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Latest revision as of 19:27, 8 June 2010

Back to Thaumaturgy


The Science of Enchantment

Roll: Intelligence + Crafts (Fire) or Crafts (Air)

Unlike the other sciences, Enchantment cannot stand alone. While it lacks the raw power of many other sciences, it has an enduring nature that makes it both popular and profitable, for its power is the ability to hold other paths in special objects, keeping them for an important occasion.

Specifically, a character who wishes to purchase Enchantments must already know an appropriate Ritual from another Science. Each Enchantment Ritual purchased allows the character to take a single other ritual that they know and lay it into an object. When they do this, they name a condition that must come to pass for the object to activate - this condition may be as specific or vague as necessary.

Because of this, there are three basic categories of Enchantment ritual, each of which has dozens, if not hundreds, of variants. In addition, Enchantments take a variable amount of time to work, plus the time of the ritual that they are copying. A character may not fast-cast Enchantment. If they wish, however, they may double the total time for the Ritual, and apply two bonus successes to the roll which apply only if the ritual succeeds.

Enchantments also have what are known as 'chain rituals'. These rituals must be cast simultaneously with the main ritual, but are rolled seperately from the main ritual. Their Essence cost is added to the ritual's, and they modify the time the ritual takes.

Student Enchantments

Instill Essence</b>

Essence Cost: 8
Difficulty Modifier: +1
Resources Cost: 1

With this basic ritual, the character enchants an object with magic. This ritual takes two hours, plus the time of the other Ritual that it mimics. At the end of this time, the character makes her roll as usual. If the roll succeeds, the character may apply the extra successes as successes on the secondary ritual (reduced further by difficulty), which imbues the item. The item may only activate once, when the trigger that the character chooses occurs - the trigger could be danger, Essence affecting the target, a command word, or the like. When this happens, the other effect resolves normally. If the effect is not used within (the character's Essence in weeks), it dissolves without effect. This ritual may only mimic Student Rituals. It must be purchased once per Ritual. Finally, effects that are activated by this ritual and have a duration may not last longer than a scene, regardless of their usual duration.

<b>Essence Replenishing</b>

Essence Cost: Varies
Difficulty Modifier: +1
Resources Cost: 1

Normally, an object may only be used once before it becomes useless. With this effect, the character learns to let the object trigger repeatedly, allowing it to be used more than once in the time before it dissolves. The character makes her Enchantment roll as usual, after the first ritual succeeds. If this roll succeeds by 1 or 2 successes, the object may trigger once per week for its duration. If it succeeds by 3 or 4 successes, the object may trigger once per day. If it succeeds by 5 or more, it may trigger once per hour. For each degree of reduction, the character must pay 6 motes extra; this cost is altered as though this ritual were the same level as the ritual that it is benefiting. Essence Replenshing adds one hour to the total time to create enchantments.

Adept Enchantments

<b>Imbue Essence</b>

Essence Cost: 12
Difficulty Modifier: +2
Resources Cost: 2

This functions as Instill Essence, above, but with two alterations. First, it requires four hours, plus the time of the Ritual being imbued. Secondly, it may mimic Adept Rituals, rather than Student ones.

<b>Essence Empowering</b>

Essence Cost: 8
Difficulty Modifier: +2
Resources Cost: 2

With this linking ritual, the character increases the raw power of her ritual. The character rolls this simultaneously with her usual Enchantment roll. If it succeeds, she may roll as though actually casting the secondary ritual, and use the better of the two results to determine the Power of the ritual that is being placed. Essence Empowering adds one hour to the total time to create enchantments. The cost of this Ritual is altered as though this ritual were the same level as the ritual that it is benefiting.

Master Enchantments

<b>Impart Essence</b>

Essence Cost: 16
Difficulty Modifier: +3
Resources Cost: 3

This functions as Instill Essence, above, but with two alterations. First, it requires six hours, plus the time of the Ritual being imbued. Secondly, it may mimic Master Rituals, rather than Student ones.

<b>Essence Everlasting</b>

Essence Cost: Varies
Difficulty Modifier: +2
Resources Cost: 3

With this linking ritual, the character drastically increases the amount of time that enchantments will last. The character rolls if an Enchantment is successful. For every two successes that this roll beats the difficulty by (rounding up), the character may increase the time during which the effect may be used by one degree - weeks to months, months to seasons, seasons to years, years to decades, and decades to centuries. This costs 6 motes per degree; the cost of this Ritual is altered as though this ritual were the same level as the ritual that it is benefiting. Essence Everlasting doubles the total time to create enchantments - if this takes the time required past eight hours, a Stamina + Resistance roll, difficulty 2, is required.