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''Wound-Cleansing Unguent'' (1, Int, 1, 2 h):  Prevents infection of wounds after surgery. Reduces dif of rolls to resist infection by 1.  
 
''Wound-Cleansing Unguent'' (1, Int, 1, 2 h):  Prevents infection of wounds after surgery. Reduces dif of rolls to resist infection by 1.  
 
''Craft Sleep Grenade'' (1, Int, 2, 6 h):
 
Creates enough powder for one Sleep Grenade. Materials cost Res 2 in the East.
 
 
''Craft Smoke Grenade'' (1, Int, 2, 8 h), or (2, Int, 3, 12 h):
 
Creates enough powder for one Smoke Grenade. Materials cost Res 1 but require Firedust for the 1st grade version.
 
  
 
''Age-Staving Cordial'' (2, Int, 3, 1 h): Anagathic; Increases Lifespan by 25% on regular usage.
 
''Age-Staving Cordial'' (2, Int, 3, 1 h): Anagathic; Increases Lifespan by 25% on regular usage.
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''Alloy Soulsteel'' (2, Manipulation, 3, one day, Res 3 (raw Soulsteel not included)): Produces a pound of refined Magical Material from raw Soulsteel.  
 
''Alloy Soulsteel'' (2, Manipulation, 3, one day, Res 3 (raw Soulsteel not included)): Produces a pound of refined Magical Material from raw Soulsteel.  
  
''Final Vengeance'' (2, Wits, 3, one hour): Powerful painkiller and euphoric. Ignore Wound pen and auto-succeed on all Val rolls for scene; When effect ends Sta drops to 1; regain 1 dot/day.
 
  
''Munificent Antivenin'' (2, Int, 3, 1 h): Heals all natural poisons within 5 unactive ticks. Imbiber takes -2 penalty on all rolls for next 4 hours thereafter.
+
'''Non-Canonical Formulas'''
 
 
''Philtre of Desire'' (2, Int, 2, 1 h): Conveys either +2 to social rolls against target (without arcane link dif +1; for non-spcific target dif +2), or reduces imbibers MDV by 2.
 
 
 
''Tiger's Heart Elixir'' (2, Wit, 3, 1 h): Grants the a temporary bonus of +1 to Valor for (creator's Essence rating) Scenes.
 
 
 
''Valiant Warrior Formula'' (2, Wit, 2, 1 h): User does not count as Extra for one day; Mortal gains full HL track, and may act like Heroic.
 
 
 
''Deathlord's Breath'' (3, Int, 4, 20 h): Magical dust that cannot be passed by ghosts & undead without Val roll dif 3; Deadly toxin for living (Dmg 7L/day, Tox 4L, Tol -/-, Pen -3). Illegal in most countries.
 
 
 
''8-Scream Devil Powder'' (3, Int, 4, 1 h): Red powder that causes extreme agony on skin contact (-4 int pen). Throwing the powder ignores all non-airtight armor.
 
 
 
''Heavenly Transmutation Processes'' (3, Per, 7, 1 h per Res 4 quantity of material): Turns base materials into more noble ones (lead to gold, iron to steel, etc.).
 
 
 
''Internal Alchemy'' (3, Sta, 3, 2 misc. actions): Enables character to produce another Alchemy formula within his own body; requires usual raw materials and 1 WP.
 
  
''Seven Bounties Paste'' (3, Int, 4, 1 h): Disease cure-all; allows 7 Sta + Resistance rolls on 7 successive days to overcome sickness.
+
''Smoke Powder'' (0, Intelligence, 1, one hour): Creates one dose of powder for every success, that may be used for smoke grenades, or tracer ammunition.
  
''Sweet Cordial'' (3, Int, 4, 1 h): Narcotic healing potion; automaticaly heals one HL, but can bes used only once per month without side-effects.
+
''Flash Powder'' (1, Intelligence, 2, one hour): Creates one dose of powder for every success, that produces a bright, blinding flash upon incension.
 
