|
|
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 and they lose 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}}. 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 and they lose 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.}} |
|
|- |
|
|- |
|
|{{nowrap|Transmutation 4}} |
|
|{{nowrap|Transmutation 4}} |
Revision as of 15:34, 12 October 2014
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, Ease Pain. They do what they say, work at touch range and have no mechanical effect. You may research more of these in-character.
|
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. This ritual takes 10 seconds to begin, after which participants may leave. The leader of the ritual then gains one use of instantaneous MAGIC TRIPLE KNOCKBACK after every 10 seconds of continuous, stationary roleplay. Only the leader is required to continue the Ritual. You may use these calls at any time in the current encounter, and save them up. If the leader move from the spot, the ritual ends and they lose the calls. The maximum number of calls is equal to the number of participants +1. 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.
|