Thaumaturgy/CanonFormulas

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General Formulas

Essential River Channeling (3, Intelligence, 5, 24 hours): Channel ambient Essence into a character's pattern

The Art of Alchemy

Some formulas of the Art of Alchemy consume a certain ammount of raw materials in the production of the intended result. The consumed materials my be found in an appropriate workshop (Res 4 maintainance) and have a resources value as stated with the formula.


Alchemical Touchstone (0, Per, 1, 1 action): Detects the presence or absence of a single specified substance or quality.

Life's Little Luxury Blends (0, Int, 1, 1 h): Minor simple formulas, such as creating alcohol, vinegar, deodorants, soap, etc.

Blood-Staunching Compress (1, Int, 3, 1 h): Bandages that instantky stop blood flow.

Draught of Blessed Respite (1, Int, 2, 1 h): Sleep Potion (Tox. Level 2) at full dosage, or halves Per, Wit & Dex at half dosage. Creates 5 full doses.

Eagle's Eye Potion (1, Wit, 3, 1 h): Adds 1 extra dice to all vision related Perception rolls for 5h.

Fox's Ear Potion (1, Wit, 3, 1 h): Adds 1 extra dice to all hearing related Perception rolls for 5h.

Bloodhound's Nose Potion (1, Wit, 3, 1 h): Adds 1 extra dice to all smell related Perception rolls for 5h.

Exquiste Chef's Palate Potion (1, Wit, 3, 1 h): Gives 1 extra dice to all taste related Perception rolls for 5h.

Blind Courtesan's Caress Potion (1, Wit, 3, 1 h): Gives 1 extra dice to all touch related Perception rolls for 5h.

Hero's Recovery (1, Int, 3, 1 h): Lets a mortal recover like an Exalted for 0.5 x Sta days.

(Type) Venom-Allaying Draught (1, Int, 2, 1 h): Allows a mortal an additional Sta + Resistance roll against Toxins as if he was an Exalted. Each Toxin is a seperate formula.

Wound-Cleansing Unguent (1, Int, 1, 2 h): Prevents infection of wounds after surgery. Reduces dif of rolls to resist infection by 1.

Age-Staving Cordial (2, Int, 3, 1 h): Anagathic; Increases Lifespan by 25% on regular usage.

Alchemical Weapon Fuel (2, Intelligence, 4, 3 h): Creates enough ammunition to fully refuel a personal alchemical fire weapon of any type.

Ardent Embrace Resin (2, Intelligence, 2, one hour): Creates a sticky goo, that bursts into flame on contact with air or water; bonfire environmental dmg for 1 min.

Stabilize Moonsilver (2, Perception, 3, one hour, Res 3 (raw Moonsilver not included)): Produces a pound of refined Magical Material from raw Monsilver.

Distill Orichalcum (2, Stamina, 3, one week, Res 3 (raw Orichalcum not included)): Produces a pound of refined Orichalcum from raw Orichalcum ore.

Smelt Starmetal (2, Wits, 3, one day, Res 3 (raw Starmetal not included)): Produces a pound of refined Magical Material from raw Starmetal.

Alloy Soulsteel (2, Manipulation, 3, one day, Res 3 (raw Soulsteel not included)): Produces a pound of refined Magical Material from raw Soulsteel.

Astrology

Compile Chart (0, Wits, 2, 1 hour): Create an astrological profile.

Varangian Casting (0, Intelligence, 3, one hour): The astrologer learns a single important future Ability of the child.

Lesser divination (1, Intelligence, 4, 3 hours): Make a no better than vague prediction, accurate for no more than a season.

Predetermined Attributes (1, Intelligence, 4, one hour): Enables the astrologer to determine whether Physical, Social or Mental Attributes will be primary.

Reactive Planning (1, Wits, 5, one hour): The astrologer's client can reduce the difficulty of a single roll by 1.

Reverse Birth Engineering (1, Intelligence, 4, one day): This explicitly helps gather information for a Compile Chart action.

Brighter Star (2, Perception, 5, one hour): This shows a person as "favored" if she is Exalt or possesses the Destiny Background. Also determines primary Virtue.

Divination (2, Intelligence, 4, 3 hours): Make a no better than somewhat accurate prediction, accurate for no more than a year.

Greater divination (3, Intelligence, 4, 3 hours): Make a no better than accurate and detailed prediction, accurate for no more than a year.

The Fallen Star (3, Perception, 5, one minute): This ritual allows the caster to sense whether anything that he can see is partly or wholly composed of starmetal.

Excellent Orrery Design (3, Intelligence, 5, one year): Player may use it to gain bonus dice to other astrological rituals. The device is constructed using normal item creation.

The Art of Enchantment

[Least Wonder] (1, Intelligence, 3, 50 hours): Give a specific type of object the properties of being exceptional for a decade.

Least Wyld Talisman (1, Intelligence, 3, 50 hours): Provides +1 bonus to Vision Questing and rolls against mutation and Wyld addiction.

Least Wyld Watch (1, Intelligence, 3, 50 hours): Gives and auditible warning when the Wyld comes within 100 yards.

[Lesser Wonder] (2, Intelligence, 4, 100 hours): Give a specific type of exceptional object the properties of being perfect for a decade or more.

Lesser Wyld Talisman (2, Intelligence, 4, 100 hours): Provides +2 bonus to Vision Questing and rolls against mutation and Wyld addiction.

Lesser Wyld Watch (2, Intelligence, 4, 100 hours): Gives and auditible warning when the Wyld comes within a radius of half a mile.

[Talisman] (3, Intelligence, 5, 200 hours): Create a specific type of artifact with a rating 1.

Wyld Talisman (3, Intelligence, 5, 200 hours): Provides +3 bonus to Vision Questing and rolls against mutation and Wyld addiction.

Wyld Watch (3, Intelligence, 5, 200 hours): Gives and auditible warning when the Wyld comes within a radius of half a dozen miles.

Bordermarcher's Talisman (3, Intelligence, 5, 200 hours): Provides complete protection against Wyld effects within the Bordermarches unless the wearer botches the mutation or addiction roll.

House of Refuge (3, Intelligence, 7, one week): blocks effects of the Middlemarches, and reduce Deep Wyld exposure to Bordermarches level within a fixed location of max (Creators Essence x 100) square feet.

The Art of Geomancy

Essence Sense (0, Perception, 1, one minute): Perceive the presence of Essence on or in a being or thing.

Blessing (2, Intelligence, 3, three hours): Prevent a single botch for a target.

Curse (2, Intelligence, 3, three hours): Cause a single botch for a target.

Wyld Blessing (2, Intelligence 3, six hours): Prevents Wyld mutation and cures addiction to Bordermarches