Thaumaturgy/NonCanonFormulas

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General Formulas

Ritual of Dedicated Purification (0, Intelligence, 1, one hour): Cost:Res 1; Prevents next Botch to Ritual or Sorcery

Maiden’s Prayer (0, Wits, 2, one scene): By burning a prayer strip to the Maidens (and spending a point of Willpower or one mote), this Ritual is believed to make a person unable to conceive or sire children for 24 hours.

Wanderers Blessing (0, Intelligence, 1, one scene): Performing a sacrifice of salt to the least gods of certain foodstuffs, that food will not spoil or decay for next 24 hours.

Rite of the Thrice Warded Gateway (1, Wits, 1, one scene): Warded door will act as if stoutly barred to any who try to pass it in the next hour.

Calling the Earth Dragon's Benefice (2, Intelligence, 1, one scene): Characters subject to the Earth Dragons Blessing recieve one extra die to resist knockback, or knockdown.

Calling the Fire Dragon's Benefice (2, Intelligence, 1, one scene): Characters in benefit of the blessing of the Dragon of Fire are especialy hard to burn. They recieve an additional Hardness of 5 against fire dmg.

Calling the Water Dragon's Benefice (2, Intelligence, 1, one scene): The recipient of the Water Dragons Blessing may hold his breath for up to a minute longer and gains +1 yard / tick bonus to his movement in the water.

Calling the Wood Dragon's Benefice (2, Intelligence, 1, one scene): The last of the five Dragons Blessings grants the target an additional die to resist the effects of plant-based poisons and to resist infection.

Kimberley's Lament (2, Intelligence, 1, one scene): Corrupted Lintha version of the "Water Dragon's Prayer" that lasts for one month, but requires a human sacrifice drowned in the ocean.

Light as a Feather (2, Wits, 5, one scene): The thaumaturge reduces his effective weight (though not mass or strength) by half. All suc. on jumping rolls count double, the dif. of any swimming or climbing attempt is reduced by 2, and the thaumaturge will travel twice as far if he suffers knockback.

Puissant Force of Will (3, Wits, 2, instant): Unleashes a burst of power against a single target within [Essence * 5] yards. The thaumaturge spends 1 WP (or 3 Essence) rolls Wit + Occult with a dif of the target's Sta. If successful, the target suffers knockback.

Weary Traveller's Guide (3, Intelligence, 4, 10 hours): If a traveller paints its footwear with this special lacquer in the appropriate pattern, he will be able to sleep on his feet, while walking trough the night for up to a week (may also be used on animals, but requires a seperate specialized formula).

Alchemy

Smoke Powder (0, Intelligence, 1, one hour): Creates one dose of powder for every success, that may be used for smoke grenades, or tracer ammunition.

Flash Powder (1, Intelligence, 2, one hour): Creates one dose of powder for every success, that produces a bright, blinding flash upon incension.

River Dragon Tablets (1, Intelligence, 2, one scene): Made from the dung of river dragons, each tablet may be broken down into five dosages. They purge toxins from the body, allowing a second Sta roll against poisons, and instantly cures all cases of mundane parasites.

Elixir of Immaculate Sobriety (1, Intelligence, 1, one hour): Imbiber compresses the sensation of an entire day’s hangover into one scene, where he is at -4 penalty to all rolls.

Maiden Tea (1, Intelligence, 1, one hour): Contraceptive and abortifacient. Requires exotic material: Maiden Flowers (Res. 2).

Spirit Flower Tea (1, Intelligence, 2, one hour): Allows the imbiber to perceive immaterial Spirits for two scenes after consumption. Requires exotic material: Spirit Flowers (Res. 4).

Nymph's Blood Perfume (2, Intelligence, 4, 3 hours): Aphrodisiac, Victim must succed on Sta + Resistance (dif. 2), or engage in erotic action at -6 to do anything else.

Five-Treasures Mixture (3, Intelligence, 5, one hour): One of the highest prized tea-mixtures of Creation. This rare remedy of herbs an exotic spices restores a tiny fracture (max. 10% at Storytellers discr.) of the consumers Essence, if he suceeds on an Essence roll.

Six-Demon Potion (3, Intelligence, 8, one season): Mortal is treated as Exalted for all purposes, gains +2 Valor and WP, +1 to all Physical attibutes, Wits and Perception. Highly illegal within the Realm.

Elemental Firedust Conversion (3, Intelligence, 5, 50 h): Transforms a batch of Firedust into Gunpowder attuned to one of the other four elemental Aspects.

