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* '''Power'''
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Description.
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==Ancient Wisdom (Experience Rating: 10)==
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''Notes''
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* '''Power'''
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Description.
  
  
 
----
 
----
<br><br>
 
  
=Edges=
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=Lifepath Resources=
==Skills==
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==Knacks==
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''Knacks are learnt abilities common to this lifepath. As they are internal to the dragon, they are not easily passed on as legacies, but are also hard to take away from the Dragon.''
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* '''Unusual Language''' (2 points per Language)
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Every dragon speaks the draconic tongue of Essraghai, and even the mentally slowest dragon is likely to be a dab hand at mastering mortal languages with only a week or two of practice. This resource represents knowledge of the more unusual languages that a Dragon might come across - ones for which there are no readily available teachers, or which are too alien to master easily. Each time you buy this resource gain fluency in one unusual language. Example languages might include Kraken-speak, Wyverntongue, Low Daemonic and any others that the story introduces.
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* '''Xenoculture Mastery''' (3 points per Xenoculture)
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Every dragon is presumed to know his ''own'' culture like a native - it comes with being a native! For example, a Solar Dragon would know about Alliance life, the traditions of the Coastal regions, the history of the Solar Accord, of Coastal slang and colloquialisms and of Solar behavioural mannerisms. On the other hand, a Velvet Dragon wouldn't know about those things at all!
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Each time you buy this resource you gain knowledge of one culture, gaining the same degree of intimacy with it as a native would.
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==Possessions==
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''Possessions are actual physical resources which the Ambassador-Courtier has acquired. Possessions are easily acquired and easily lost, but are also convenient legacy resources for a dragon's descendants or proteges.''
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* '''Hoard of Gold''' (3 points)
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The dragon has accumulated a massive hoard of gold, which is more than sufficient to hire armies, buy thrones and bribe emperors. Other dragons are less impressed by mere wealth, but they see its utility.
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==Connections==
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''Connections link the dragon to the rest of society. In many ways, these are the true measure of power of an ambassador-courtier. Connections can potentially be passed on to proteges and descendants, though it takes a little work to do so.''
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* '''Friend''' (1 point)
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If you take this resource, you have a powerful friend. This friend can be anything up to an elder dragon in power level. This friend is your genuine ally, and will go out of his way to protect your best interests, even at cost to himself. This friend may mentor you, trade with you, exchange favours, etc. Of course, friendship is a two way street - if you use your friend over the centuries and offer nothing in return, or if you make it obvious you are manipulating them, then the friendship will likely die.
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* '''Mortal Patronage''' (1+ points)
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If you take this resource, you are a patron of a group of mortals. This might be a merchant house, or a gang of mercenaries or a cabal of sorcerers. Regardless they see you either as a leader, or as a respected patron. They will likely do anything you ask of them, knowing that you will protect their interests as they protect yours. Alternatively, you could be one of many draconic patrons of a larger organisation (as for example, the Priesthood of the Pure Dragons tend to be for the Temple of the Mother Goddess). By spending more points on this resource you can increase the extent and strength of your influence.
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* '''Draconic Influence''' (1+ points)
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With this resource, you are a respected member of draconic society. Generally this will apply to either the Ascendancy or the Alliance - membership of one precludes membership of the other. The resource could instead apply to one of the smaller factions, or even just a single breed. You can even by this resource several times to represent influence with multiple factions. Spending more points on this resource increases the influence you hold with that faction.
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* '''Protégé''' (5 points)
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To take this resource, you need to have a minimum Experience Level of 5. You gain a Protégé whose age is equal to half your own current age. This will generally be a dragon of your own breed and lifepath. It is possible to have multiple protégés, though of course your legacy can only be passed to one.
  
