Essence Weaving:
Basic Concepts:
- New attribute: Essence Attunement (EA)
- (IQ + HT)/2
- 10 CP/lvl
- Governs “Essence Reserve” (ER can be bought for 3 CP, up to 30% over EA)
- Governs available “Weaving-Talent”-lvls
- EA 10-11: “Weaving-Talent” 1, EA 12-13: “Weaving-Talent” 2, EA 14-15: “Weaving-Talent” 3 and so on
- Essence Reserve:
- Spells costing ER can not be paid for with regular FP!
- Does not recharge automatically
- Can be recharged via spells from the Essence Discipline
- Can be recharged by Meditation: 2/h
- Increase by: Meditation-Level/10
- 2 x (Meditation-lvl/10)
- Round any decimals
- Spells are Powers and Skills:
- Each spell requires a casting roll against an Aspect Skill and, if relevant, a second roll to attack (Essentially replacing innate attack).
- Each Aspect Skill is a (VH) EA skill that defaults to EA-based Thaumatology-5
- A defaulted Aspect Skill cannot be higher than 15
- If a spell belongs to multiple aspects, then the caster rolls against the lower of those Aspect Skills.
- Aspect Skill Rolls are modified by the Weaving-Talent level
- Weaving Talents:
- Each Discipline is represented by a Talent (Essentially replacing Magery)
- e.g. Weaving Talent (Shamanism)
- Each Talent costs 5 CP/Level
- Talent lvl gives a bonus on associated Aspect-skill Rolls
- Talent lvl gives a bonus on learning/creating associated Spells
- Some Spells may require a certain level in the Talent to be learnable
Weaving Empowerment:
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Cost: 4/2
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Each discipline of magic has its own Weaving Empowerment (e.g. Weaving Empowerment (Shamanism))
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All spells are Alternative Abilities, based on their governing Weaving Empowerment
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Cost of spells, excluding “Alternative Ability” can not exceed cost of Weaving Empowerment
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Learning an “Empowerment” unlocks very basic spells on lvl 1 for free
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Temporary Preperation:
- Uses weaving empowerment level to determine which spells can be prepared.
- Requires a scroll or similar detailed written account in order to prepare a spell
- Requires 1 hour of preperation/memorization
- Requires an EA-based Thaumatology Roll + Talent-Bonus
- Once prepared, the weaving is treated as “known” and can be cast normally
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Desperate Preperation:
- Uses total CP spend on “Weaving Empowerment” to determine which spells can be prepared
- Requires a scroll or similar detailed written account in order to prepare a spell
- Requires 1 hour of preperation/memorization
- Requires an EA-based Thaumatology Roll + Talent-Bonus
- Once prepared, the weaver has a single spell ready
- Desperately prepared spells lead to increased “Essence Residue”-buildup in the weaver (raised by two (2) levels)
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Preperation-Slots:
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For each instance of Weaving Empowerment one (1) spell may be (desperately) prepared
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Additional instances of Weaving Empowerment may be bought
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Each prep-slot only allows preperation of spells from its type of magic
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Additional instances are Alternative Abilities to the most expensive Instance (1/5th cost)
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Additional instances can not be worth more CP than the main instance
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Prepared spells can’t exceed their governing Weaving Empowerment in CP-worth
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Additionally, extra individual Weaving Empowerments (non Alternative Abilities) may be bought.
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These allow for extra active spells without the need to switch before using them
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Weaving Empowerment (Essence-Carving):
- Cost: 4/2
- Temporary Preperation: is the same as for the other Magical Styles
- Uses Weaving Empowerment level to determine which spells can be prepared.
