Difference between revisions of "Nether (Hedge Magic)"
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− | ;[[Hedge Magic]] | + | ;[[Hedge Magic]] + [[Visceratika]] |
== Introduction == | == Introduction == | ||
The path of Nether is a earth based school of magic that liminal in character, that is location based. This rather specific focus limits the paths uses in some situations but grants the caster advantages in predefined locations like castles, caves, and churches. Inspired by the vampiric discipline of Visceratika this road of sorcery functions for the caster alone and requires a earthen casting component, usually a handful of earth or a piece of stone from the location to which the sorcerer wishes to attuning himself. | The path of Nether is a earth based school of magic that liminal in character, that is location based. This rather specific focus limits the paths uses in some situations but grants the caster advantages in predefined locations like castles, caves, and churches. Inspired by the vampiric discipline of Visceratika this road of sorcery functions for the caster alone and requires a earthen casting component, usually a handful of earth or a piece of stone from the location to which the sorcerer wishes to attuning himself. | ||
== System == | == System == | ||
− | '''Roll:''' ''' | + | '''Roll:''' '''Charisma + Occult''' = Difficulty of 4 + the spell level<br> |
− | '''Cost:''' | + | '''Cost:''' One Willpower<br> |
'''Modifiers:''' <br> | '''Modifiers:''' <br> | ||
'''Casting Time:''' One turn per level of the effect.<br> | '''Casting Time:''' One turn per level of the effect.<br> | ||
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== Levels of Effect == | == Levels of Effect == | ||
− | : | + | :<span style="font-size:large">●</span> '''''Infernal Arcane''''' -- By entering a given location, making physical contact with the structure and offering up a quick invocation to the spirits of the locale the sorcerer gains the gift of belonging. This spell of inclusion gives those already present the impression that the caster belongs within the locale and so long as the sorcerer acts causally and does not move too quickly, he or she draws no unwanted attention. The magician may even interact with the other occupants of the locale provided he does so within the bounds of etiquette and speaks the local language. The spell is immediately broken if the the caster begins acting in a suspicious manner: moves faster than walking speed, tries to intimidate someone, acts violently or violates any local proscriptions like stealing or misbehaving. Those who enter the locale while the spell is still in effect, but who were not originally subject to it, and who are actively looking for the sorcerer subtract a number of dice from their ''Perception + Alertness'' pool equal to the magician's casting successes minus one (-1). This spell lasts for a scene and then dissolves. Regardless of whether the spell ends naturally or is broken by the sorcerer, those questioned later may have a hard time recalling any specific details about the sorcerer. This spell affects locales the size of a large room, a communal space, church nave or common room of an inn. |
:---- | :---- | ||
− | : | + | :<span style="font-size:large">●●</span> '''''Penates Pact''''' -- Upon the offering of a small sacrifice to the spirits of the locale, the sorcerer can gain a passing acquaintance with all those who are are present within the location and the general layout. This peripheral knowledge does not extend far, but includes the names of all individuals present, a few trivial facts about them (those likely known to casual associates), the specific layout of the building including all potential exits and the relative locations of the occupants at any given time. The spell can pierce mundane attempts at disguise and stealth, but has no ability to breach supernatural obfuscations, although it can be combined with the path of Insight to detect supernaturally hidden individuals. This spell lasts as long as the sorcerer remains within the given locale or until the next sunrise and effects locales the size of a local church, common inn or small manse. |
:---- | :---- | ||
− | : | + | :<span style="font-size:large">●●●</span> '''''Nether Sanctum''''' -- |
:---- | :---- | ||
− | : | + | :<span style="font-size:large">●●●●</span> '''''Chthonian Armor''''' -- |
:---- | :---- | ||
− | : | + | :<span style="font-size:large">●●●●●</span> '''''Portal Passage''''' -- |
:---- | :---- | ||
− | : <span style="font-size:large">●●●●●●</span> | + | :<span style="font-size:large">●●●●●●</span> '''''Subterranean Safehold''''' -- |
− | + | ---- | |
+ | <br> | ||
+ | <br> | ||
+ | ---- | ||
== Price of Failure == | == Price of Failure == |
Latest revision as of 22:14, 9 April 2019
Contents
Introduction
The path of Nether is a earth based school of magic that liminal in character, that is location based. This rather specific focus limits the paths uses in some situations but grants the caster advantages in predefined locations like castles, caves, and churches. Inspired by the vampiric discipline of Visceratika this road of sorcery functions for the caster alone and requires a earthen casting component, usually a handful of earth or a piece of stone from the location to which the sorcerer wishes to attuning himself.
System
Roll: Charisma + Occult = Difficulty of 4 + the spell level
Cost: One Willpower
Modifiers:
Casting Time: One turn per level of the effect.
Spell Duration: Varies, see below.
Levels of Effect
- ● Infernal Arcane -- By entering a given location, making physical contact with the structure and offering up a quick invocation to the spirits of the locale the sorcerer gains the gift of belonging. This spell of inclusion gives those already present the impression that the caster belongs within the locale and so long as the sorcerer acts causally and does not move too quickly, he or she draws no unwanted attention. The magician may even interact with the other occupants of the locale provided he does so within the bounds of etiquette and speaks the local language. The spell is immediately broken if the the caster begins acting in a suspicious manner: moves faster than walking speed, tries to intimidate someone, acts violently or violates any local proscriptions like stealing or misbehaving. Those who enter the locale while the spell is still in effect, but who were not originally subject to it, and who are actively looking for the sorcerer subtract a number of dice from their Perception + Alertness pool equal to the magician's casting successes minus one (-1). This spell lasts for a scene and then dissolves. Regardless of whether the spell ends naturally or is broken by the sorcerer, those questioned later may have a hard time recalling any specific details about the sorcerer. This spell affects locales the size of a large room, a communal space, church nave or common room of an inn.
- ----
- ●● Penates Pact -- Upon the offering of a small sacrifice to the spirits of the locale, the sorcerer can gain a passing acquaintance with all those who are are present within the location and the general layout. This peripheral knowledge does not extend far, but includes the names of all individuals present, a few trivial facts about them (those likely known to casual associates), the specific layout of the building including all potential exits and the relative locations of the occupants at any given time. The spell can pierce mundane attempts at disguise and stealth, but has no ability to breach supernatural obfuscations, although it can be combined with the path of Insight to detect supernaturally hidden individuals. This spell lasts as long as the sorcerer remains within the given locale or until the next sunrise and effects locales the size of a local church, common inn or small manse.
- ----
- ●●● Nether Sanctum --
- ----
- ●●●● Chthonian Armor --
- ----
- ●●●●● Portal Passage --
- ----
- ●●●●●● Subterranean Safehold --
Price of Failure
Rituals
References
Notes
I have loosely based this path of sorcery on the vampiric Discipline of Visceratika.