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. While this is slower and more narrowly focused than the Essence-using magics of the Exalted, the use of natural laws means that it can sometimes achieve effects which more tightly bind the actions of powerful beings.
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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. It takes longer...
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''This page still needs work to complete.''
  
  
 
==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. Anyone wishing to use Thaumaturgy purchases the Ritual Power Advantage, which grants them 5 "ritual points" for every AP spent on it with which to purchase other Powers.
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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.
 
 
While all Thaumaturges can use the General Formulas school, most are otherwise focused on one other school as their primary one. Very few have the dedication and skill to master multiple schools.
 
  
All uses of Craft Power Item with Thaumaturgy are capped at Potency 4. Anything with a greater Potency requires Sorcery, which is beyond the ken of un-Awakened mortals.
 
  
Note that mortals without an Awakened Essence may only purchase the Delayed Power modifier.
 
  
  
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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):  
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General Formulas (Knowledge):  
 
* Augmented Movement  
 
* Augmented Movement  
 
* Blessing  
 
* Blessing  
* Breathless (Water-breathing)
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* Breathless (Amphibian)
* [http://voidstar.squarespace.com/home/2011/1/31/strands-of-power-preview-power-tricks.html Power Tricks]
 
 
* Resistance  
 
* Resistance  
 
* Sleepless
 
* Sleepless
  
  
'''Alchemy''' (Craft): Craft Power Item (required for all Alchemy powers). Which then allows the following Powers to be put into balms/salves/potions etc:  
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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  
 
* Barrier  
 
* Enhanced Hearing/Senses/Sight/Smell  
 
* Enhanced Hearing/Senses/Sight/Smell  
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'''Astrology''' (Empathy):  
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Astrology (Knowledge?):  
 
* Precognition  
 
* Precognition  
* You can use Empathy to make Assessments about a person's supernatural nature and destiny
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* New aura-reading Powers which need inventing*
  
  
'''Biomancy''' (Craft): Craft Power Item (required). Enabling: ?
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Biomancy (Craft): Craft Power Item (required). Enabling: ?
  
  
'''Dead''' (Knowledge):  
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Dead (Knowledge):  
 
* Animate Dead  
 
* Animate Dead  
 
* Astral Doorway  
 
* Astral Doorway  
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'''Demon Summoning''' (Deception):  
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Demon Summoning (Reasoning):  
 
* Astral Perception (to see demons)
 
* Astral Perception (to see demons)
 
* Barrier (against demons)
 
* Barrier (against demons)
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'''Elemental Summoning''' (Reasoning):  
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Elemental Summoning (Reasoning):  
 
* Astral Perception (to see elementals)
 
* Astral Perception (to see elementals)
 
* Barrier (against elements)
 
* Barrier (against elements)
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'''Enchantment''' (Knowledge):  
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Enchantment (Knowledge):  
 
* Craft Power Item  
 
* Craft Power Item  
 
* Imbue Armour or Shield  
 
* Imbue Armour or Shield  
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'''Geomancy''' (Knowledge):  
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Geomancy (Knowledge):  
 
* Blessing  
 
* Blessing  
 
* Influence Thoughts  
 
* Influence Thoughts  
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'''Husbandry''' (Knowledge):  
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Husbandry (Knowledge):  
 
* Barrier (Animals and plants)
 
* Barrier (Animals and plants)
 
* Blessing  
 
* Blessing  
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'''Spirit Beckoning''' (Reasoning):  
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Spirit Beckoning (Reasoning):  
 
* Astral Perception (to see spirits)
 
* Astral Perception (to see spirits)
 
* Barrier (against spirits)
 
* Barrier (against spirits)
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'''Warding and Exorcism''' (Knowledge):  
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Warding and Exorcism (Knowledge):  
 
* Astral Perception  
 
* Astral Perception  
 
* Barrier  
 
* Barrier  
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'''Weather Working''' (Willpower):  
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Weather Working (Persuasion?):  
 
* Imbue Zone Power (from the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion])
 
* Imbue Zone Power (from the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion])
 
* Precognition
 
* Precognition

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