 
''Wind-Fire Potion'' (3, Wit, 4, 1 h): Mortal warrior gains the effect of Vailant Warrior Formula and +1 to all physical Attr., Wit and Val, but looses one dot of Int, Com and Tem for one scene.
 
 
 
 
 
'''Non-Canonical Formulas'''
 
  
 
''River Dragon Tablets'' (1, Intelligence, 2, one scene): Made from the dung of river dragons, each tablet may be broken down into five dosages. They purge toxins from the body, allowing a second Sta roll against poisons, and instantly cures all cases of mundane parasites.
 
''River Dragon Tablets'' (1, Intelligence, 2, one scene): Made from the dung of river dragons, each tablet may be broken down into five dosages. They purge toxins from the body, allowing a second Sta roll against poisons, and instantly cures all cases of mundane parasites.
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''Spirit Flower Tea'' (1, Intelligence, 2, one hour): Allows the imbiber to perceive immaterial Spirits for two scenes after consumption. Requires exotic material: Spirit Flowers (Res. 4).
 
''Spirit Flower Tea'' (1, Intelligence, 2, one hour): Allows the imbiber to perceive immaterial Spirits for two scenes after consumption. Requires exotic material: Spirit Flowers (Res. 4).
  
''Craft Flash Grenade'' (1, Int, 2, 4 h):  
+
''Nymph's Blood Perfume'' (2, Intelligence, 4, 3 hours): Aphrodisiac, Victim must succed on Sta + Resistance (dif. 2), or engage in erotic action at -6 to do anything else.
Creates enough powder for one Flash Grenade that produces bright, blinding (-2 int pen) flash. Materials cost Res 2 in the South.
 
  
''Godstrike Oil'' (2, Int, 3, 1 h): (Autochtonian/Mountainfolk formula)
+
''Five-Treasures Mixture'' (3, Intelligence, 5, one hour): One of the highest prized tea-mixtures of Creation. This rare remedy of herbs an exotic spices restores a tiny fracture (max. 10% at Storytellers discr.) of the consumers Essence, if he suceeds on an Essence roll.
Creates one batch of Godstrike Oil (see Scrol of Lesser Races p. )
 
  
''Synthetic Leather'' (2, Int, 2, 8 h): (Autochtonian/Mountainfolk formula)
+
''Six-Demon Potion'' (3, Intelligence, 8, one season): Mortal is treated as Exalted for all purposes, gains +2 Valor and WP, +1 to all Physical attibutes, Wits and Perception. Highly illegal within the Realm.
Creates one 4x4 foot sheet of Synthetic Leather (see Scrol of Lesser Races p. )
 
  
''Nymph's Blood Perfume'' (2, Intelligence, 4, 3 hours): Aphrodisiac, Victim must succed on Sta + Resistance (dif. 2), or engage in erotic action at -6 to do anything else.
+
''Elemental Firedust Conversion'' (3, Intelligence, 5, 50 h): Transforms a batch of Firedust into Gunpowder attuned to one of the other four elemental Aspects.
  
''Five-Treasures Mixture'' (3, Intelligence, 5, 1 h): One of the highest prized tea-mixtures of Creation. This rare remedy of herbs an exotic spices restores a fracture (max. 50% at Storytellers discr.) of the consumers Essence, if player suceeds on Essence roll.
 
 
''Elemental Firedust Conversion'' (3, Intelligence, 5, 50 h): Transforms a batch of Firedust into Gunpowder attuned to one of the other four elemental Aspects.
 
