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Old 01-06-2013, 04:18 AM   #3
ajardoor
 
Join Date: Jun 2010
Default Re: [Thaumatology] Critique My Magical Styles

Entropy's Gift

15 points

Style Prerequisites: Magery 1+ (Not One College Only)

The magical style named Entropy's Gift is a mixture of malcontent existentalist philosophy, abstract theory on mana warping, disturbing vivisection and suicidal impulses. The style teaches that communing with entropy via magic is the path to understanding one's self and the selves of others, that the act of destruction through specially tweaked spells can open holes to strange possibilities by poking holes in the current reality's status quo. The theory ties into the assumption that alternate universes with different laws of physics exist and that fluctuations in the local mana background (aspected mana, for instance) have something to do with them. Many stylists, including the creator of Entropy's Gift, also believe that mental trauma and bodily pain can studied through magical practice in order to better develop one's mind and soul. Stylists ping-pong emotionally between cool observation and vicious lashing out. They often get creative in their "public experiments"

L1 (All required):
Death Vision, Final Rest, Counterspell, Block, Debility, Dull Hearing, Dull Vision, Dull Touch, Dull Taste and Smell, Block.

Ten L1
L2:
Decay, Frailty, Forgetfullness, Weaken Will, Extinguish Fire, Suspend Spell, Fear, Terror, Panic, Bravery, Stop Power.

Five L2
L3:
Strike Dumb, Madness, Permanent Forgetfullness, Mindlessness, Permanent Madness, Steal Energy, Dullness, Destroy Air, Destroy Water, Devitalize Air, Pain, Undo, Poison Food, Turn Spirit, Hunger.

Seven L3
L4:
Age, Agonize, Sensitize, Strike Deaf, Strike Blind, Strike Numb, Strike Barren, Thrist, Pestilence, Evisceration, Weaken Blood, Weaken, Shatter, Rive, Deathtouch, Steal Vitality, Steal Power, Foul Water, Dispel Illusion, Dry Spring, Frostbite, Slow Healing, Stop Healing, Wither Limb, Find Weakness, Sickness, Nightmare, Will Lock, Magic Resistance, Turn Zombie, Blight, Wither Plant, Dehydrate.

Eight L4
L5:
Dispel Magic, Explode, Remove Curse, Banish, Suspend Magic, Suspend Curse, Suspend Mana, Drain Mana, Animate Shadow, Dispel Creation, Rotting Death, Disintegrate, Ruin, Repel Spirits, Burning Death, Glitch, Malfunction.

Eight L5
L6:
Drain Magery, Suspend Magery, Curse, Annihiliation*, Oblivion*, Prolong the Suffering*, All Others Must Fail*, Instant Enlightenment*, Everything is Permitted*, Nothing is Sacred*, You Are Empty*, We Die Alone*.

* = Requires the Secret Spell perk with appropriate specialisation in addition to other prerequisites.

Required Skills: Psychology, Intimidation, Thaumatology, Mediation.

Style Perks: Elixir Resistance, Far-Casting, Secret Spell (Annihiliation, Oblivion, Prolong the Suffering, All Others Must Fail, Instant Enlightenment, Everything is Permitted, Nothing is Sacred, You Are Empty, We Die Alone), Shortcut to Power (Dispel Magic, Rotting Death, Disintegrate), Special Exercises (Magery), Spell Bond, Spell Duelist, Spell Resistance, Thaumatological Doublespeak, Shaman's Trance, Controllable Mental Disadvantage, Blood Magic, Flagellant's Blessing, Brute-Force Spell, Spell Hardiness, Frightening Side Effects, Secret Words, Spell Bond, Intimidating Curses, Adjustable Spell, Corpse Smart, Kill Switch, Reduced Footprint, Rule of 17.

OPTIONAL TRAITS
Attributes: Improved Will.
Disadvantages: Callous, Chronic Depression, On the Edge, Bloodlust, Odious Personal Habit.
Advantages: Fearlessness, Improved Magic Resistance, High Pain Threshold.
Skills: Stealth, Urban Survival, Mind Block, Mental Strength, Alchemy (for hostile elixirs), Forced Entry, Explosives, Traps.

SECRET SPELLS

Annihiliation (VH)
See Magical Styles p36, but Prerequisites are 8 Level 5 spells from the school of Entropy's Gift and Magery 3.

Oblivion (VH)
Same as Annihiliation, but for spirits.
Prerequisites: Annihiliation and Repel Spirits.

Prolong the Suffering (VH)
Normal
Caster automatically succeeds at next HT roll to avoid dying.
Duration: 1 day. Must be recast.
Cost: 10.
Time to cast: 1 second.
Prerequisites: Any 10 spells from the school of Entropy's Gift and Magery 3.

All Others Must Fail (VH)
Normal; Resisted by Will
The next success roll the subject of this spell makes against the caster within 24 hours is automatically considered to be an 18. This spell is limited to one subject affected at a time.
Cost: 4. Cannot be maintained.
Time to cast: 4 seconds.
Prerequisites: Curse.

Instant Enlightenment (VH)
Normal; Resisted by Will
For the duration of this spell, the disadvantages of the target (such as Vow, Code of Honor, Sense of Duty, Obsession, etc.) are ignored.
Duration: 1 hour.
Cost: 2 per -5 points of Disadvantages ignored. Half to maintain.
Time to cast: 3 seconds.
Prerequisites: Will Lock and Permanent Madness.

Everything is Permitted (VH)
Normal
Name an One Try spell that was attempted on the target and failed, that spell can be attempted once more.
Cost: Half cost of normal base casting cost of targeted spell.
Time to cast: 1 minute.
Prerequisites: Any 12 spells from the school of Entropy's Gift, including Prolong the Suffering, and Magery 3.

Nothing is Sacred (VH)
Normal; Resisted by highest Endurance among targeted spells
Instantly ends any and all magical spells affecting caster.
Cost: 1 plus 1 per 2 spells targeted.
Time to cast: 1 second per spell targeted.
Prerequisites: Drain Mana.

You Are Empty (VH)
Normal; Resisted by Will
Target suffers the effects of Chronic Depression with a Self-Control Number equal to their Will for the next 24 hours.
Cost: 6. Cannot be maintained.
Time to cast: 5 seconds.
Prerequisites: Instant Enlightenment.

We Die Alone (VH)
Normal; Resisted by higher of Will or HT
Next HT roll to avoid death within 24 hours is rolled three times and the worst result is taken.
Cost: 6. Cannot be maintained.
Time to cast: 4 seconds.
Prerequisites: One of All Others Must Fail, Rotting Death, or Annihiliation.
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