Prof:Transmutation: Difference between revisions

From NFNC

(Might as well make this work the same as all the other Abilities, rather than confusing with spells.)
No edit summary
 
(11 intermediate revisions by 4 users not shown)
Line 12: Line 12:
 
|
 
|
 
{{Ability|Orison|
 
{{Ability|Orison|
By 10 seconds of {{gloss|appropriate roleplay}}, costs 0 {{gloss|stamina}}. Causes one of the following. Extinguish, Ignite, Create Water, Blow Air, Create Light, Ease Pain. They do what they say, work at touch range and have no mechanical effect. You may research more of these in-character.}}
+
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]].}}
 
|-
 
|-
 
|{{nowrap|Transmutation 2}}
 
|{{nowrap|Transmutation 2}}
Line 25: Line 25:
 
|
 
|
 
{{Ritual|Destruction|
 
{{Ritual|Destruction|
The {{gloss|leader}} is the target of this {{gloss|ritual}}. This {{gloss|ritual}} takes 10 seconds to begin, after which {{gloss|participants}} may leave. 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. Only the {{gloss|leader}} is required to continue the Ritual. You may use these calls at any time in the current {{gloss|encounter}}, and save them up. If the {{gloss|leader}} move from the spot, the {{gloss|ritual}} ends. When the Ritual ends, the {{gloss|leader}} loses the calls. The maximum number of calls is equal to the number of {{gloss|participants}} +1. This is the {{gloss|ritual}} of blowing up gates and boss monsters. This {{gloss|ritual}} must be performed in a loud, obvious manner.}}
+
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.}}
 
|-
 
|-
 
|{{nowrap|Transmutation 4}}
 
|{{nowrap|Transmutation 4}}
Line 32: Line 32:
 
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}}.}}
 
|-
 
|-
|{{nowrap|Transmutation 5 {{locked}}}}
+
|{{nowrap|Transmutation 5}}
 
|
 
|
 
{{Ritual|Cleanse the Earth{{ref}}|
 
{{Ritual|Cleanse the Earth{{ref}}|
 
“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.}}
 
“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.}}
 
|}
 
|}
<noinclude>[[Category:Rules]][[Category:Skills]]</noinclude>
+
<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

<<< Back to Skills

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
Transmutation 1

Ability - Orison

By 5 seconds of appropriate roleplay, costs 0 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.

Transmutation 2

Ritual - Transference

Remove effects from other people by placing them onto yourself or a willing target. The effect is moved and has its level and duration reduced by half. Moving an effect costs four times as much stamina as the effect’s level. Participants may spend extra stamina to reach this amount.

Ability - Alchemy

By 10 seconds of appropriate roleplay and 2 stamina. You may turn about a glassful of water into one of the following: Acid, Alkali, Pure Alcohol, Lubricant, Glue, Solvent, Dye, Bleach, Cooling Solution, Heat Solution, Preservative. These last 30 min or until used. Other liquids at ref discretion, typically after PC research.

Transmutation 3

Ritual - Destruction

The leader is the target of this ritual. The leader of the ritual then gains one use of instantaneous MAGIC TRIPLE KNOCKBACK after every 10 seconds of continuous, stationary roleplay. Other participants may leave after the first 10 seconds, only the leader is required to continue the Ritual. The total number of calls granted by this Ritual is equal to the number of participants +1. You may save calls up and use them later in the Ritual. If the leader voluntarily moves from the spot, the Ritual ends. When the Ritual ends, the leader loses the calls. This is the ritual of blowing up gates and boss monsters. This ritual must be performed in a loud, obvious manner.

Transmutation 4

Ritual - Subvert the Ideal 

Subvert effects and COMPELs, altering the effect that they have. The casters will not know if they have succeeded against a COMPEL.

Transmutation 5

Ritual - Cleanse the Earth 

“Cleanse the Earth” can solve seemingly limitless problems via enough brute arcane force. Examples include removing an effect or 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 wounds from backlash. The total stamina spent by the participants must be at least 10. Participants may spend extra stamina to reach this minimum. This ritual must be performed in a loud, obvious manner.