  
 
== The Art of Astrology ==
 
== The Art of Astrology ==
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'''Non-Canonical Formulas'''
 
'''Non-Canonical Formulas'''
  
''Plot Navline Route'' (1, Intelligence, 2, one scene): Navigate a ship on a course along coastal regions, or one of the great sealines. Requires Navline Chart or other appropriate map (Res 2).
+
''Plot Navline Route'' (1, Intelligence, 2, one scene):  
  
''Determination of Precise Position'' (2, Perception, 3, one day and night): A method to pinpoint a ship's position trough observation of the celestial bodies
+
''Determination of Precise Position'' (2, Perception, 3, one day and night):  
  
''Plot Free Course'' (2, Intelligence, 5, one scene): Navigate a ship on a course trough open sea. Requires Seacharts or other appropriate maps (Res 3).
+
''Plot Free Course'' (2, Intelligence, 5, one scene):  
  
''Navigating the Frozen Seas'' (3, Perception, 5, one scene): By studying the patterns of clouds, a master navigator is able to safely steer his ship throught the ice-fields pf the northern sea.
+
''Navigating the Frozen Seas'' (3, Perception, 5, one scene):  
  
''Navigating the Sargasso'' (3, Perception, 8, one scene): This formula is one of the greatest secrets a Lintha may be initiated in. It enables the user to navigate the Sargasso fields to reach the secret Isle of Bluehaven.
+
''Navigating the Sargasso'' (3, Perception, 8, one scene): This formula is one of the greatest secrets a Lintha may be initiated in.
  
''Track Callibration Gate'' (3, Wits, 8, one day and night): Secret Formula to determine the current location of the Callibration Gate; extra succ determine the number of hours the Gate will remain in this location.
 
  
 
== The Art of the Dead ==
 
== The Art of the Dead ==
  
There are Art of the Dead versions of the following Art of Warding and Exorcism rites: Alarm WardAgainst (Creature), Lesser Ward Against (Creature), Ward Against (Creature), Greater Ward Against (Creature), and the relevant Ward Maintenance and Keyed Ward rituals. These wards only work against ghosts, zombies, necromantic beasts and the like. The Art of the Dead’s versions of Dishonest (Creature)’s Rebuke, Expulsion and Banish (Creature) only work against ghosts.
 
  
''Pierce Shadowland'' (0, Wit, 2, 1 min): Enables caster and additional targets (add 1 min per add. target) to leave Shadowland into Creation or Underworld at any time.
+
'''Non-Canonical Formulas'''
 
 
''Summon Ghost'' (0, Wit, 2, 15 min): Summons Ghost that manifests visibly before caster; dif -1 if cast in Shadowland, dif +1 for every 100 years ghost is deceased.
 
 
 
''Blood Magic'' (1, Sta, 3, 5 min): Generates 1m Essence per L dmg the caster inflicts to himself or sacrifical victim, that must be absorbed or used immediately.
 
 
 
''Body Preservation Technique'' (1, Int + Medicine, 1, 1h): Prevents cadaver from decaying for one day per success; may be performed as extended action.
 
 
 
''Deathsight'' (1, Per, 3, 5 min): Percieve immaterial Ghosts for rest of Scene.
 
  
''Speak with Corpse'' (1, Per, 2, 1 min): Requires whole skull of corpse; Caster may ask and recieve answer to 2 questions plus one per extra succ; corpse can only answer what it saw since its death.
+
''Jawbone Echoes'' (1, , , ):  
 +
Used to speak with the dead, requires a single mote of Essence or one Willpower. The thaumaturge may ask one question of the corpse and get one answer.
  
''Raise Corpse'' (2, Int, 3, 1h): Reanimates a corpse a zombie (see Exalted p. 314) for one week per extra succ.
+
''Garotte and Murder Mansion'' (2, , , ): Animates a corpse, that will repeat the last actions before it died until the sun rises, or the ritual is ended.
  
''Three Days of Hun and P'o'' (2, Cha, 5, 1h): Compels the spirit of a person to remain in body for one additional day per succ. (min 5 days); often results in Ghost
+
''Obstinate Crumbs'' (2, , , ): Zombies created with this ritual last for 20 days before they must be re-imbued, but lose a dot in all Attributes each time they're imbued.
  
