Paths and Rituals: Difference between revisions
From Ascension Sojourns
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'''Duration''': 1 scene<br> |
'''Duration''': 1 scene<br> |
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'''Notes''': |
'''Notes''': |
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| − | - No spells in this path. Everything is ritual.<br>Time: Each dot of Ability higher than ritual level reduces casting by 1 day, if reduced to less than 1 day it takes 3 hours<br> |
+ | - No spells in this path. Everything is ritual.<br>'''Time''': Each dot of Ability higher than ritual level reduces casting by 1 day, if reduced to less than 1 day it takes 3 hours<br> |
| − | Effects: This path has no Aspects. Instead, each dot increases the practitioner’s power and control. Except for the most potent recipes, they only require a single success to make. Additional successes are split |
+ | '''Effects''': This path has no Aspects. Instead, each dot increases the practitioner’s power and control. Except for the most potent recipes, they only require a single success to make. Additional successes are split |
between providing additional doses and keeping those doses potent for one day per success spent.<br><br> |
between providing additional doses and keeping those doses potent for one day per success spent.<br><br> |
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{{dots|1}} '''Mundane Distillation''' - Distillations at this level do not appear magical in any way. These recipes are simply more advanced versions of extant chemicals and concoctions, producing more potent painkillers, poisons, glues, solvents, etc., and increasing the Toxin Rating of the chemical by one.<br>'''Sample Recipes''':<br>*A powder that enhances alcohol. The drinker must roll Stamina (difficulty 8) or spend a point of Willpower or else fall asleep immediately. They must try again (at a difficulty of one less than the prior roll) each turn until they fail, or the difficulty drops below 3. Those affected sleep for (10- Stamina) hours. Vampires are resistant, rolling at –2 difficulty and rolling Stamina + Fortitude. Even if they fail, they sleep for only ten minutes, minus one for each dot of Stamina or Fortitude they possess. Werewolves in their natural form, however, are more susceptible (difficulty +1).<br>*A cure for the common cold or flu, at least for 24 hours. It can also halve the recovery time for the illness.<br>*A drug that lets the user ignore wound penalties up to the Injured level until wounded again.<br>*A tonic that instantly sobers the drinker up, no matter how drunk they are<br>*A mirror that is nigh impossible to chip or break<br><br> |
{{dots|1}} '''Mundane Distillation''' - Distillations at this level do not appear magical in any way. These recipes are simply more advanced versions of extant chemicals and concoctions, producing more potent painkillers, poisons, glues, solvents, etc., and increasing the Toxin Rating of the chemical by one.<br>'''Sample Recipes''':<br>*A powder that enhances alcohol. The drinker must roll Stamina (difficulty 8) or spend a point of Willpower or else fall asleep immediately. They must try again (at a difficulty of one less than the prior roll) each turn until they fail, or the difficulty drops below 3. Those affected sleep for (10- Stamina) hours. Vampires are resistant, rolling at –2 difficulty and rolling Stamina + Fortitude. Even if they fail, they sleep for only ten minutes, minus one for each dot of Stamina or Fortitude they possess. Werewolves in their natural form, however, are more susceptible (difficulty +1).<br>*A cure for the common cold or flu, at least for 24 hours. It can also halve the recovery time for the illness.<br>*A drug that lets the user ignore wound penalties up to the Injured level until wounded again.<br>*A tonic that instantly sobers the drinker up, no matter how drunk they are<br>*A mirror that is nigh impossible to chip or break<br><br> |
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Revision as of 09:50, 26 October 2025
Sorcerer Paths
- Spend a willpower
- Make your "Path Roll" - Roll Attribute + Path Ability diff <Path rank> +4
- Casting Time - Small Spells take 1 turn, Rituals take 10 min per level
