Prof:Transmutation: Difference between revisions
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+ | '''Faction Skill of the [[Guild_of_Mages|Guild of Mages]]''' |
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{{Ability|Orison| |
{{Ability|Orison| |
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− | By 5 seconds of {{gloss|appropriate roleplay}}, costs 0 {{gloss|stamina}}. Causes one of the following. Extinguish, Ignite, Create Water, Blow Air, Create Light |
+ | By 5 seconds of {{gloss|appropriate roleplay}}, costs 0 {{gloss|stamina}}. Causes one of the following. Extinguish, Ignite, Create Water, Blow Air, Create Light. They do what they say, work at touch range and have no mechanical effect, working only briefly. You may research more effects by submitting them as a Major Action in your [[Downtime]].}} |
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|{{nowrap|Transmutation 2}} |
|{{nowrap|Transmutation 2}} |
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{{Ritual|Destruction| |
{{Ritual|Destruction| |
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− | The {{gloss|leader}} is the target of this {{gloss|ritual}} |
+ | The {{gloss|leader}} is the target of this {{gloss|ritual}}. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|MAGIC}} {{call|TRIPLE}} {{call|KNOCKBACK}} after every 10 seconds of continuous, stationary roleplay. Other {{gloss|participants}} may leave after the first 10 seconds, only the {{gloss|leader}} is required to continue the Ritual. The total number of calls granted by this Ritual is equal to the number of {{gloss|participants}} +1. You may save calls up and use them later in the {{gloss|Ritual}}. If the {{gloss|leader}} voluntarily moves from the spot, the {{gloss|Ritual}} ends. When the Ritual ends, the {{gloss|leader}} loses the calls. This is the {{gloss|ritual}} of blowing up gates and boss monsters. This {{gloss|ritual}} must be performed in a loud, obvious manner.}} |
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|{{nowrap|Transmutation 4}} |
|{{nowrap|Transmutation 4}} |
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Subvert {{gloss|effects}} and {{call|COMPEL}}s, altering the effect that they have. The casters will not know if they have succeeded against a {{call|COMPEL}}.}} |
Subvert {{gloss|effects}} and {{call|COMPEL}}s, altering the effect that they have. The casters will not know if they have succeeded against a {{call|COMPEL}}.}} |
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− | |{{nowrap|Transmutation 5 |
+ | |{{nowrap|Transmutation 5}} |
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{{Ritual|Cleanse the Earth{{ref}}| |
{{Ritual|Cleanse the Earth{{ref}}| |
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− | “Cleanse the Earth” can solve seemingly limitless problems via enough brute arcane force. Examples include removing an {{gloss|effect}} or {{gloss|wound}} entirely, blasting holes in a fortification, or casting out |
+ | “Cleanse the Earth” can solve seemingly limitless problems via enough brute arcane force. Examples include removing an {{gloss|effect}} or {{gloss|wound}} entirely, blasting holes in a fortification, or casting out possession by a Stranger. However, it invariably has side effects in other areas. An exorcism subject may find their personality scrambled for a while. Sappers might take some {{gloss|wounds}} from backlash. The total {{gloss|stamina}} spent by the {{gloss|participants}} must be at least 10. {{gloss|Participants}} may spend extra {{gloss|stamina}} to reach this minimum. This {{gloss|ritual}} must be performed in a loud, obvious manner.}} |
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+ | <noinclude>[[Category:Rules]][[Category:Skills]][[Category:Unlocked Level 5]]</noinclude> |
Latest revision as of 20:00, 6 October 2015
Faction Skill of the Guild of Mages
Skills marked with require a ref to use.
Skills marked with are currently unavailable and will require player action to be unlocked.
Profession Skills give you access to various support, investigation and enhancement abilities.
Your Faction gives you a discount on one of these skills.
A profession skill gives you access to all rituals and abilities described for that level of the skill.
Skill | Effect |
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Transmutation 1 |
Ability - Orison
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Transmutation 2 |
Ritual - Transference
Ability - Alchemy
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Transmutation 3 |
Ritual - Destruction
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Transmutation 4 |
Ritual - Subvert the Ideal
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Transmutation 5 |
Ritual - Cleanse the Earth
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