===Field of Expertise===
 
  
With age and experience, the Scholar-Sage gains an encyclopaedic knowledge of his chosen areas of expertise. This depth of knowledge will be far beyond what a mortal can ever achieve, and will likely rival even the sum knowledge of entire libraries and universities.
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==The Lesser Lore of Words==
  
When this Skill is taken select a single field of knowledge that the skill represents. You can take this Edge more than once to reflect different fields of Knowledge, but each Edge represents that field only.
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''The Lesser Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the lesser lore's scope. The Lesser Lore of Words also allows for subtle magics that influence the speech or thoughts of others, but direct control is beyond it. The below spells are examples of suspires from the lesser lore of words, but scholarly dragons might discover more, either through study or design.''
  
Note that what consists a field of knowledge is up for negotiation between GM and player, but it should generally be something that relates purely to known information rather than practical applications, and should be quite limited in scope. Suitable examples for a field of expertise might include the following:
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* '''Wind Whisper''' (1 point) ''(1 Arcane Energy, Expend 5+ on Pneuma Dice)''
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This suspire carries the dragon's words to a distant message recepient, with the message travelling as fast as the wind is blowing. This spell allows either ten words of speech per dice expended, to a range of 100 miles per dice expended.
  
''Draconic History, Metallurgy, Elvish literature, Brewery, Insect Zoology, Forest Ecology, Alchemic Science, Herbalism, Political geography, Coastal Culture, Orc Culture, Pure mathematics, Statistics, Aerodynamics, Stone construction.''  
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* '''The Naming''' (1 point) ''(1 Arcane Energy, Expend 5+ on Pneuma Dice)''
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The dragon casts this spell and examines one creature or person within line of sight. The dragon immediately learns the calling name that the creature identifies himself with.
  
Note that the field should never be an expertise in practical, artistic or non-mental activities (such as blacksmithy, crafting, surgery, martial arts or aerobatics) and should never involve the casting of magic or magical effects. Also, anachronistic fields (such as electronics, computers, etc.) are out of bounds.
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* '''Call to True Speech''' (1 point) ''(1 Arcane Energy, Expend 5+ on Pneuma Dice)''
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To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to speak truth for the next hour. Not only can he not lie, but he is also forced to fully answer the Ambassador-Courtier's questions.
  
The ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Scholar Sage'' when calculating ''Technique'' within that field of expertise, for example with regards to:
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* '''Echoes of Silence''' (1 point) ''(1 Arcane Energy, Expend 5+ on Pneuma Dice)''
* Testing whether the dragon is aware of an obscure piece of knowledge within that field.
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To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to silence for the next hour. The target cannot speak or vocalise any noises at all, though he is not prevented from making noises with his movements or otherwise. As a side effect, this spell also prevents the target from casting any suspires of any sort for the duration of this spell. Note that using this spell on another dragon is considered to be as bad as physical violence - expect suitable retaliation if you silence another dragon.
* Research within that field.
 
* Academic argument within the field.
 
  
===Logical Mind===
 
  
This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Scholar Sage'' when calculating ''Technique'' for the following types of tasks:
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==The Greater Lore of Words==
* Application of logic to solve problems.
 
* Employing systematic approaches to investigations, research or deduction.
 
* Handling and processing data in a logical way.
 
<br><br>
 
==Powers==
 
  
===Mental Conditioning===
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''The Greater Lore of Words is a less subtle thing, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.''
  
The scholarly and studious habits of a ''Scholar-Sage'' can result in mental transformation, honing and conditioning the mind over time.
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* '''Crown of Domination''' (3 points) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
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The spellcaster speaks a single single word command, which (if the spell is successful) the target must immediately obey to the best of his ability. The command cannot be directly self-harming or self-destructive, but can be indirectly so. For example, you could not command "Jump" to a man standing at a clifftop, but you could command "Scream" to someone who is trying to hide, or "Stop" to someone who is trying to flee from you. The duration of the command is never greater than a single combat round. This spell can be used at any range as long as the target can hear your words.
  
* '''Arete 1+: Conditioned Mind'''
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Any creature which has a Sophis of 4 or higher is too strong willed to be easily dominated, and can only be effected by this spell if it has 0 Mental Resilience remaining.
The Dragon permanently adds +5 to his ''Sophis'' sphere.
 
