PreviewMaterial/MortalThaumaturgy

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Chapter Three: Mortal Thaumaturgy includes "splats" for the different types of mortal sorcerers, unique backgrounds, merits and flaws for them and the specific game mechanics thereof. There are three kinds of mortal sorcery.

Arts: These are the tricks that anyone can do with Occult. WHile you can "buy Arts" in order to make you more skilled at performing them, these are simply extra dice. The Arts include Summoning (of ghosts, beasts, spirits, elementals and man), Warding (including Talisman creation and exorcisms) and Astrology.

Sciences: There are four Sciences - Alchemy (potion and ointment making), Geomancy (attunement to the natural Essence flows of one's surroundings), Enchantment (the creation of items of magic) and Weather Working. These, also, are done with only the Occult skill, but each individual formula or procedure must be purchased for a single XP each.

Rituals: These are high ritual magics, each unique and offering a different effect. They range in power from the simple Calling the Flame's Beneficence (which summons up a candle-flame sized bit of fire) to the more-impressive (but still not even Terrestrial Circle in scope) Dishonest Spirit's Rebuke (which creates prayer strips that allow the wielder to burn one of the strips and strike a dematerialized spirit, provided they know where it is).

- posted by Oakthorne at RPG.net


Eratta Note:

Page 115:

XP cost for first dot of a Science: 7
XP Costs for Sciences: CR x 6


Page 116:

First dot of a Science: 5 bonus points
Additional dot of a Science: 7 bonus points

Step Four on page 116 should read (5 in addition to recorded Knowledge) instead of (5 in addition to recorded Inheritance)

- posted by GCG on the WW Forums