Paths and Rituals: Difference between revisions
From Ascension Sojourns
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==== '''Conjuration''' ==== |
==== '''Conjuration''' ==== |
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| − | '''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.<br><br>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). |
+ | '''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.<br><br>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).<br> |
'''Aspects''': Distance, Number of Targets, and Weight. Conjuration 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:<br> |
'''Aspects''': Distance, Number of Targets, and Weight. Conjuration 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:<br> |
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• 1 success to be able to use Conjuration to clumsily attack without touching the weapon (–1 die penalty to attack).<br> |
• 1 success to be able to use Conjuration to clumsily attack without touching the weapon (–1 die penalty to attack).<br> |
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Revision as of 11:12, 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 |