- Requires a scroll or similar detailed written account in order to prepare a carving
- Requires 1 hour of preperation/memorization
- Requires a EA-based Symbol-Drawing Roll + Talent-Bonus
- Once prepared, the carving is treated as “known” and can be used normally
- Desperate Preperation:
- Change to the other Styles: Takes 24 hrs instead of 1 hr
- No increase in Residue buildup
Aspect-Skill-roll to cast:
- Roll modified by lowest corresponding Weaving Talent-lvl
- Spontaneous enhancements of known spells (Damage, Range, Duration, etc)
- Spontaneous modification of casting parameters (Time spend, Energy spend, Rituals used, etc)
- Casting parameters reduce/increase the penalties on the casting-roll
- Spontaneous enhancements increase the penalties on the casting roll
- Penalties can be balanced out by spending more FP/HP and/or adjusting the casting parameters
- See Spell modification - On the Fly for details
- Spontaneously modified spells can not be cast above default
- Spells can be modified in a more stable, prepared manner too
- See Spell modification - Stable for details
The skills are equivalent to the Aspects (The subcategories of the Magical Types):
- Elementalism:
- Energy
- Matter
- Forces
- Aethermancy:
- Essence
- Time
- Space
- Mindshaping:
- Empathy
- Manipulation
- Shamanism:
- The Cycle
- Breaking the Cycle
- Piercing the Veil
- Essence Carving:
- Protection
- Aggression
- Utility
- Sub-Aspects (e.g. Heat, Life, Matter, etc) can be bought as optional (EA/Hard) specialities
Supporting Skills:
- Symbol Drawing (Integral for Shamanistic Magic, Essence Carving and Circle Drawing)
- Thaumatology (For understanding, learning and constructing new spells, also as a default for the Aspect-Skills)
- Mundane knowledge & crafting skills as support for Aspect-Skills (e.g. Leatherworking for Essence-Carving (Leather), Most Natural Science Skills for Elementalism, Outdoor & Medical Skills for Shamanism, etc)
Acquiring new Spells:
- Only known styles/aspects can be used for spell construction
- Only when logically sound, can a new spell be constructed without outside help
- E.g. Fireball might need Matter, Heat and Pressure & Knowledge of “Create Fire” and “Gust” (Many routes might be feasible)
- Process: Creating new Spells
- New Trait: Rune Crafter
- Only exception: Learning from detailed written accounts or teachers
- Spell (Power) cost (after “Alternative Ability-Limitation”) can not exceed points in “Weaving Empowerment”
Mandatory Enhancements & Limitations (Shamanism & Essence Carving varies, see there):
- Requires Skill-Roll (associated Aspect-skill) [-10%],
- Magical [-10%],
- Requires Gesture [-10%],
- Requires Word [-10%],
- Transcribable [+5%],
- Attracts Threats [-5%],
- Corrupting (1 Corruption point/Energy spend) [-10%],
- Backlash (only on failure, HT to resist, Effect for MoF seconds, GM rolls on Table) [-8%],
- After all the above:
- Costs ER (-5% per ER, 1 ER per 10 CP base cost) [Variable],
- ER only [-5%],
- Reduced Fatigue Cost is Prohibited!
- CP cost < 10 results in 1 ER cost
- Radically Unstable (Spell-cost > 10 [-10%], Spell-cost > 25 [-30%], Spell-cost > 50 [-50%])
- Finally after all other calculations every spell gets Alternative Ability (Costs 1/5th)
Mandatory Enhancements & Limitations (Shamanism):
- Requires Skill-Roll (associated Aspect-skill) [-10%],
- Magical [-10%],
- Requires Gesture [-10%],
- Requires Word [-10%],
- Transcribable [+5%],
- Attracts Threats [-10%],
- Corrupting (1 Corruption point/Energy spend) [-10%],
- Backlash (only on failure, HT to resist, Effect for MoF seconds, GM rolls on Table) [-8%],
- After all the above:
- Costs HP (-10% per HP, 1 HP per 5 CP base cost) [Variable],
- Reduced Fatigue Cost is Prohibited!
- CP cost < 5 results in 1 HP cost
- Radically Unstable (Spell-cost > 10 [-10%], Spell-cost > 25 [-30%], Spell-cost > 50 [-50%])
- Finally after all other calculations every spell gets Alternative Ability (Costs 1/5th)
Mandatory Enhancements & Limitations (Essence Carving):
- Magical [-10%],
- Preperation Required 24h [-80%],
- Delay (Supernatural Trigger) [+100%],
- Attracts Threats [-5%],,
- Nuisance Effect (Repeated attempts at cummulative -2 for 24h) [-5%],
- Requires Skill-Roll (associated Aspect-skill) [-10%],
- Requires Focus (Carving Tools) [-5%],
- Environmental (Surface) [-5%],
- Melee Attack (Reach C, Cannot Parry) [-35%],
- Backlash (only on failure, HT to resist, Effect for MoF seconds, GM rolls on Table) [-8%],
- Corrupting (1 Corruption point/Energy spend) [-10%],
- After all the above:
- Costs ER (-5% per ER, 1 ER per 10 CP base cost) [Variable],
- ER only [-5%],
- Reduced Fatigue Cost is Prohibited!
- CP cost < 10 results in 1 ER cost
- Finally after all other calculations every spell gets Alternative Ability (Costs 1/5th)