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setting:immu_rebuild [2023/Jun/30 12:51]
grandt0ast33
setting:immu_rebuild [2025/Mar/14 22:31] (current)
glyff ↷ Page moved from st:immu_rebuild to setting:immu_rebuild
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 ===== Immu Rebuild ===== ===== Immu Rebuild =====
 +With the removal of rituals we are introducing some important tweaks to the spells as well.
  
-Saudade:+If a spell is removed it will be marked as removed, otherwise slight tweaks to the spells themselves are noted here.  Otherwise they function as listed in the players guide.
  
-New Cascade Spells:\\+It is noted that all rituals in this book can be recreated with the new ritual system.
  
-Call the Maya:\\ +==== Alitu ====
-Cascade Spell(levels 1-6)\\+
  
-Saudade draws it's power from the Maya, the gods of South America.  These powerful spirits form partnerships with the Teomallkichanneling their power back into the living world.  This series of spells allows the caster to become conduit for that power, granting them multiple benefits.  This spell must be bought at each level of Saudade.  Wu Tian and Amenti can also learn this spell due to their bonds to the gods of egypt and china with identical results.\\+**Novice Spells:**\\ 
 +Follow the Smoke: This spell only requires clean smoke from burning wood or any form of unprocessed tobacco.  Cigarettes do not workbut clean burning stick would.\\
  
-Level 1: Tap the wellspring\\ +Name of the FountainIn regions where water is abundant this spell will find potable waternot just water.\\
-Lifeforce1\\ +
-Wits + Saudade diff 7\\ +
-This spell allows the caster to tap into the link they have with their patron.  Upon casting the patron bestows a small fragment of their essence upon the caster, who can hold onto this fleeting power for a number of rounds equal to their successes on the spell's wits + saudade roll.  Any time they make a rollthey can expend this power to gain a number of bonus dice on that roll equal to their balance/direction/quest rating.  Once this bonus is used the power is expended and the spell ends.+
  
-Level 2Harden the Mind and Body\\ +Neutral ScentUnchanged\\
-Lifeforce: 2\\ +
-Stamina + Saudade diff 7\\ +
-The second level of this spell allows the caster to deepen their connection to their patron.  The caster rolls Stamina + Saudade.  If this roll is successful the caster is bolstered by the power of their patron, granting them a bonus to soak rolls and willpower checks to resist any action that violates their morals equal to their ranks in Saudade.  This power can be used a number of times equal to the successes on the roll, and the spell fades at the end of the scene.+
  
-Level 3: Bind the Power\\ +Plants of Power: Removed, effects may be recreated via ritual system.\\
-Lifeforce3\\ +
-Manipulation + Saudade diff 7\\ +
-The third level of this spell allows the caster to bind the power of their patron to the earth for a brief time.  The caster rolls manipulation + saudade and places their hand on the ground.  For one round per success the caster and any ally he designates is empowered by the maya.  This power adds a single die to every action taken that benefits the Maya's goals.  The ST is the arbiter of what does and does not benefit the Maya.+
  
-Level 4Channel the Divine\\ +**Apprentice Spells:**\\ 
-Lifeforce4\\ +Gaze into the bowlThis spell consumes all Ayahuasca in the user's system to produce it'effect, leaving them sober after the spell completes.\\
-Manipulation + Saudade Diff 7\\ +
-The Fourth level of this spell allows the caster to draw more fully upon the power of their patron.  The Caster rolls manipulation + Saudade and gains a number of extra dice on any one ability of their choice for a number of rounds equal to the caster'balance/direction/quest.+
  
-Level 5Champion the Cause\\ +Incense WardUnchanged\\
-Lifeforce: 5\\ +
-Manipulation + Saudade Diff 7\\ +
-The Fifth level of this spell allows the caster to become a direct conduit for the power of their patron.  The caster rolls manipulation + Saudade and calls out to their patron.  For each success gained in the casting the caster gains 1 temporary dot to their physical attributes.  This spell can raise attributes above 5.  The effect lasts for the remainder of the scene, but the spell is taxing on the spirit and can only be used once in a single month.+
  