  
* '''Arete 21+: Inviolate Mind'''
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* '''Word of Dissonance''' (3 points) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
The Dragon becomes permanently immune to magical mind-altering effects of any sort, including arcane emotional manipulation, magical control of perception, or magical control of thoughts.
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The spellcaster speaks a word of chaos, which has no meaning but which strikes into a single target's psyche disrupting his thoughts. If the spell is cast successfully, the target is rendered unable to speak coherently or understand any language (whether spoken or written) for the next twenty four hours. This spell can be used at any range as long as the target can hear your voice. This renders the target unable to participate in social conflict, but also mostly immune to its effects. Note that using this spell on someone is generally considered to be a declaration of aggression in itself, so the spellcaster should perhaps not be surprised if he is the subject of violence from the incoherent one.
  
* '''Arete 31+: Inner Library'''
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Any creature which has a Sophis of 4 or higher is too strong willed to be easily disrupted in this way, and can only be effected by this spell if it has 0 Mental Resilience remaining.
The Dragon can now commit anything he reads to his "inner library" - a mental construct that he can visualise with a few minutes of meditation, and then reference as if it were a true physical library containing every book or piece fo writing he has ever read. While he might not have this knowledge to access instantly with his surface mind proper, he carries around within himself a mass of wisdom. with a few more minutes of concentration the dragon can even pull back past experiences of other sorts, dredging up perfect recollections of any sensations he has had, be it sights, smells or sounds.
 
  
* '''Arete 41+: Enlightenment of the Erudite'''
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* '''Phrase of Fascination''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
The Dragon permanently adds a further +5 to his ''Sophis'' sphere.<br><br>
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The dragon can subtly weight a single phrase within his arguments, so others will remember it above all others. This phrase has no inherent power in itself, and is not a command as such, but rather a sticky meme that listeners cannot shake and will persistently come to mind for them in years to come. For example, the dragon could weight the phrase ''"we are all brothers, after all"'', and for years afterwards the listener will consider these words, perhaps slightly inclining him towards negotiation rather than war, or perhaps making him more vengeful when a comrade is wronged. This is a subtle, subconscious and magical effect.
<br><br>
 
==Suspires==
 
  
The ''Scholar-Sage'' studies magic in all its forms. A Dragon who selects a Suspire as a Scholar-Sage Lifepath Edge may, if he chooses, instead choose a Suspire from another Lifepath he is already following. For example, a Scholar-Sage who is already on the Ambassador-Courtier Lifepath could choose the Lore of Words as one of his Scholar-Sage suspires.
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* '''Shattermind''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
<br><br><br>
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The dragon speaks a word of shattering, which breaks an opponent's will, piece by piece. If this spell is successfully cast, the target takes 2 points of mental resilience damage. Non-magical defences cannot protect against this.  
===The Lore of Alchemy===
 
  
The Lore of Alchemy sees that Pneuma is the building block of reality, and that through the shaping lense of visualisation and the direction of will, anything can be created from the raw stuff of magic itself. With the lesser Lores it is possible to create only the simplest of constructions, however. With increasing mastery the creation process is taken to the next level, breaking the limitations of what lesser magicians consider possible. Anything can be formed from pneuma, and anything is possible.
 
  
* '''Arete 1+: Perception and Protection'''
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==The Lesser Lore of Binding==
The dragon can now use his suspires to sense objects which have been alchemically shaped or created, and can also recognise the "maker's signature" on items. The dragon can also exhale an alchemical aegis that shields items against the alchemy of others.
 
  
* '''Arete 11+: Conjuration'''
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''The Lesser Lore of Binding is the sorcery of social contracts and traditions. This Lesser Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power.''
The dragon can exhale glowing mist, which then coalesces into solid material. This material can be almost any simple homogenous material that the dragon has previously encountered and studied. Each casting will create about ten kilos of stuff, be it gold, mud, water or whatever else. With conjured materials, stability depends on the law of sympathy - if there is a lot of the same material in the vicinity of the new material, then it will tend to manifest permanently, whereas if the creation is unique to its environment (for example creating diamonds in the middle of mud) then it will last less time, perhaps a minute or two, or even just seconds.  
 