Astrology

Plot Navline Route (1, Intelligence, 2, one scene):

Determination of Precise Position (2, Perception, 3, one day and night):

Plot Free Course (2, Intelligence, 5, one scene):

Navigating the Frozen Seas (3, Perception, 5, one scene):

Navigating the Sargasso (3, Perception, 8, one scene): This formula is one of the greatest secrets a Lintha may be initiated in.

The Art of the Dead

Jawbone Echoes (1, , , ): Used to speak with the dead, requires a single mote of Essence or one Willpower. The thaumaturge may ask one question of the corpse and get one answer.

Garotte and Murder Mansion (2, , , ): Animates a corpse, that will repeat the last actions before it died until the sun rises, or the ritual is ended.

Obstinate Crumbs (2, , , ): Zombies created with this ritual last for 20 days before they must be re-imbued, but lose a dot in all Attributes each time they're imbued.

Restoration of the Graves Repose (3, , , ): The thaumaturge lays a zombie to rest by applying a prayer strip to its forehead. This requires a successful touch attack and the expenditure of 1 WP. On a success the undead loses all animation until the strip is removed.

Enchantment

Verification of Talismans Power (0, Perception, 1, one Scene): Discerns an objects inherent Essence flows; know Artifact Level

Barkcloth Weaving Pattern (1, Intelligence, 2, 30 hours): Creates a fabric of living vines used for clothing, or light armor. Dragonking-Formula.

Water Shoes (1, Intelligence, 2, 25 hours): Exceptional Equipment; Bulky, buyoant, ponton-like shoes used in the western isles for off-board repairs, or sometimes recreation.

Ice Skater Blades (1, Intelligence, 2, 25 hours): Exceptional Equipment; Blades, that are attachable to shoes with leather bands. Used by northern people to move over icy surfaces and exotic Martial Arts weapons.

Haltan Hunter's Shirt (1, Intelligence, 1, 50 hours): Exceptional Equipment; Grants the wearer a 2 dice bonus to Survival rolls when hunting.

Southern Phial Arrow (2, Intelligence, 2, 50 hours): Exceptional Equipment. Arrow, that has a small, breakable container below its tip, usually filled with Southern Fire.

Haltan Ground Charm (2, Perception, 3, 50 hours): Same effect as "Warding Charm" against Fair Folk. Warns if approached by fey. Requires exotic material: Ironnut Shell (Res. 2)

Heliographic Reflection Principle (2, Perception, 3, varies): Knowledge about optical technologies. Required to program, repair or construct a Heliograph.

Chiaroscuro Glass (2, Wits, 4, 150 hours): Hardens Glass into armor- and weapon-grade Exotic Material. Weapons made of this material gain +1 Acc and Dmg, Armors add 2 to their L soak and substract 1 from B Soak and Fatigue Rating.

[Material] Refinement Procedure (2, Intelligence, 4, 50 hours): Clears material of impurities; used to provide exceptional quality materials. The Res. value of the material is raised by one dot.

Warding Charm (2, Intelligence, 4, 100 hours): Protects a character against spirits, walking dead, etc., with a force of (Warding Charm creator's Essence rating).

Elemental [Aspect] Empowerment (3, Intelligence, 5, 200 hours): Create a specific type of artifact with a rating 1, like the Terrestrial Spell "Elemental Empowerment".

Spirit Blessed Fetish (3, Intelligence, dif 5, 200 hours): Create a specific type of artifact with a rating 1, like the Spirit Charm "Blessing".

Cat Claw Talisman (3, Wits, 3, 200 hours): Grants the bearer a 2 dice bonus to Join Combat actions and +1 Dex.

Fivefold Harmonic Regulation (3, Wits, 5, one scene): May facilitate attunement to Magical Material normaly non-resonant to the thaumaturge.

Elemental Firedust Conversion (3, Intelligence, 5, 50 hours): Transforms a batch of Firedust into Gunpowder attuned to one of the other four elemental Aspects.

Golden Flame Talisman (3, Intelligence, 5, 150 hours): Warms the character wearing, or sleeping on it, when activated with 3 motes, or 1 WP. Requires Magical Material: Orichalcum.

Shadow Princes Visage (3, Intelligence, 6, 200 hours): This crafts a death mask for someone already dead. The mask fades from Creation and appears upon the face of the corpse's ghost. Whenever the ghost is wearing the mask in the Underworld, it may spend a mote of Essence to see and hear into the living world for a scene.