''Summon Nephwrack'' (3, Wit, 4, 1h): Summons one of the Neverborn's Specter servants; Requires eating of mixture made of dust from Underworld and blood of several rare creatures dried in jade crucible and mixed in mortar made of human skull.
+
''Restoration of the Graves Repose'' (3, , , ): The thaumaturge lays a zombie to rest by applying a prayer strip to its forehead. This requires a successful touch attack and the expenditure of 1 WP. On a success the undead loses all animation until the strip is removed.
  
'''Non-Canonical Formulas'''
 
 
''Garotte and Murder Mansion'' (2, Int, 2, 30 mn): Animates a corpse, that will repeat the last actions before it died until the sun rises, or the ritual is ended.
 
 
''Obstinate Crumbs'' (2, Int, 2, 3h): Zombies created with this ritual last for 20 days before they must be re-imbued, but lose a dot in all Attributes each time they're imbued.
 
 
''Restoration of the Graves Repose'' (3, Wit, 3, 1h): Thaumaturge lays zombie to rest by applying prepaired prayer strip to its forehead; requires successful touch attack and the expenditure of 1 WP. On success the undead loses all animation until strip is removed.
 
 
''Shadow Princes Visage'' (3, Int, 6, 200 hours): This crafts a death mask for someone already dead. The mask fades from Creation and appears upon the face of the corpse's ghost. Whenever the ghost is wearing the mask in the Underworld, it may spend a mote of Essence to see and hear into the living world for a scene.
 
  
 
== The Art of Demon Summoning ==
 
== The Art of Demon Summoning ==
  
There are Art of Demon Summoning versions of the following Art of Warding and Exorcism rites: Alarm Ward Against (Creature), Lesser Ward Against (Creature), Dishonest (Creature)’s Rebuke, Expulsion, Ward Against (Creature), Banish (Creature), Greater Ward Against (Creature), and the relevant Ward Maintenance and Keyed Ward rituals. These wards only work against demons.
 
 
''Demonsight'' (1, Per, 3, 5 min): Percieve immaterial Demons for the rest of the Scene.
 
 
''Banish the Faithless Servant'' (2, E + WP, 2, misc. action): Banish a self-conjured demon; roll is contested with difficulty of the other contestants E.
 
  
''Summon [Species]'' (2, Int, 5, 6 h): Summons a specific type of First Circle Demon not under direct control of summoner, services must be bargained for; ritual must begin at sundown.
+
''Demonsight'' (1, Perception, 3, five minutes): Perceive immaterial demons.
  
''Beckon [Unique Demon]'' (3, Int, Demon's E, 6 h): Summons a specific Second Circle Demon not under direct control of summoner; services must be bargained for; ritual must begin at sundown on new moon, or Calibration.
+
''Summon [Species]'' (2, Intelligence, 5, six hours): Conjure a single First Circle demon.
  
''Five Days Foresight'' (3, Man, 5, 6 h): Opens mystic connection to Malfeas to ask a Demon about events in the near future; contacted Demon may not know or give dishonest answer.
 
  
''The Year and the Day'' (3, Man, 5, misc. action): If banisher ha sucessfully repelled First Circle Demon for period of at least 381 days he can enact this ritual to banish it to Malfeas.
+
'''Non-canonical Formulas'''
  
'''Non-Canonical Formulas'''
 
 
''Mass Summon [Species]'' (3, Int, 8, 6 h): As Summon [Species], but summoner may conjure up to his Occult score First Circle Demons of the same species at once.
 
  
 
== The Art of Elemental Summoning ==
 
== The Art of Elemental Summoning ==
There are Art of Elemental Summoning versions of the following Art of Warding and Exorcism rites: Alarm Ward Against (Creature), Lesser Ward Against (Creature), Dishonest (Creature)’s Rebuke, Ward Against (Creature), Banish (Creature), Greater Ward Against (Creature), and the
 
relevant Ward Maintenance and Keyed Ward rituals. These wards only work against elementals.
 
 
''Elemental Sight'' (1, Per, 3, 5 min): Percieve immaterial Elemental Spirits for the rest of the Scene.
 