  
* '''Arete 21+: Transmutation'''
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* '''Oath of Brotherhood''' (1 point) ''(1 Arcane Energy, Expend 5+ on Pneuma Dice)''
The dragon can transmute raw materials within sight, with each casting changing around ten kilos of stuff. This material can be almost any simple homogenous material that the dragon has previously encountered and studied. As with conjuration, the stability of the transmutation depends on the law of sympathy. Also, no material that has pneuma or sophis can be transmuted, so sentient creatures and the like cannot easily be harmed through this spell. The dragon can also shape raw materials into different shapes and forms, though nothing can be crafted that the dragon would not normally be able to craft with just his claws, or which he would not normally have ths skill to craft. Regardless, a mage can get quite creative with this, using the magic to save time on arduous tasks. For example, he might craft a block on ink into a mass of text, or instantly turn a lump of rock into a makeshift weapon-spike.  
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To cast this spell, the Dragon must breath into the mouth of another Dragon, then inhale their breath afterwards. Both must then speak the words "I swear you are as my kin." After this spell is cast, the Ambassador-Courtier cannot offer violence to his sworn brother, or vice versa. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 ''(incapacitated)'', but immediately ending the spell's effect (thus freeing the other to engage in violence as they will). The spell is ineffective on anyone who has slain an immediate member of their own family (i.e. brother, sister, child or parent), and simply will not work in those circumstances. Similarly, if a dragon bound by the Oath of Brotherhood kills an immediate member of his own family, the Oath's effects end, and an instant pang of emotional pain is felt by both of the Oathbound.
  
* '''Arete 31+: Craft and Complexity'''
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* '''Claim Hospitality''' (1 point) ''(1 Arcane Energy, Expend 5+ on Pneuma Dice)''
The dragon breathes into something he has created, imbuing it with movement or complex function. His transmutations grow more complex too, so he can now deal not only with base materials but can also create flesh and bone, etc. For example, he could turn a stone sculpture of a clock into a working machine, or a paper bird into one that flutters and flies. He can even give these automata orders to carry out simple repetitive tasks. However, he cannot imbue mind into his creations. The law of sympathy applies in that if form is ill suited to function, the magic will soon end.
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To cast this spell, the Dragon must be invited into the home, lair or domain of another being, and freely offered something to eat. The Ambassador-Courtier then speaks the words "I accept hospitality." After this spell is cast, the Ambassador-Courtier cannot offer violence to his host, or vice versa. Similarly, those who are under the host's command, or in the Ambassador's retinue cannot harm each other, or be harmed by each other. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 ''(incapacitated)'', but immediately ending the spell's effect (thus freeing the mystic binding of others, allowing them to engage in violence as they will).
  
* '''Arete 51+: Breath of Divinity'''
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* '''Sanctum''' (1 point) ''(1 Arcane Energy, Expend 5+ on Pneuma Dice)''
The dragon can bring his creations to life, though usually with no more intelligence than that of a small animal. The law of sympathy applies in that if the creation is not in the appearance of a sentient creature, the created life will soon fade. In contrast though, if the dragon emulates higher forms of life in form (for example crafting something that looks like a man or a dragon) he can  achieve higher levels of intelligence and independence than he might otherwise.
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To cast this spell, the Dragon must select a Sanctum object that is inscribed with mystic runes (this could be a skull, a gem, a rock, or whatever). The Dragon then breathes on it, whispering the words ''"I swear that I submit to the Sanctum, and I will draw no blood."'' Any other Dragons in the vicinity can then do the same, and the Sanctum object will glow slightly with each utterance. For twenty four hours afterwards, none of the Dragons who participated in the ritual may draw blood from any of the other Dragons who were part of the ritual, so long as they are within a ten mile radius of the Sanctum object. Destroying the Sanctum object negates the effect, so Ambassador-Courtiers who wish their Sanctum to have any meaning pick suitably resilience objects. Any Dragon bound by the ritual who does draw blood blasted by arcane energy and reduced to Physical Resilience 0 ''(incapacitated)'' by the magics of the ritual, and the effect of the Sanctum spell is immediately ended.
<br><br>
 
  
===The Lore of Thaumaturgy===
 
Thaumaturgy is the magic that deals with magic, examining the fundamental nature of arcane energy and pneuma. The lesser lores are concerned primarily with perception and self protection. With the greater lores, the thaumaturgist becomes the master of arcane duels, able to dictate the nature and activity of the field of magical battle.
 
