Paths and Rituals: Difference between revisions
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| + | <div style="float:right;">__TOC__</div> |
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| − | {|class="wikitable sortable" |
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= Sorcerer Paths = |
= Sorcerer Paths = |
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* Spend a willpower |
* Spend a willpower |
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* Make your "Path Roll" - Roll Attribute + Path Ability diff <Path rank> +4 |
* Make your "Path Roll" - Roll Attribute + Path Ability diff <Path rank> +4 |
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* Casting Time - Small Spells take 1 turn, Rituals take 10 min per level |
* Casting Time - Small Spells take 1 turn, Rituals take 10 min per level |
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| + | <br> |
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| + | <br> |
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| + | <br> |
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| + | <br> |
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| + | <br> |
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| + | <br> |
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| + | ==Aspects== |
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| + | {|class="wikitable" style="text-align: center;cellpadding="10" style="border: 1px solid darkgray;background:#eef7f5" |
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| + | |- |
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| + | ! !!{{dots|1}}!!{{dots|2}}!!{{dots|3}}!!{{dots|4}}!!{{dots|5}} |
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| + | |- |
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| + | |'''Area'''||1-foot radius||3-foot radius||6-foot radius||12-foot radius||25-foot radius |
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| + | |- |
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| + | |'''Damage/Healing'''<br># of dice of lethal damage can be healed or caused. An additional two successes spent on this Aspect converts the damage healed or caused to aggravated.||max +2 dice||max +4 dice||max +6 dice||max +8 dice||max +10 dice |
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| + | |- |
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| + | |'''Distance '''<br>guidelines for populated regions. For less populated ones, the numbers may be doubled or even tripled, Storyteller discretion. Distance is used for travel, movement, and remote effects. For effects emanating directly from the hedge wizard, such as combat spells, use Range instead.||Only a few feet|| Up to around 20 feet||Up to 100 feet||Up to half a mile||Up to five miles |
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| + | |- |
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| + | |'''Duration'''|| A few minutes||One scene|| A day or two|| A couple of weeks || Several months |
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| + | |'''Number of Targets'''|| A single target|| Two targets|| Up to 10|| Up to 50|| Hundreds |
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| + | |'''Metaphysical Weight'''||Simple creatures such as small, unintelligent animals, most minor Gafflings and the smallest beings in the hosts of a heaven or hell||Larger creatures such as bears or wolves, more powerful Gafflings, ghosts that have begun to learn to navigate their existence but have no experience||Humans and truly intelligent beings, like most Jagglings, ghosts who can navigate the underworld effectively, minor angels, servitor demons, and notable elementals||Enhanced humans like ghouls, kinfolk, and other sorcerers, as well as powerful Jagglings, Umbrood Preceptors, and infernal tempters||Powerful beings such as the truly supernatural (vampires, werewolves, mages, fae, etc.), Incarnae, the barons of hell and the generals of the heavenly host |
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| + | |- |
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| + | |'''Passengers '''||Yourself, but no clothing or equipment||Yourself, your clothing, and a small amount of stuff|| Yourself and one extra person or equivalent weight in stuff||Two passengers||Three passengers |
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| + | |'''Range'''|| Touch only (requires a successful Brawl attack if the target is unwilling)||Less than 10 feet||Less than 25 feet||About 50 feet||Within 150 feet |
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| + | |'''Sympathetic Connection'''||Direct physical contact||True Name|| Body part, including blood, nail clippings, etc.||Prized possession||Any possession |
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| + | |'''Travel Speed'''||About three times faster than foot||Roughly driving speed||Driving without speed limits or red lights|| Miles are covered in seconds||Instantaneous travel |
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| + | |'''Weight'''||Less than an ounce|| A few pounds|| Up to 100 pounds||Up to 1000 pounds||Large objects such as cars or elephants can be moved |
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| + | |} |
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| + | |||
| + | == '''Witnesses''' == |
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| + | 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 |
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| + | 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.<br><br> |
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| + | 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. |
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| + | {|class="wikitable" style="text-align: center;cellpadding="10" style="border: 1px solid darkgray;background:#eef7f5" |
