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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+ | ''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. | + | 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 | * Augmented Movement | ||
* Blessing | * Blessing | ||
− | * Breathless ( | + | * Breathless (Amphibian) |
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* 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: | |
* Barrier | * Barrier | ||
* Enhanced Hearing/Senses/Sight/Smell | * Enhanced Hearing/Senses/Sight/Smell | ||
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− | + | Astrology (Knowledge?): | |
* Precognition | * Precognition | ||
− | * | + | * New aura-reading Powers which need inventing* |
− | + | Biomancy (Craft): Craft Power Item (required). Enabling: ? | |
− | + | Dead (Knowledge): | |
* Animate Dead | * Animate Dead | ||
* Astral Doorway | * Astral Doorway | ||
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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): | |
* Astral Perception (to see elementals) | * Astral Perception (to see elementals) | ||
* Barrier (against elements) | * Barrier (against elements) | ||
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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): | |
* Blessing | * Blessing | ||
* Influence Thoughts | * Influence Thoughts | ||
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− | + | Husbandry (Knowledge): | |
* Barrier (Animals and plants) | * Barrier (Animals and plants) | ||
* Blessing | * Blessing | ||
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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): | |
* Astral Perception | * Astral Perception | ||
* Barrier | * Barrier | ||
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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 |