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. It takes longer

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. Because all the schools use existing Abilities as their Affinity, the total Ritual Power package costs 1AP more.



Schools

General Formulas (Knowledge): Augmented Movement, Blessing, Breathless (Amphibian), Resistance, 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, Enhanced Hearing/Senses/Sight/Smell, Heal, Lifeless, Poison, Transmute Matter or Energy.

Astrology (Knowledge?): Precognition. New aura-reading Powers which need inventing.

Biomancy (Craft): Craft Power Item (required). Enabling: ?

Dead (Knowledge): Animate Dead, Astral Doorway, Astral Perception, Barrier, Repel Creature, Sense, Summon Creature.

Demon/Elemental Summoning (Reasoning): Astral Perception, Barrier, Repel Creature, Sense, Summon Creature.

Enchantment (Knowledge): Craft Power Item, Imbue Armour or Shield, Imbue Weapon, Sense

Geomancy (Knowledge): Blessing, Influence Thoughts, Sense,

Husbandry (Knowledge): Barrier, Blessing, Influence Thoughts, Summon Creature, Repel Creature

Spirit Beckoning (Reasoning): Astral Perception, Barrier, Blessing, Repel Creature, Sense, Summon Creature.

Warding and Exorcism (Knowledge): Astral Perception, Barrier, Blessing, Repel Creature, Sense,

Weather Working (Persuasion?): New Powers needed.


Enlightened Thaumaturgy

Enlightened Mortals, as a result of their Essence use may purchase the Modifier Accelerated Ritual.


See page 201 of the SoF rulebook for more info.