 +Pitcher of Illapa:\\
 +Craft + Alitu  difficulty 7\\
 +Lifeforce: 1+\\
 +This spell now allows the user to bottle lightning created with the strike keyword ritual.  Each clay pot must be prepared ahead of time and this spell cast on a group of pots.  Each pot past the first increases the cost of this spell by 1 lifeforce.  The caster may then perform a ritual to fill each pot.  This ritual requires an additional Stamina + Alitu at difficulty 6 for each pot prepared with each ritual costing the normal 1 lifeforce.  When a jar is filled the rolls made are recorded with the jar on the character's sheet.\\
  
-Level 6: Call the Maya\\ +At any time the character may throw a jar as an action, using the recorded successes on the jar as the magic of the spell causes it to home in on a target to one degree or another.  The attack is then resolved as if the thrower had used the strike ritual.\\
-Lifeforce: 6\\ +
-Manipulation + Saudade Diff 8\\ +
-The final form of this spell allows the caster to draw the divine patron fully into the world, using their own body as the conduit.  When this spell is cast it only requires a single success.  Upon casting the caster's patron is drawn into the caster's body.  The caster loses control of their character to their patron, who steps into the living world to fight in the caster's stead.  This effect lasts for one round per success.  Calling deities into the living world in this way is a major veil violation, and should only be attempted in dire situations.\\+
  
 +**Journeyman Spells:**\\
  
-To drop:\\+Cat's AnointingRequires simple cat urine not Balaam fluids.\\
  
-Level 1:\\ +Fire SwayRemoved, effects folded into ritual system.\\
-Gourd of the Capachocha - Involves human sacrifice\\+
  
-Replace with Call the Maya.+**Master Spells:**\\
  
 +Straddle the Wave: This spell can be cast on any body of water, not just the ocean.\\
  
-Level 2:\\ +**Grandmaster Spells:**\\
-Follow the Hoofbeats - Useless/racist\\+
  
-Replace with Call the Maya+None:
  
 +==== Sarandu ====
  
-Respiro:+**Novice Spells:**\\
  
-Level 1:\\ +Fodder of the Hunin PachaUnchanged\\
-Cleansing Touch\\ +
-Lifeforce: None\\ +
-Dice Pool: Medicine + Respiro\\ +
-By merely touching an infected object or an afflicted person, the ice priest may neutralize the affliction that burns within it. This spell allows the user to cleanse the body of diesease both made and natural.\\+
  
-Climb the Sky\\ +Plant the SoulUnchanged\\
-LifeforceVaries\\ +
-Dice Pool: Medicine + Respiro\\ +
-Temporarily reduces stamina by number of successes rolled.\\+
  
-Winter respite\\ +Wrap the MantleThis spell also grants the user a single dot of arcane for it's duration.\\
-Lifeforce2\\ +
-Dice Pool: Thanatology + Respiro\\ +
-Does not work on Stone Pillars and Smoke Dancers.\\+
  
-Level 2:\\ +**Apprentice Spells:**\\
-Cleansed of impurity\\ +
-Lifeforce:  \\ +
-Dice Pool: \\ +
-Reduces fire damage to lethal and allows soaking of fire damage.\\+
  
-Whispers from the mountain\\ +Drinking the DustFor ease of use this spell is quickened, dealing it's damage once per turn instead of once per scene.  Or once every 6 seconds outside of initiative.\\
-Lifeforce \\ +
-Dice Pool: \\ +
-Can only produce a sentence per Waka.\\+
  
-Freeing the Shadow of Madness\\ +Seal's BreathRemoved, this spells effects are duplicatable with rituals.\\
-Lifeforce2 \\ +
-Dice Pool: Medicine + Respiro diff = Target willpower \\ +
-Allows the caster to not only clear the mind of derangements for a limited time (Does not include the Malkavian Clan).\\+
  
-Pilgrim's Rest\\ +**Journeyman Spells:**\\
-Lifeforce2 \\ +
-Dice Pool: Charisma + Respiro \\ +
-Allows protection from most harmful intent. Those who actively seek to harm the caster must roll willpower. The same effect also applies to the building itself.\\+
  
-To drop:\\ +Mold the BodyThis spell is an obvious veil breach, use with caution.\\
-Vision of winter - Replaced by a general perception + awareness roll\\+
  
