Difference between revisions of "SoF Exalted/Mortal Thaumaturgy"

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Weather Working (Persuasion?):  
 
Weather Working (Persuasion?):  
* Imbue Zone Power (from the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Serring Conversion])
+
* Imbue Zone Power (from the [http://www.voidstar.me/storage/resources/Campaign%20Worksheet%20-%20Eberron%20v1.2.pdf Eberron Setting Conversion])
 
* Precognition
 
* Precognition
  

Revision as of 07:37, 8 May 2011

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...


This page still needs work to complete.


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

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


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 (to see ghosts and immaterial undead)
  • Barrier (against undead)
  • Repel Creature (Undead)
  • Sense (Undead)
  • Summon Creature (Undead)


Demon Summoning (Reasoning):

  • Astral Perception (to see demons)
  • Barrier (against demons)
  • Repel Creature (Demons)
  • Sense (Demons)
  • Summon Creature (Demons)


Elemental Summoning (Reasoning):

  • Astral Perception (to see elementals)
  • Barrier (against elements)
  • Repel Creature (Elementals)
  • Sense (Elements)
  • Summon Creature (Elementals)


Enchantment (Knowledge):

  • Craft Power Item
  • Imbue Armour or Shield
  • Imbue Weapon, Sense


Geomancy (Knowledge):

  • Blessing
  • Influence Thoughts
  • Sense


Husbandry (Knowledge):

  • Barrier (Animals and plants)
  • Blessing
  • Influence Thoughts (Animals and plants)
  • Repel Creature (Animals and plants)
  • Summon Creature (Animals and plants)


Spirit Beckoning (Reasoning):

  • Astral Perception (to see spirits)
  • Barrier (against spirits)
  • Blessing
  • Repel Creature (Spirits)
  • Sense (Spirits)
  • Summon Creature (Spirits)


Warding and Exorcism (Knowledge):

  • Astral Perception
  • Barrier
  • Repel Creature
  • Sense
  • Summon Creature


Weather Working (Persuasion?):


Enlightened Thaumaturgy

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

Should they be able to use their Essence track instead of a mortal one? And possible add their Essence Affinity Ability to their Thaumaturgy Affinity Ability?


See page 201 of the SoF rulebook for more info.


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