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THAUMATURGY: SECRETS OF THE MYSTICS

Format

Thaumaturgy is a powerful magic, but a slow one. Useless inside the framework of combat, it nonetheless allows characters to create vast degrees of power and reshape the very world.

Each of the Sciences of Thaumaturgy are purchased seperately, and require ever-greater understanding of Essence to function. In addition, the Sciences are each tied to an Ability, usually Crafts, Lore or Occult, but sometimes others. Sciences are rated either Student, Adept, Master or Pinnacle level, and the character must purchase rituals seperately; however, she receives one ritual for free when she develops each level of the Science.

The Student Level requires the character to have (Ability) 2, Essence 1, and Student rituals cost only 3 XP each.

The Adept level requires the character to have (Ability) 4, Essence 3, as well as already knowing the related Student Level, and Adept rituals cost 6 XP each.

The Master level requires the character to have (Ability) 5, Essence 5, as well as already knowing the related Adept Level, and Master rituals cost 9 XP each.

The Pinnacle level requires the character to have (Ability) 6 and Essence 6, and already know the related Master level. This Level costs double what other levels do. There are no Pinnacle rituals; this merely makes it easier to work lower levels of rituals.

Working Rituals

Unless otherwise noted, all Rituals are formatted as follows:

Ritual Name</b>

Essence Cost: 5
Difficulty Modifier: +0
Resources Cost: 1

The Essence cost is a base cost, which is modified as follows:
If the character is Student-ranked, her Student rituals cost double Essence and +1 Willpower.
If the character is Adept-ranked, her Adept rituals cost double Essence and +1 Willpower, and her Student rituals are unmodified.
If the character is Master-ranked, her Master rituals cost double Essence and +1 Willpower, her Adept rituals are unmodified, and her Student rituals have their cost halved (round up).
Finally, if the character is Pinnacle-ranked, her Master rituals cost normal, and her Adept and Student rituals have their cost halved, with Adept rounding up and Student rounding down.

The Difficulty modifier is the modifier to the (Attribute + Ability) roll required to enact the ritual. Most rituals (especially more powerful ones) gain extra power when more successes are rolled, in addition to the difficulty.

The Resources cost is the cost of the materials required to enact the ritual. If a character is desperate, she may substitute similar materials that are less expensive. This reduces the Resources cost by 1 and increases difficulty by 2.

Typically, casting time for a Ritual is 10 minutes. A character may attempt to 'fast-cast', reducing casting time to 1 minute at +1 difficulty, or 10 ticks at +3 difficulty. Alternately, she may attempt a lengthier ritual, which has variable effects that are outlined within each Science. If a Ritual cannot be 'fast-cast', it will specify that in its description.

Flavour

For the sake of allowing players their own flavour, exact rituals are not being discussed, only mechanical versions of such. One character might enact an Omen through a careful reading of tea leaves, while another might draw up a horoscope and a third might enter a light trance. As long as the mechanical effects of the ritual do not change, the specifics of ingredients and process should be considered stunts.

The Sciences

The following twelve Sciences are the most commonly practiced across Creation. Other, rarer branches may exist.

Alchemy
Banishment
Binding
Divination
Enchantment
Geomancy
Invocation
Luckcraft
Necromancy
Summoning
Warding
Weathercraft