Editing SoF Exalted/Mortal Thaumaturgy
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− | The collection of magical schools referred to as Thaumaturgy do not use Essence (usually), but natural laws and pacts to achieve amazing things. | + | The collection of magical schools referred to as Thaumaturgy do not use Essence (usually), but natural laws and pacts to achieve amazing things. It takes longer |
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==Requirements== | ==Requirements== | ||
− | The base Power for all Thaumaturgy is Ritual Power, representing a slower, more process-driven means of eliciting effects than the reality-breaking Essence manipulation of the Awakened and Exalted. | + | The base Power for all Thaumaturgy is Ritual Power, representing a slower, more process-driven means of eliciting effects than the reality-breaking Essence manipulation of the Awakened and Exalted. Because all the schools use existing Abilities as their Affinity, the total Ritual Power package costs 1AP more. |
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Each school of Thaumaturgy is a different field of learning, and thus requires it's own Power Aspect. They also use different Affinity Abilities, which are listed with them. Each has a collection of Powers which are accessible through that school. | Each school of Thaumaturgy is a different field of learning, and thus requires it's own Power Aspect. They also use different Affinity Abilities, which are listed with them. Each has a collection of Powers which are accessible through that school. | ||
− | + | General Formulas (Knowledge): Augmented Movement, Blessing, Breathless (Amphibian), Resistance, Sleepless. | |
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+ | Alchemy (Craft): Craft Power Item (required for all Alchemy powers). Which then allows the following Powers to be put into balms/salves/potions etc: Barrier, Enhanced Hearing/Senses/Sight/Smell, Heal, Lifeless, Poison, Transmute Matter or Energy. | ||
− | + | Astrology (Knowledge?): Precognition. New aura-reading Powers which need inventing. | |
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+ | Biomancy (Craft): Craft Power Item (required). Enabling: ? | ||
− | + | Dead (Knowledge): Animate Dead, Astral Doorway, Astral Perception, Barrier, Repel Creature, Sense, Summon Creature. | |
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+ | Demon/Elemental Summoning (Reasoning): Astral Perception, Barrier, Repel Creature, Sense, Summon Creature. | ||
− | + | Enchantment (Knowledge): Craft Power Item, Imbue Armour or Shield, Imbue Weapon, Sense | |
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+ | Geomancy (Knowledge): Blessing, Influence Thoughts, Sense, | ||
− | + | Husbandry (Knowledge): Barrier, Blessing, Influence Thoughts, Summon Creature, Repel Creature | |
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+ | Spirit Beckoning (Reasoning): Astral Perception, Barrier, Blessing, Repel Creature, Sense, Summon Creature. | ||
− | + | Warding and Exorcism (Knowledge): Astral Perception, Barrier, Blessing, Repel Creature, Sense, | |
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− | + | Weather Working (Persuasion?): Imbue Zone Power, Precognition | |
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==Enlightened Thaumaturgy== | ==Enlightened Thaumaturgy== | ||
− | + | Enlightened Mortals, as a result of their Essence use may purchase the Modifier Accelerated Ritual. | |
− | Enlightened Mortals, as a result of their Essence use may purchase the Modifier Accelerated Ritual | ||
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− | + | See page 201 of the SoF rulebook for more info. |