Band of the Loyal Servant (3, Intelligence, 8, 250 hours): Artifact 1; Holds one mote recharging every sunrise, for the wearer to use like Personal Essence. Requires Magical Material: Orichalcum

Geomancy

Spot of the Lying Cow (0, Perception, 1, one scene): The thamaturge makes out a spot, where pet animals lay down to rest. This indicates a building place with good fortune for homes, stables, etc.

Draw Geomantic Map (1, Intelligence, 2, one hour): The thaumaturge is able to create a geomantic profile of an area.

Walking the Dragon Line (1, Perception, varies, varies): The thaumaturge is able to percieve and follow geomantic essence flows.

Binding the Twigs (1, Intelligence, 3, one hour): Influences the growth and shape of a plant, but does not speed up its growth. Must be performed regularly for full effect. Used to grow Bonsais, shaped hedges, etc..

First Principle of Resplendent Architecture (1, Intelligence, 3, 50 hours): As the Enchantment formula "Least wonder", but for architecture. Each success imbues except. properties for one decade upon the building.

Placing of the Gate (1, Perception, 3, 50 hours): Gives the specifics on how to errect a Portal that blesses passing Travelers with good fortune. Required as safe gates into uncapped Demesnes, or Spirit Sanctums.

Blessing of Good Fortune (2, Intelligence, 3, 3 hours): Like the Formula "Blessing", but the target is not a person, but a house, or single terrain feature (one hill, field, lake, etc.).

Curse of Ill Fortune (2, Intelligence, 3, 3 hours): Like the Formula "Curse", but the target is not a person, but a house, or single terrain feature (one hill, field, lake, etc.).

Blessing of Fertility (2, Intelligence, 3, 3 hours): May also be casted on a single terrain feature. Crops on a field, or other plants will produce good yields, even in bad seasons; People within a household, or Cattle in a stable will coceive healthy offspring.

Curse of Barrenness (2, Intelligence, 3, 3 hours): Crops on a targeted field, or other plants will produce bad yields, even in good seasons; People within a targeted household, or Cattle in a stable will have problems to sire, or conceive offspring.

Blessing of Good Health (2, Intelligence, 4, 3 hours): Reduces Virulescence-, or Morbidity Levels of diseases by one. -10% chance of wound infection in the area of the targeted terrain feature.

Curse of Ill Health (2, Intelligence, 4, 3 hours): Raises Virulescence-, or Morbidity Levels of diseases by one. +10% chance of wound infection in the area of the targeted terrain feature.

Blessing of the Air Dragon (2, Intelligence, 4, 1 hour): A home blessed by the Dragon of Air relays its inhabitant one additional die to resist the effect of harsh climates, may it be extremely hot or cold.

Second Principle of Resplendent Architecture (2, Intelligence, 4, 100 hours): As the Enchantment formula "Lesser wonder", but for architecture. Each success imbues perfected properties for one decade upon the building.

Pot of [Terr. Direction] Climate (2, Intelligemce, 3, 50 hours): Provides a mystically sealed microclimate for growing plants in climatic zones normally not suited for them. The plant still needs sufficient water and sunlight, as well as one mote invested into the pot per day.

Bending the Dragon Line (3, Wits, varies, varies): Allows the reallignment of a single Dragon line within an uncapped Demesne. Difficulty is the Demesne rating +3. Time is 100 hours x Demesne rating.

Garden of [Month] (3, Perception, 5, one season): Creates a masterpiece of landscaping, which reaches its glory in the appropriate month (Ascendant/Resplendent/Descendant [Element]) after at least half a year. Then one batch of Exotic Material may be harvested.

Third Principle of Resplendent Architcture (3, Intelligence, 5, 200 hours): As the Enchantment formula "Talisman", but for architecture. Imbues the building with special properties. Requires at least one appropriate exotic material. Prerequisite for Manse construction.

Fountain at the Dragon's Nest (3, Perception, 5, 250 hours): Structure made from Magical Material pierces Dragon lines at a nexus point. Provides 1 mote of elemental aspected Essence every 2 hours.

Comments

So, I'm seriously considering further subdividing this page by Art, given how huge it is already. Anyone think this is a good or bad idea? - FrivYeti

First thing I have to say is that I am glad that you did this. Subdividing the rituals into canon and non-canon makes everything so much clearer to read. Second, hmm, looking at the large mass of formulas I think it actually might make sense to make it subdivided. It would probably allow for better organization. -Heru