Prof:Transmutation

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Skill Effect
Transmutation 1

Ability - Orison

{{{2}}}

5 second casting time, 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

{{{2}}}

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

{{{2}}}

Spend 10 seconds of roleplaying 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

{{{2}}}

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 You may use these calls at any time in the current combat, and save them up. If they 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

(Requires a Ref)

Ritual - Subvert the Ideal

{{{2}}}

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

Transmutation 5

(Requires a Ref)

Ritual - Cleanse the Earth

{{{2}}}

“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 Demonic possession. 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.