Difference between revisions of "Nether (Hedge Magic)"
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== System == | == System == | ||
'''Roll:''' '''Stamina''' + '''Occult''' = Difficulty of 4 + the spell level<br> | '''Roll:''' '''Stamina''' + '''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> |
Revision as of 11:54, 14 January 2019
- Hedge Magic -ANS- Aegon Nightshade's Statistics -ANS- Visceratika
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: Stamina + 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
- ● Belonging --
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- ●● Familiarity --
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- ●●● --
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- ●●●● --
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- ●●●●● --
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- ●●●●●● --
Price of Failure
Rituals
References
Notes
I have loosely based this path of sorcery on the vampiric Discipline of Visceratika.