Creative Thaumaturgy
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This page is for approved Creative Thaumtaturgy only, if it has not been approved by a story teller then please do not add it.
Prime
Adept (●●●●)
Celestial Weapon
At this level of Proficiency, the Mage may forge Celestial Fire into an enduring weapon, often used with Fighting Styles. This spell is a favorite among the Adamantine Arrow's WaveMen.
- Action: Instant
- Duration: Special (Prolonged at Mastery)
- Aspect: Vulgar
- Cost: Special
Successes determine the Duration of the Weapon. Each success maintains the Weapon's existence for one Turn. The Weapon confers a Lethal Equipment Modifier equal to half the caster's Prime Proficiency (rounded up) +1. A single large weapon (sword, staff) or two small weapons (knives, staves) can be created, and the Weapon(s) can be given to others. At Mastery Proficiency, the Duration becomes Prolonged (Scene), and the Weapon is capable of inflicting Aggravated Damage at a cost of 1 Mana per Turn. The Mage must declare the intent to use the Aggravated option (and pay the Mana cost) at the beginning of the Turn.
The Celestial Weapon is also capable of cleaving spells in battle (Counterspell: Prime), at a cost of 1 Mana per usage. Usage of the Weapon in this manner is an Instant Action, and is considered to have the Potency of the original casting.
The usage of a weapon composed of pure energy Invokes Disbelief. Treat this Weapon as Indestructible; it may only be destroyed by Dispellation.
Adamantine Arrow Rote: Primesaber
Dice Pool: Resolve+Weaponry+Prime
An Arrow often finds himself in need of a weapon that cannot be lost, destroyed, or used against him. Note: This Rote is extremely rare. Knowledge of this spell is rare.
Space
Apprentice
Traverse the Lie Space **
The Mage through understanding of the Lie is able to more intuitively through space.
Practice: Weaving
Duration: Prolonged (1 scene)
Aspect: Covert
Cost: None
A Disciple of space is able to traverse through space more intuitively. Every success removes 1 penalty the mage would take on atheltics rolls to move through space assuming the barrier wasn't completly physical in nature. A wall doesn't become any less slippery but a path through the crowd becomes more apparent and you are able to notice that rock in the dark. This also applies to rolls to navigate and know your bearings.
Free Council Rote: Through the city
Dexterity + Survival + Space
The free council has made use of this rote frequently in recent times, a libertine can enter a city and find almost anything they need by wandering around. The Adamantine Arrows use a similar rote to help them when in persuit of foes in either unfamiliar or dark surroundings and the Mystagogues have a copy they use for exploring dimly lit tombs where the fear of artificial light or strong magic could damage specimens.
Disciple
Exceptional Leap Space ***
The Mage is able to force himself through space while not confined to the ground by shortening the distance they need to travel.
Practice: Weaving
Action: Instant
Duration: Transitory (1 turn)
Aspect: Vulgar
Cost: 1 Mana
This spell allows the mage to double distance she can jump for every success on this spell, up to a maximum of your space dots. This bonus applies to the next jump the mage makes during the duration of this ability.
Adamantine Arrow Rote: Leap of Faith
Strength + Athletics + Space
Adamantine arrows use this rote when they need to get into a good position or while chasing down those who wish to escape. Guardians and Mysterium mages also us a similar version (Intelligence + Athletics + Space) of this rote in there many endeavours, a mage that has fallen to his death seldom has much use.
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