 
''Jade Extraction Method'' (1, Int, 3, 5 min): Destrution of Res • worth of Jade extracts 4m that must be used or absorbed immediately.
 
 
''Summon [Species]'' (2, Cha, 5, 4 h): Summons a specific kind of Elemental with E3 or less; summoner does not control Elemental but may bargain for services.
 
 
''Beckon [Species]'' (3, Cha, 5, 4 h): Summons a specific kind of Elemental with E4 or E5; mighty Elemental may send proxy; summoner does not control Elemental but may bargain for services.
 
  
''Invoke the Elemental Benediction'' (3, Int, 5, 6 h): Cost 1WP; ritual must begin at dawn; infuses single Object with the effects of Elemental Benediction (see The White Treatise p. 57).
 
  
 
'''Non-Canonical Formulas'''
 
'''Non-Canonical Formulas'''
  
''Elemental Firedust Conversion'' (3, Int, 5, 50 h): Transforms a batch of Firedust into eruptive powder attuned to one of the other four elemental Aspects.
 
  
''Mass Summon [Species]'' (3, Int, 8, 6 h): As Summon [Species], but summoner may conjure up to his Occult score Elementals of the same species at once.
 
  
 
== The Art of Enchantment ==
 
== The Art of Enchantment ==
  
''Analyze Talisman'' (0, Per, 1, 5 min): Reveals if object is enchanted; 3 succ. reveal objects basic nature; 5 succ. reveal function.
 
 
''Fading Color Treatment'' (0, Int, 2, 5 min): Alter's an objects surface to give it a paticular color in a desired pattern that changes to gray when set time limit expires.
 
 
''Ghost-Smiting Salt Weapon'' (0, Int, 1, 5 min): Weapon is able to stike spirits, as if they were solid; effect lasts max 1 week; enchants add. weapon per add. mote invested in ritual.
 
  
 
''[Least Wonder]'' (1, Intelligence, 3, 50 hours): Give a specific type of object the properties of being exceptional for a decade.
 
''[Least Wonder]'' (1, Intelligence, 3, 50 hours): Give a specific type of object the properties of being exceptional for a decade.
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''Least Wyld Watch'' (1, Intelligence, 3, 50 hours): Gives and auditible warning when the Wyld comes within 100 yards.
 
''Least Wyld Watch'' (1, Intelligence, 3, 50 hours): Gives and auditible warning when the Wyld comes within 100 yards.
 
''Strengthen Ironwood'' (1, Int, 2, 3 h): Secret Eastern technique to enchance the natural qualities of Ironwood.
 
  
 
''[Lesser Wonder]'' (2, Intelligence, 4, 100 hours): Give a specific type of exceptional object the properties of being perfect for a decade or more.
 
''[Lesser Wonder]'' (2, Intelligence, 4, 100 hours): Give a specific type of exceptional object the properties of being perfect for a decade or more.
 
''Enchant Lucky Rock'' (2, Int, 3, 25 h): Enhances the powers of a found Lucky Rock, or transfers its properties to a weapon.
 
  
 
''Lesser Wyld Talisman'' (2, Intelligence, 4, 100 hours): Provides +2 bonus to Vision Questing and rolls against mutation and Wyld addiction.
 
''Lesser Wyld Talisman'' (2, Intelligence, 4, 100 hours): Provides +2 bonus to Vision Questing and rolls against mutation and Wyld addiction.
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''Lesser Wyld Watch'' (2, Intelligence, 4, 100 hours): Gives and auditible warning when the Wyld comes within a radius of half a mile.
 
''Lesser Wyld Watch'' (2, Intelligence, 4, 100 hours): Gives and auditible warning when the Wyld comes within a radius of half a mile.
  
''Process Steelsilk'' (2, Int, 3, 25 h): Technique required to work Steelsilk.
+
''[Talisman]'' (3, Intelligence, 5, 200 hours): Create a specific type of artifact with a rating 1.
  
