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Latest revision as of 19:26, 8 June 2010
Contents
THAUMATURGY: SECRETS OF THE MYSTICS
A powerful force, thaumaturgy is the science of Creation; by understanding the mystical underpinnings of the world, the people of Creation can alter the fabric of reality in small ways, exploiting its interactions to gain insight or power over their fellows.
Thaumaturgy owes its origins to the understanding of the powers that the Primordials used to shape the world. While their great workings were as far above thaumaturgy as the sun is above a campfire, they shaped the principles of Creation together, and it is through these principles that thaumaturgy functions. The gods learned the principles from the Primordials, and in turn taught the magics in a further-distilled form that could be understood by humanity.
Note: Thaumaturgy uses the eleven Arts listed in Oedanol's Codex, with one exception: the Art of Elemental Summoning is replaced by the Art of Elementalism, as there are no 'elementals' per se.
Procedures
The basic unit of thaumaturgy are the Procedures, the individual rituals that define the ways in which thaumaturgy can be used. A character must generally learn each Procedure seperately, although learning advanced degrees can allow them to improvise (see below for details). Procedures are extremely easy to learn, by most standards, especially when compared to the significantly more difficult Techniques and Charms of the other Enlightened. Characters may not learn Specialties for their Procedures.
The Five Divine Degrees
Scholars recognize five degrees of thaumaturgy. These five degrees work as the dividing line for all types of thaumaturgy, and advancement along each degree helps a character understand further the ways in which Essence and matter interact within Creation.
The Common Degree
The first Degree is the Common Degree. This is the only degree of thaumaturgy that does not have to be learned; anyone can learn Common Procedures, although they may not be able to cast them effectively. Common Procedures are rated 0 in the Exalted Core book and Oedonal's Codex. Any character may learn Common Procedures; however, she may not apply more than four dice of Attribute and three dice of Ability to a Procedure.
The Apprentice Degree
The next Degree is the Apprentice Degree, which requires a character to sit down and study the ways in which Procedures of a given Art interact with one another. With this knowledge, they can begin down the path of increasing power. Apprentice Procedures are rated 1 A character must have Essence 1 and Occult 2 to learn the Adept Degree, and must have that Degree to learn Apprentice Procedures; in addition, she may not apply more than five dice of Attribute and four dice of Ability to any Procedure she casts. Apprentices also gain a +1 success bonus on all rolls for the Art they are an Apprentice in.
In addition, Apprentices gain access to the Apprentice Rituals. These may be applied to any Common Procedure.
Substitute Materials: For a cost of +2 motes, and a +1 difficulty increase on the Procedure roll, the character may substitute the normal object requirements of a procedure for a similar material of equal or greater value.
Speed Casting: For a cost of +5 motes, and a +1 difficulty increase on the Procedure roll, the character may halve the total time required to cast a Procedure, to a minimum of 3 ticks.
The Journeyman Degree
The third Degree, the Journeyman Degree, demonstrates significant improvement in the casting and skill of the Art. Characters who have mastered this Degree may learn Journeyman Procedures; these procedures are rated 2 in the Exalted Core book and Oedonal's Codex. A character must have Essence 2 and Occult 4 to learn the Journeyman Degree, and must have that Degree to learn Journeyman Procedures; in addition, she may not apply more than five dice of Ability to any Procedure she casts. Journeymen add two automatic successes to all casting rolls.
In addition, Journeyman expand their Ritual understanding. A Journeyman may use the Apprentice Rituals on any Procedure up to Apprentice-level, and they gain three Journeyman Rituals that can be applied to Common Procedures:
Reduce Materials: For a cost of +5 motes and +1 difficulty per dot, the Resources cost for a spell may be reduced by 1 level. This may be activated repeatedly, to take the Resources value down to half its original level (rounded down). A reduction from Resources 0 to no materials required is not possible; something must always be used.
Rapid Casting: For +10 motes and +2 difficulty, the character may cast a spell with astonishing speed. A ritual measured in days is measured in hours. A ritual measured in hours is measured in 10 minute increaments. A ritual measured in minutes is measured in 5 tick actions, and a ritual measured in anything less is reduced to a 3-tick action.
Casting of the Will: The character may choose to apply a +1 difficulty on her roll in order to reduce the cost of a ritual by 5 motes, to a minimum cost of 0 motes. This may be done up to (Essence / 2, rounded down) times.
The Master Degree
The fourth Degree, frequently considered the pinnacle by many thaumaturges, is the Master Degree. Those who have it may learn the greatest thaumaturgical Procedures, those of the Master; these procedures are rated 3 in the Exalted Core book and Oedonal's Codex. A character must have Essence 4 and Occult 5 to learn the Master Degree, and must have that Degree to learn Master Procedures; she suffers no restrictions to Attribute or Ability pools, and adds +3 automatic successes to all Procedures in the Art.
Masters gain the ability to use Apprentice and Journeyman Rituals on any spell up to the Journeyman level. In addition, they gain three new Rituals, which may be used on any spell up to the Apprentice level.
Ignore Materials: By spending 5 motes per Resources dot reduced and a Willpower to activate the effect, the character may reduce the value of a material requirement. There is no limit to how low the character can reach, and she may reduce down from 0 to not need anything more than her will to enact the spell.
Instant Casting: By spending 15 motes and a Willpower, and increasing a ritual's difficulty by +3, the character may cast it with astonishing speed. Rituals measured in days are measured in twenty minute increments. Rituals measured in hours are measured in minutes. Rituals measured in minutes become Speed 5 actions, and anything shorter becomes a Speed 0 action. A character may not cast more than one spell at a time.
Ignore Effort: The character may choose to apply a +2 difficulty penalty to her roll to reduce its Willpower cost by 1. This may be done up to twice.
The Archmaster Degree
The fifth and final Degree is known as the Archmaster degree, and many do not believe that it exists, but its power is undeniable to those who have witnessed it. In order to become an Archmaster, a character must have Essence 6 and Occult 6, as well as the appropriate Master degree; this grants an almost total understanding of how Creation functions. Archmasters add four automatic successes to all of their Procedure rolls, and may freely use any rituals on any level of Procedure. In addition, they are extremely economical; they pay for all procedures as though they were one level lower (Common spells cost 1 mote this way).
Casting Thaumaturgy
Casting thaumaturgy works identically to its process in Exalted Second Edition, with two alterations. First, there is a base Essence cost to cast any spell. For common spells, this cost is 3 motes. Apprentice spells have a cost of 5 motes. Journeyman spells cost 10 motes. Finally, Master spells cost 15 motes. This is in addition to the 1 Willpower that all thaumaturges must pay to cast a spell.
In addition, characters may not spend Essence to reduce component needs, except using the Rituals. Unless otherwise noted in their descriptions, Common procedures require Resources 0 materials, Apprentice procedures require Resources 1, Adept rituals cost Resources 2, and Master rituals cost Resources 3 each.