Paths and Rituals

From Ascension Sojourns

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

Alchemy

Details

Attribute: Intelligence
Suggested Ability: Crafts (Alchemy), Herbalism, Science (you must choose one and +note it)
Modifier: After the same ritual is completed 3 times, the diff drops by -1.
Duration: 1 scene
Notes: - No spells in this path. Everything is ritual.
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
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.

Dot-filled.pngDot.pngDot.pngDot.pngDot.png 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.
Sample Recipes:
*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).
*A cure for the common cold or flu, at least for 24 hours. It can also halve the recovery time for the illness.
*A drug that lets the user ignore wound penalties up to the Injured level until wounded again.
*A tonic that instantly sobers the drinker up, no matter how drunk they are
*A mirror that is nigh impossible to chip or break

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Enhance Attribute (within Human Limits) - May temporarily raise an Attribute by +1, to a max of +5, for 1 scene. Not to exceed 5 dots total in one Attribute. Potions to expand mystical awareness come as weak dreams or hallucinations at the Storyteller's discretion and narrative.
Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Enhance Attribute (superhuman) - Same as above but Attribute may exceed 5 dots. May also grant low-level psychic abilities for 2 hours. These psychic abilities begin at a single dot, but every additional two successes provides an additional dot, to a maximum of the alchemist’s Path rating.
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Advanced Enhancement - Increase a single Attribute or Ability by +2, or increase 2 Attribute or abilties by +1. May exceed normal human limits(5).
Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Mastery Enhancements - Each ritual/recipe produces up to 3 dots of supernatural powers. Each dot reproduced this way mimics a single effect — chosen when the recipe is crafted — even if the replicated power offers multiple effects. *HR* May be required to have relevant lore as well.

Price of Failure: Working with volatile compounds is dangerous in and of itself. Even mere failure results in broken equipment and ruined reagents, requiring expensive replacements. In the best-case scenario with an actual botch, the alchemical product explodes, potentially damaging the magician (as well as their neighbors). More commonly, though, the botched recipe appears to come together perfectly, but produces undesirable, and possibly harmful, effects. Even an unexpected but benign effect can be catastrophic at the wrong time.

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