''[Talisman]'' (3, Intelligence, 5, 200 hours): Create a specific type of artifact with a rating of •.
+
''Wyld Talisman'' (3, Intelligence, 5, 200 hours): Provides +3 bonus to Vision Questing and rolls against mutation and Wyld addiction.
  
''Aegis-Inset Amulets'' (3, Int, 5, 200 h): Creates a single set of Aegis-Inset Amulets (Artifact •).
+
''Wyld Watch'' (3, Intelligence, 5, 200 hours): Gives and auditible warning when the Wyld comes within a radius of half a dozen miles.
  
 
''Bordermarcher's Talisman'' (3, Intelligence, 5, 200 hours): Provides complete protection against Wyld effects within the Bordermarches unless the wearer botches the mutation or addiction roll.
 
''Bordermarcher's Talisman'' (3, Intelligence, 5, 200 hours): Provides complete protection against Wyld effects within the Bordermarches unless the wearer botches the mutation or addiction roll.
  
''Ghost-Cleaving Salt Weapon'' (3, Int, 3, 10 min): Like Ghost-Smiting Salt Weapon, but Weapon deals A dmg to spirits; formula also costs 1L HL; add. Weapons cost 3m each.
+
''House of Refuge'' (3, Intelligence, 7, one week): blocks effects of the Middlemarches, and reduce Deep Wyld exposure to Bordermarches level within a fixed location of max (Creators Essence x 100) square feet.
  
''House of Refuge'' (3, Intelligence, 7, one week): Blocks effects of Middlemarches, and reduces Deep Wyld exposure to
 
''Demon-Scorcing Celestial Weapon'' (3, Int, 3, 5 min): Enchanted Weapon deals A dmg to Demons; ritual works only on weapons covered with or made from silver or gold; enchantment lasts for max. 1 week.
 
  
''Warding Talisman'' (3, Int, 3, 50/100/150 h): Creates Talismans like Good-Health-, or Good-Luck Talismans as well as talismans warding against specific types of creatures or spirits; see Exalted p. 379.
+
'''Non-Canonical Formulas'''
  
''Wyld Talisman'' (3, Intelligence, 5, 200 hours): Provides +3 bonus to Vision Questing and rolls against mutation and Wyld addiction.
+
''Verification of Talismans Power'' (0, Perception, 1, one Scene): Discerns an objects inherent Essence flows; know Artifact Level
 
 
''Wyld Watch'' (3, Intelligence, 5, 200 hours): Gives and auditible warning when the Wyld comes within a radius of half a dozen miles.
 
Bordermarches level within fixed location of max (Creators Essence x 100) square feet.
 
 
 
'''Non-Canonical Formulas'''
 
  
 
''Barkcloth Weaving Pattern'' (1, Intelligence, 2, 30 hours): Creates a fabric of living vines used for clothing, or light armor. Dragonking-Formula.
 
''Barkcloth Weaving Pattern'' (1, Intelligence, 2, 30 hours): Creates a fabric of living vines used for clothing, or light armor. Dragonking-Formula.
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''Haltan Hunter's Shirt'' (1, Intelligence, 1, 50 hours): Exceptional Equipment; Grants the wearer a 2 dice bonus to Survival rolls when hunting.
 
''Haltan Hunter's Shirt'' (1, Intelligence, 1, 50 hours): Exceptional Equipment; Grants the wearer a 2 dice bonus to Survival rolls when hunting.
 +
 +
''Southern Phial Arrow'' (2, Intelligence, 2, 50 hours): Exceptional Equipment. Arrow, that has a small, breakable container below its tip, usually filled with Southern Fire.
  
 
''Haltan Ground Charm'' (2, Perception, 3, 50 hours): Same effect as "Warding Charm" against Fair Folk. Warns if approached by fey. Requires exotic material: Ironnut Shell (Res. 2)
 
''Haltan Ground Charm'' (2, Perception, 3, 50 hours): Same effect as "Warding Charm" against Fair Folk. Warns if approached by fey. Requires exotic material: Ironnut Shell (Res. 2)
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''Heliographic Reflection Principle'' (2, Perception, 3, varies): Knowledge about optical technologies. Required to program, repair or construct a Heliograph.
 