-Alitu:+**Master Spells:**\\
  
 +Call the Cold Sea: Altered due to setting.  This spell is an automatic veil breach if humans see it.  Water does not flood in from the ocean, but instead seeps up from the aquafer below the land, flooding a small area rapidly.  Otherwise it functions as described.\\
  
 +**Grandmaster Spells:**\\
 +
 +Lord Landslide: Modified for setting, as landslides are not possible in a place that is almost entirely flat, this spell causes a sinkhole accompanied by a localized earthquake.\\
 +
 +Swallowed by the Mother: Modified.  This spell includes a memory fogging effect that prevents it from being a veil violation so long as no human that witnesses it, is not likewise affected by it.  If all humans in the area are swallowed by the spell, none will remember what happened to them.\\
 +==== Saudade ====
 +
 +**Novice Spells:**\\
 +
 +Chase Powder: Changed to Occult + Saudade\\
 +
 +Curse of the False Eunuch: Unchanged\\
 +
 +Slingshots of the Moon's Feast: Unchanged\\
 +
 +Strength of the Ayno: Sexual aspects of this spell removed to preserve PG13 rating of the game\\
 +
 +Unsight: Unchanged\\
 +
 +**Apprentice Spells:**\\
 +
 +Eggs of Cursing: This spell is considered mental influence\\
 +
 +Snare the Name: This spell creates an entropy curse totally under the control of the ST, with wildly unpredictable results.  Use at own risk\\
 +
 +Throw the Power: If this spell succeeds all effects of the spell or ritual are 'thrown' to the target.\\
 +
 +**Journeyman Spells:**\\
 +
 +None:
 +
 +**Master Spells:**\\
 +
 +Change of the Guard: Removed for Cannon lore reasons\\
 +
 +Walking the Light: This spell does not harm Vampires, but does allow an Intimallki to function as though it were daylight for the purpose of their house liability.\\
 +
 +Ward of Sky-Metal: Removed, effect is re-creatable by wards available in the ritual rules.\\
 +
 +**Grandmaster Spells:**\\
 +
 +Command the Lord's Fire: This spell is considered as restricted as Calling the Stars is for the Amenti.  It is a last resort spell and should be treated as such.
 +
 +==== Respiro ====
 +
 +**Novice Spells:**\\
 +
 +Cleansing Touch: Unchanged, ST's determine toxin/disease strength.\\
 +
 +Climb the Sky: Modified, the effects of altitude sickness are nausea and difficulty breathing.  Each round the victim must repeat their stamina roll.  If this roll is failed the subject suffers a -2 dice penalty on all actions for that round.  If the roll is passed they do not suffer the effect of the spell that round.  This effect lasts for a number of rounds equal to the users Respiro Path + the user's manipulation. This does not affect the undead.\\
 +
 +Shelter the Chosen:  This spell also protects from high winds and heavy rain.\\
 +
 +Vision of Winter: Unchanged\\
 +
 +**Apprentice Spells:**\\
 +
 +Cleansed of Impurity: Removed, effects can be recreated by rituals.\\
 +
 +Whispers from the mountain: Unchanged.\\
 +
 +**Journeyman Spells:**\\
 +
 +Aura of Purity: Unchanged\\
 +
 +Pilgrim's Rest: Unchanged\\
 +
 +**Master Spells:**\\
 +
 +Crown of Lucochulpec: Unchanged\\
 +
 +Curse of the South: This spell does not affect Vampires, but does count as them being 'staked' by wood for it's duration, which is a number of rounds equal to the user's Respiro path.\\
 +
 +Summon forth the frigid soul: Unchanged.\\
 +
 +**Grandmaster Spells:**\\
 +
 +Entombment: Roll is Dexterity + Athletics instead of Dodge, and may be substituted by Martial arts at the ST's discretion.\
 +
 +Freezing the Essence: Unchanged, but what can be frozen is ultimately at the decision of the ST.\\
 +
 +Shattering the Shell of Impurity: Unchanged.\\
setting/immu_rebuild.1688129496.txt.gz · Last modified: 2023/Jun/30 12:51 by grandt0ast33