Paths and Rituals: Difference between revisions
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Hedge magic is easiest to accomplish far from prying eyes. Obvious spells and rituals generally fail when |
Hedge magic is easiest to accomplish far from prying eyes. Obvious spells and rituals generally fail when |
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performed in public, preventing a hedge magician with the Path of Conjuration from throwing a city bus at |
performed in public, preventing a hedge magician with the Path of Conjuration from throwing a city bus at |
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===Paths=== |
===Paths=== |
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==== Alchemy==== |
==== Alchemy==== |
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Revision as of 10:57, 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
Aspects
Witnesses
Hedge magic is easiest to accomplish far from prying eyes. Obvious spells and rituals generally fail when
performed in public, preventing a hedge magician with the Path of Conjuration from throwing a city bus at
someone in the middle of town. It’s possible to overcome this effect, but the larger the number of witnesses to a spell, the more challenging it is to manifest the magic.
For the purposes of this chart, witnesses include anyone considered a Sleeper. Remove successes when calculating the final result of the spell or ritual as indicated on the chart.
| Number of Witnesses | Successes Removed |
|---|---|
| 1 | 1 |
| 2-5 | 2 |
| 6-10 | 3 |
| 20-100 | 4 |
| 100+ | 5 |
Paths
Alchemy
Conjuration
|
Modifiers: For any application that can be played off as — or described similarly enough to — stage magic, keep one success that would’ve otherwise been removed by witnesses. Even rational consensus is primed by pop culture to believe conjuring an elephant from nowhere is possible with clever visual trickery. Note that actions causing obvious physical harm can’t be explained in this manner. Using Conjuration on an object in the grasp of someone actively resisting incurs a +1 difficulty. Attempting Conjuration to move a resisting target incurs a +2 difficulty. Apply a –1 difficulty for an object well-known to the sorcerer (see also Object Permanence below). Aspects: Conjuration uses the Aspects of Distance, Number of Targets, and Weight. Conjuration notably doesn’t use Speed. The summoned target appears instantaneously on the successful completion of a spell or ritual. The sorcerer may also choose to buy the following effects with additional successes: • 1 success to be able to use Conjuration to clumsily attack without touching the weapon (–1 die penalty to attack). • 2 successes to attack as above but without penalty, or to give fine motor control to any object conjured, such as using a set of lock picks from a distance. • 1 success for each additional round the sorcerer wishes to maintain the effect. The Sorcerer can’t drastically change the effect, such as throwing a puppet to strike someone after making the puppet dance, without rolling Conjuration again. Price of Failure: While simple failure means no item is transported, a Conjuration botch runs the gamut from highly inconvenient to gruesome. A sorcerer might send an object to the wrong place, such as sending an item further out of reach or conjuring a prepared weapon directly to their own hand. Sometimes the sorcerer summons the wrong object entirely. Alternatively, a sorcerer might only conjure part of the intended item, and one only needs to imagine the horror of botching the Conjuration of a living being. |