''Heliographic Reflection Principle'' (2, Perception, 3, varies): Knowledge about optical technologies. Required to program, repair or construct a Heliograph.
  
''Process Chiaroscuro Glass'' (2, Wits, 4, 150 hours): Hardens Glass into armor- and weapon-grade Exotic Material. Weapons made of this material gain +1 Acc and Dmg, Armors add 2 to their L soak and substract 1 from B Soak and Fatigue Rating.
+
''Chiaroscuro Glass'' (2, Wits, 4, 150 hours): Hardens Glass into armor- and weapon-grade Exotic Material. Weapons made of this material gain +1 Acc and Dmg, Armors add 2 to their L soak and substract 1 from B Soak and Fatigue Rating.
  
 
''[Material] Refinement Procedure'' (2, Intelligence, 4, 50 hours): Clears material of impurities; used to provide exceptional quality materials. The Res. value of the material is raised by one dot.
 
''[Material] Refinement Procedure'' (2, Intelligence, 4, 50 hours): Clears material of impurities; used to provide exceptional quality materials. The Res. value of the material is raised by one dot.
 +
 +
''Warding Charm'' (2, Intelligence, 4, 100 hours): Protects a character against spirits, walking dead, etc., with a force of (Warding Charm creator's Essence rating).
 +
 +
''Elemental [Aspect] Empowerment'' (3, Intelligence, 5, 200 hours): Create a specific type of artifact with a rating 1, like the Terrestrial Spell "Elemental Empowerment".
  
 
''Spirit Blessed Fetish'' (3, Intelligence, dif 5, 200 hours): Create a specific type of artifact with a rating 1, like the Spirit Charm "Blessing".
 
''Spirit Blessed Fetish'' (3, Intelligence, dif 5, 200 hours): Create a specific type of artifact with a rating 1, like the Spirit Charm "Blessing".
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''Fivefold Harmonic Regulation'' (3, Wits, 5, one scene): May facilitate attunement to Magical Material normaly non-resonant to the thaumaturge.
 
''Fivefold Harmonic Regulation'' (3, Wits, 5, one scene): May facilitate attunement to Magical Material normaly non-resonant to the thaumaturge.
 +
 +
''Elemental Firedust Conversion'' (3, Intelligence, 5, 50 hours): Transforms a batch of Firedust into Gunpowder attuned to one of the other four elemental Aspects.
  
 
''Golden Flame Talisman'' (3, Intelligence, 5, 150 hours): Warms the character wearing, or sleeping on it, when activated with 3 motes, or 1 WP. Requires Magical Material: Orichalcum.
 
''Golden Flame Talisman'' (3, Intelligence, 5, 150 hours): Warms the character wearing, or sleeping on it, when activated with 3 motes, or 1 WP. Requires Magical Material: Orichalcum.
 +
 +
''Shadow Princes Visage'' (3, Intelligence, 6, 200 hours):
 +
This crafts a death mask for someone already dead. The mask fades from Creation and appears upon the face of the corpse's ghost. Whenever the ghost is wearing the mask in the Underworld, it may spend a mote of Essence to see and hear into the living world for a scene.
  
 
''Band of the Loyal Servant'' (3, Intelligence, 8, 250 hours): Artifact 1; Holds one mote recharging every sunrise, for the wearer to use like Personal Essence. Requires Magical Material: Orichalcum
 
''Band of the Loyal Servant'' (3, Intelligence, 8, 250 hours): Artifact 1; Holds one mote recharging every sunrise, for the wearer to use like Personal Essence. Requires Magical Material: Orichalcum
 +
  
 
== The Art of Geomancy ==
 
== The Art of Geomancy ==

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