Post by Phsycodelic on Mar 1, 2017 22:28:56 GMT
Chronomancy
Mystic Sorcerers
Mystic Sorcerers
Roll: Wits + Occult.
Cost: 1 Willpower.
Modifiers: -1 if the character has Meditated during the day it's used.
Duration: Varies.
Price Of Failure: A lot can go wrong when messing with the flow of time. A chronomancer might end up freezing themselves or speeding up an enemy, befuddling their sense of time, or even disappearing from the flow of it altogether.
[ 1 ] See The Flow ( XXX - Page X )
At this level, the Sorcerer becomes aware of the flow of time, able to keep track of it perfectly, and to react accordingly. He may be able to sense an area is warped by time magics or fae manipulations of chronos, and his own ability to react quickly to things is improved because of it. In combat, the Sorcerer gains a bonus to his Initiative equal to successes rolled, but capped by Path rating. Either way, this lasts for a scene.
[ 2 ] Perfect Timing ( XXX - Page X )
After managing to sense the flow of Time, the sorcerer learns to sync himself up to it, giving him the ability to perform actions that require good timing or the syncing of events more easily. Any action that requires precise timing, including most combat maneuvers, can gain a dice bonus equivalent to the lower of successes rolled or the caster's Path rating. This lasts until used, but no longer than a scene, after which the unused bonus disappears.
[ 3 ] Accelerate ( XXX - Page X )
Disciples of this Path are able to more deliberately alter the flow of time itself, speeding themselves up by slowing things down to their perception. After casting this spell, the Sorcerer has a number of extra actions he can take in combat or similar, spread out as desired, equal to his successes rolled, though capped by Path rating. This cannot be stacked; only one instance can be active at a time. This follows similar rules for extra actions as Celerity or Rage; these extras may not be split further, they occur at the end of the round, and they must be declared as being used at the beginning of a round.
[ 4 ] Decelerate ( XXX - Page X )
With this use of the power, the Sorcerer becomes able to slow down others as he previously sped up himself. Each success rolled, capped by path rating, causes the loss of one action from another character starting in the next turn. For instance, if 3 successes are gained, the target would either lose 3 turns of actions, or would need to 'split' their dice pool as if performing the fourth action in a turn (so, a -7 penalty), or some combination thereof. This can be canceled out by anything that would grant extra actions, on a 1 to 1 basis.
[ 5 ] Freeze ( XXX - Page X )
The sorcerer, at this level of power, can stop time in a small area (1 yard diameter), preventing any actions or any movement for a number of turns or minutes (in combat or out, respectively) equal to successes rolled, capped by Path Rating. Anything moved within becomes frozen as well, but something that's only partially within might be manipulated from the outside; pushing a mattress below someone you froze right before hitting the ground, for instance.
[ 6 ] Time-Hop ( XXX - Page X )
While true time travel is beyond what any Sorcerer is capable of, this spell allows a Sorcerer to 'hold' themselves in time, disappearing and then reappearing a number of turns or minutes later (Depending on if in combat or not, respectively) equal to the number of successes rolled (no cap). Alternatively, the caster may hop backwards a number of turns equal to successes gained (capped by Path rating), in which case the sorcerer remains as he is (damage taken and all) but may redo these turns upon reappearing and replacing his former self, with knowledge of what happens (actions may generally not be changed until the Sorcerer does something different). This is a spell that can be aborted to, but still costs an action to cast as normal (Thus, it works as a perfect dodge, so to speak). If something is occupying the space the Sorcerer would reappear at after the duration, they're moved to the closest available area instead, and they take 1 aggravated damage.
[ 1 - 6 ] Chronomancy Rituals ( XXX - Page X )
Rituals for this path tend to be simply longer lasting applications or more immediate types of results within the appropriate purview. A few examples follow:
[ 1 ] Grant Time Sense ( XXX - Page X )
This simple ritual mirrors the first level of the Path, but applies it to another individual instead of the Sorcerer themselves. It costs 1 willpower.
[ 2 ] Perfect Reaction ( XXX - Page X )
With this ritual, which lasts a day per success, the mage gains an automatic success to avoid being surprised or ambushed, and this cannot be canceled by a 1. While it's no guarantee against a particularly stealthy individual, it does give a better chance to notice something amiss in time.
[ 3 ] Time Ward ( XXX - Page X )
Rival sorcerers, dark mages, mischievous fae, and even some ancient vampires all have means of mussing with time in ways similar to a Sorcerer using this Path. With this ritual, the caster wards an area (About the size of a room) against uses of this path or similar abilities, creating a Threshhold that must be overcome. This ritual is permanent, but the successes are ablative; if you had 5, and then it blocked a 3 success casting of Time magic, it would only have 2 left. This costs 1 Willpower. Note that this doesn't block divination and similar, only effects that directly alter the flow of time or the sorcerer's perception of it.
[ 4 ] Blight Of Ages ( XXX - Page X )
With this ritual, the chronomancer is able to age a target they can touch, advancing them towards weakness and eventually death or destruction, depending on if the target is alive or not. The target must be in contact with the sorcerer for the entirety of the ritual, which costs 1 willpower. Every success ages the target organism or object by 1 year. A sentient being can resist this with a Willpower roll (Difficulty 7).
[ 5 ] Time Cocoon ( XXX - Page X )
This ritual takes a long time to cast, about an hour as a base, but allows the Sorcerer to shield themselves from the flow of time. Similar to the 6th dot of the base path, they disappear from the flow of time, but this only applies forward, and lasts for a week per success gained, during which they cannot be found or affected (Except by other advanced Time perceptions), including by age, although they may do nothing until reappearing. This costs 1 willpower to cast per roll.
[ 6 ] Unaging ( XXX - Page X )
This potent ritual prevents the blight of aging from affecting the caster, allowing for ancient Sorcerers, so long as no outside factors lead to their deaths. For every success on the casting of this ritual, the chronomancer ceases aging for one week. This costs 2 willpower to cast, and can't be 'stacked' or cast while the user is already under its effects.