Alchemical Army/Thaumaturgy

From Exalted - Unofficial Wiki
Jump to: navigation, search
= Thaumaturgy = 
== Numerology ==

range = [essence + Level]x10
To cast a numerology (err, spell i guess..) they spend 6 ticks in a trance, chanting numbers from 0 to (the level of the spell). he then must pass an occult+Intel check, with the difficulty said on the spell description.

Level 1 (sometimes called Binary)

Binary numerology is the first and lowest form of numerology, but it is also the least expensive. The thaumaturge spends 2 motes per die and the difficulty of the occult roll is the no. of dice added/subtracted. If the roll is successful, the amount of dice are added or subtracted for the next minute. This can add to any attribute + ability dice pool.

Level 2 Blessing of Fortification
This is a special form of fortifying the body against damage. The Thaumaturge spends 7 motes and adds The Thaumaturge’s essence x5 in temporary soak(BAlchemical_Army/L)(armour, not natural soak). The difficulty of the intel+occult roll is the target's essence. Temporary soak is soak that stays until the target is attacked (or 1 hour or 1 scene , whichever is shortest) and is always used up first. when it is used it dissipates, however it will always use up the smallest amount of soak it can. EG. Slayer of the illogical has had his thaumaturge strengthen his soak by using numerology. His thaumaturge’s essence is 2, so when the thaumaturge spends 7 motes, Slayer gains +10 temporary soak. Later, he is attacked by a machine spirit, dealing 5 damage dice. Slayer’s temporary soak is used up first. the spirit has an essence of 1 and so does 1 minimum damage dice. this means that 4 damage would normally be ignored by soak, and so Slayer looses 4 temporary soak.

Blessing/curse of clockwork efficiency/malfunction
This is the strengthening or weakening of a weapon or armour as oppose to a creature’s natural defenses. the thaumaturge spends 2 motes per statistic, and rolls Intelligence + Occult (diff = number of motes spent ÷ 2). The thaumaturge then adds however many statistics he paid to add as though he were choosing an exceptional item. This lasts for 30 ticks. This can also be the Curse of Malfunction, reducing stastistics instead of adding them.

Level 3

Regeneration/degeneration
The thaumaturge spends 3 motes and does the usual chanting of numbers, and picks his target. He rolls Intelligence + Occult Difficulty 4 (3 if targeting self). He then compares the threshold successes with the targets Integrity. If it is above his integrity rating then in 30 ticks time he will regain 1 health level per 3 motes spent , or loose one. However, if during this time, any Exalt within 25 yards uses any kind of sorcerous countermagic, the health level will never be lost/gained. Also, any essence channeler can counter this by spending 5 motes of his reserves to stop this. When cast on a target, they realise that their sudden loss/gain of health is from the thaumaturge. If the thaumaturge is killed at any time, the Regeneration/degeneration stops, as with all numerology.

want to see more, or write some of your own? check out the communal project; Numerology!