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==List of Arts== Arts are a general list of effects a Changeling can produce. Unlike a more Vancian system where every spell has exactly one effect (Magic Missile...fires magic missiles), many Arts when combined with different Realms can produce rather unorthodox effects. There was some...bloat related to these Arts though, with many arts copying each other's effects, or only being usable with one Realm (For example, many of the Infusion Art cantrips required the realm Fae 5 to actually cast...). So taking a page from Deeundeee, the arts roughly correspond to all magic schools except Necromancy. Many arts which had affects replicable by the main Arts are cut as well; as an example, Aphrodesia, which deals with the ability to influence a person's ability to fall in love, can be very easily replicated with Chicanery, which deals with a whole spectrum of emotions and illusions. '''Chicanery''' deals with illusions, emotion, and sleight of hand. '''Governing Attribute: Manipulation''' '''β Fuddle:''' '''ββ Veiled Eyes:''' '''βββ Fugue''' '''ββββ Haunted Heart''' '''βββββ Captive Heart''' '''Legerdemain''' deals with prestidigitation and general stage magic. At lower levels, this means assorted sleight-of-hand tricks, and low-level telekinetic tricks, and conjuration at higher levels. '''Governing Attribute: Dexterity''' '''β Pressure:''' '''ββ Lash''' '''βββ Animation''' '''ββββ Effigy''' '''βββββ Creation''' '''Primal''' deals with elemental evocations. The 5th-level ability Elder Form was replaced, due to it being essentially a weaker version of the level 5 Metamorph ability, and because a lot of the other arts that were cut (Pyretics, Kryos, Skycraft) were very much ultra-specialized versions of Primal, which went against the *flexible* nature of this Art. This is not a subtle Art. These evocations are direct manifestations of the caster's will. '''Governing Attribute:''' Strength '''β Aether Dawn''': '''ββ Eldritch Prime''': '''βββ Shape the Elements ''': '''ββββ Essential Evocation''': '''βββββ Elder Form''': '''Metamorph''' deals with physical transmutations, be it camouflage, size alteration, or anything else. Most the transmutation elements of Primal were moved over to this, to properly separate the two realms, although both Arts used in conjunction with one another, can have truly devastating effects. '''Governing Attributes:''' Stamina '''β Hidden Form:''' '''ββ Impersonate:''' '''βββ Go Ask Alice:''' '''ββββ Merlin's Lessons:''' '''βββββ Mythic Transformation:''' '''Soothsay''' deals with divination magics. At lower levels, it lets one sense strands of fate (And can provide potential aid to aspiring Talecrafters). At higher levels, it allows limited alteration of fate. '''Governing Attribute: Perception''' '''β Omen:''' '''ββ Fair is Foul and Foul is Fair:''' '''βββ Tattletale:''' '''ββββ Augury:''' '''βββββ Fate Fire:''' '''Sovereign:''' deals with Enchantment magics, and the ability to directly influence the minds of others. The nature of the Dreaming is such that only nobility can learn this; as a rule, your levels in Title determine the maximum level you can learn this to. '''β Protocol:''' '''ββ Dictum:''' '''βββ Presence:''' '''ββββ Weaver Warding:''' '''βββββ Geas/Ban:''' '''Wayfare''' deals with all magic related to travel, and getting from point A to point B quicker. With higher levels of sorcery, it can also act as a good equivalent to Correspondence magic. '''Governing Skill: Wits''' '''β Featherfeet:''' There are several uses for this ability. First, by rolling this, each success gives you a turn where you ignore surface penalties to move-silent checks, and you leave no tracks. Alternately, you may jump up to success stories directly upward and/or count as falling one story less for purposes of damage. '''ββ Quicksilver:''' Sacrifice the turn. Next turn, you gain your caster successes worth of extra actions, a la Celerity. '''βββ Portal Passage:''' Creates a portal through an object. This lets one pass through walls, increase the size of a Thermal Exhaust port, etc. '''ββββ Windrunner:''' Fly like a birdie. The roll determines your flight speed. '''βββββ Quicksilver:''' Teleport anywhere you have been in the past, if you succeed. There are additionally two Advanced Arts which are not available at character creation. To learn Naming or Chronoss requires being inducted in the Crystal Circle, a Seelie organization that only accepts those deemed Sorcerous. (In game requirements, this means knowing one Art at level 5, and another Art at level 4). Alternatively, Chronos is taught amount the Scathach should one be deemed responsible enough to work fate. '''Chronos''' deals with time manipulation, allowing for one to view the past, to increase the duration of other cantrips, etc. '''β Wyrd:''' The targets affected by this must roll Intelligence at difficulty 7, scoring 2 successes, or become confused as to the order in which events occur. So one would see a person die, then the bullets fire, etc. Adds +1 to the difficulty of all mental attributes. '''ββ Backwards Glance:''' This ability can be used to give a subject total recall of an event, and the other is to "read" what has happened to a target in the past. The more successes, the further back one can look. '''βββ Dream Time:''' Hoo boy, this is basically the True Brujah Temporis dickery. Through localized time manipulation, one can either gain extra actions, slow down aging, rapidly speed up aging, or slow down actions. (As an example, slowing down a person that they can only take an action once every three turns or so...evil, evil Dream Time). '''ββββ Permanency:''' This ability allows one to extend the duration of any Cantrip that isn't instant effect (So no Permanency+Holly Strike. Nice try). Each success doubles the amount of time the cantrip lasts. '''βββββ Reversal of Fortune:''' Aka the Sands of Time ability. For noncombat purposes, this ability lets you redo a certain action up to success number of rounds ago. For peaceful purposes, up to minute success number of rounds ago. '''Naming''' deals with the power inherent in true names; lower levels let one better divine language, while higher level ones can make dramatic alterations. A classic example would be how a Golem is inscribed with "Truth", which is one symbol away from "Death." Change the name, and the fate follows. Another example would be changing a "Polymorph Potion" (turning a person into what they want) into a "Polymorph Potion" (turning a person into a parrot, with a penchant for going "Squawk, Polly want a Cracker"). β ββ βββ ββββ βββββ
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