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| + | !Number of Witnesses !! Successes Removed |
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| + | |1|| 1 |
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| + | |2-5|| 2 |
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| + | |6-10|| 3 |
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| + | |20-100|| 4 |
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| + | |100+|| 5 |
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| + | |} |
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| ⚫ | |||
==== Alchemy==== |
==== Alchemy==== |
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{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} |
{{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} |
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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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{{collapse bottom}} |
{{collapse bottom}} |
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| + | ==== '''Conjuration''' ==== |
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| + | {{collapse top|title=<font style="font-size: 10pt"><center>Details</center></font>|padding=20px|bg=lightblue}} |
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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).<br><br> |
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| + | '''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> |
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| + | • 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.<br> |
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| + | • 1 success for each additional round the sorcerer wishes to maintain the effect. The Sorcerer can’t |
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| + | drastically change the effect, such as throwing a puppet to strike someone after making the puppet dance, without rolling Conjuration again.<br><br> |
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| + | '''Price of Failure''': Simple failure means no item is transported, a Conjuration botch runs the gamut |
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| + | from highly inconvenient to gruesome. A sorcerer might send an object to the wrong place, such as sending an |
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| + | item further out of reach or conjuring a prepared weapon directly to their own hand. Sometimes the sorcerer |
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| + | summons the wrong object entirely. Alternatively, a sorcerer might only conjure part of the intended item, |
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| + | and one only needs to imagine the horror of botching the Conjuration of a living being.<br><br> |
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| + | '''Sample Rituals''':<br> |
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| + | {{dots|2}} '''Object Permanence''' - The hedge magician forces a supernatural connection to objects for future summoning. This treats the target as “well-known to the sorcerer,” even if the sorcerer found it in a dumpster an hour ago. The sorcerer meditates within 10 feet of the target and spends a point of Willpower. Every success represents a day the target maintains the supernatural connection to the sorcerer. A hedge magician may have a maximum number of targets bound this way at once as they have dots in Conjuration.<br> |
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| + | {{dots|3}} '''Always Armed''' - The sorcerer doesn’t have to appear armed to have a weapon at the ready. Due to the nature of this ritual, it’s nearly always hung before the sorcerer enters a potentially dangerous situation. If they need to access the weapon, the sorcerer completes the ritual by reaching into their trenchcoat or a convenient shadow to summon it. Traditionally, sorcerers used this ritual to conjure |
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| + | swords, but in modern times it’s most common for a sorcerer to summon a shotgun or rifle. The summoned |
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| + | weapon can’t be larger than a shotgun or long sword.<br> |
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| + | {{Dots|3}} '''Shitstorm''' - The hedge magician surrounds themself and companions within 25 feet of them with a swirling shell of small inanimate objects. This adds +1 difficulty to hit anyone covered by the effect with a ranged attack for every 2 activation successes. Additionally, anyone attempting close combat against those affected by the ritual must soak [activation successes] in damage. This is usually bashing, unless the sorcerer was in a room filled with broken glass, small knives, or other sharp objects, in which case the damage is lethal. The sorcerer doesn’t have to target any enemy in particular for this to occur. Anyone, friend or foe, who gets too close to the flying debris is hit and must soak the damage.<br> |
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| + | {{dots|4}} '''Extraction''' - Another ritual commonly hung “just in case”, Extraction allows the sorcerer to take fallen or overwhelmed companions out of battle and to safety. The sorcerer first moves out of range of combat, typically behind cover, and pulls their companions out of a shadow. There isn’t a difficulty increase or success penalty if the companions aren’t resisting and aren’t immediately being targeted — the chaos of combat can hide this ritual’s use. Once the sorcerer and their companions are out of range, they aren’t counted as being in combat unless a combatant finds them and attacks. This powerful ritual can work on up to 10 companions, who the sorcerer must define when initially performing the ritual. |
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Latest revision as of 11:26, 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 |