  
* '''Arete 1+: Perception and Protection'''
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==The Greater Lore of Binding==
When this spell is cast, the Dragon becomes aware of the flow and presence of arcane energy. He can immediately detect how much arcane energy everyone present has remaining, can detect all magical effects int he area, and identify all magical items, objects and creatures. He can even identify the lore of magic responsible for a given magical effect. He can now also shield himself or others from the effects of thaumaturgy, intercepting attempts to interfere with the core strands of his magic.
 
  
* '''Arete 11+: Ebb and Flow'''
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''While the Lesser Lore concerns itself with agreements, the Greater Lore is more concerned with celestial law, with obedience and with punishment of transgressions.''
The Dragon can strengthen or weaken the flow of magic in particular areas, for example causing arcane power to flow into a caster's hands, or weakening them by denying them magic. Magics of this sort can directly enhance the arcane power of the dragon or of other casters, adding or subtracting puissance from their efforts. What this magic can't do is grant knowledge or arete - there are no shortcuts to wisdom or mastery.
 
  
* '''Arete 21+: Negation and Unweaving'''
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* '''Justice of the Wheel of Heaven''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
The dragon can counterspell magics as they are cast, or pick apart magical effects already in existence. The most potent enhanted artifact can be unwoven by a master of thaumaturgy.
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As he casts this spell, the Dragon points at a target, and pronounces that the target has committed a terrible sin - for example ''"I name thee kinslayer"''. If the accusation is correct, then the force of heaven strikes that individual, causing his limbs and wings to be crippled, and his Physical Resilience to be reduced to 0 ''(incapacitated)''. However, should the accusation be false, then the backlash of the spell will deal 3 points of Physical Resilience damage to the casting dragon. Only a few select divine crimes can be named and punished by this spell. They include: kinslaying, killing hatchlings, siring or bearing a Harlequin hatchling and raping another dragon.
  
* '''Arete 31+: Nullify/Surge'''
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* '''Oath Freely Given''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
The dragon can create null-zones where no magic can be cast, or surge zones where magic is multiplied. He can even permanently "turn off" the spellcasting ability of individual casters, though doing so usually requires an arcane battle.
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The Dragon can only cast this spell as a reaction, when someone speaks a statement of intent within earshot of himself. If successfully cast, that statement is taken to have the force of an oath. If the speaker breaks that oath then he will be struck down with arcane energy, and his Physical Resilience to be reduced to 0 ''(incapacitated)''. The speaker is aware of being mystically bound in this way.
  
* '''Arete 51+: Control and Alter'''
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* '''Seat of Neutrality''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
The dragon can use his Thaumaturgy to alter the castings of other sorcerers. When magic is cast in his vicinity he can use thaumaturgy to manipulate the desired effect of the magic, for example redirecting an offensive spell so it strikes a new target.
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The Dragon seats himself on the ground, then exhales, and surrounds himself with a halo of silver light. This light remains around him for the next hour, and while it is in place he is both immune to violence, and incapable of it. No direct attack (arcane of physical) is able to harm him, and he can make no direct attack he makes is capable of harming anyone else. Two exceptions apply to this. First, if the dragon moves from the spot where he cast the spell (whether by walking or flying or other modes of transport) the spell ends immediately. Second, the spell offers no protection or control over indirect attacks or environmental damage.
<br><br>
 
  
==Techniques==
 
  
This ''Lifepath'' does not have any special ''Techniques'' associated with it.
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[[Category:Age_of_Dragons]]
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[[Category:Age_of_Dragons|Scholar]]
 

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