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  • Constant Presence also says “ Any alteration to history through the action of time travel provokes a Clash of Wills. If the mage wins, the subject is treated as though she were returning from a trip to the past herself when history settles, safeguarding her against being rewritten.”

    I think this means that the sand-shifted acanthus would have to be able to see and interact with the subjects’ past selves in order to attempt to alter their history, and it’s only in the attempt that the two spells come into conflict. So the way I’d run this is for the enemy mage to use Shifting...
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    Last edited by Scriptorian; 04-19-2021, 02:24 PM.

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  • Hmm. I see what you're getting at. I personally have been sticking with the model that the Astral is basically like the Shadow or the Underworld, where everything native to it is composed of ephemera. I'd be fine with the idea that everything in the astral is purely conceptual, but I don't think the books are explicit/consistent about it. 1e definitely leaned in that direction, but then again, the rules for ephemeral entities, the different phases of twilight, etc. weren't fully fleshed out. As I recall, the 1e goetic summons spell required Spirit on top of Mind, wheres the 2e version only requires...
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  • Well, Legacies can stretch the rules of what the Practices can do a little bit. So, for a legacy like you describe, I’d actually allow an Attainment that lets you meditate bodily into the astral using just Life and Mind. (Spitballing: if it requires a scene of meditation, make it the fourth attainment, or the fifth if it can be done as Instant action.) That’s a cool legacy idea too.

    Edit: as for the problem of equipment: your astral body reflects your self image, which for most people probably includes clothes, and you can will path tools into existence. If the justification...
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    Last edited by Scriptorian; 04-09-2021, 04:27 PM.

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  • Unrelated question: the core book states "Supernal beings follow the same rules as the Awakened for using their Arcana, paying Mana as appropriate". So obviously supernal entities pay Mana for spells that explicitly require it, but what about spells that don't? Supernals don't use Rotes or Praxis, so theoretically any spell they cast is "Improvised". However, they also don't have a distinction between Primary, Common, and Inferior Arcana, so do said Improvised spells cost Mana, or not?

    I lean towards "not": since they're Made of Magic, it seems safe to...
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  • Typically, you’d use Space 4 + Mind 2 to physically transport yourself into the Astral. But, after giving it some thought, I think you can pull this off with Life 4 and Mind 4:
    Step 1: Convert your body to astral-ephemera with a Life/Mind Patterning effect.
    Step 2: Use Mind Perfecting to reverse-summon your newly ephemeral body into your Oneiros.
    Step 3: End the spell from step 1, and ta-dah you are now physically inside your Oneiros.
    Step 4: When you are ready to leave, end the spell from step 2.

    The limitation of this approach (aside from needing Mind...
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    Last edited by Scriptorian; 04-09-2021, 02:26 PM.

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  • Scriptorian
    replied to Homebrew Beast Merits
    Because the Player's Guide didn't give me enough mage-kinship merits.

    Ensorcelled Horror (• to •••)

    Prerequisite: Family Ties with a mage
    Effect: Your Horror has accepted the sorcery of your kin as part of its own Legend. You may carry a number spells as though you were a Sleepwalker, up to a maximum of your dots in this merit. You may only carry spells for mages with whom you have Family Ties.

    Waking Nightmares (•••)
    Prerequisite: Family Ties with a mage
    Effect: The Primordial Dream resonates with the supernatural, rippling and...
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    Last edited by Scriptorian; 04-08-2021, 03:57 PM.

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  • For what it’s worth, all of the example Oneiros-originating entities in the 1e Astral Realms book are Rank 2.

    My take is that the average person will only have Rank 1 and 2’s, maybe a Rank 3. Anything higher than that is going to be exceptional, and probably the result of either the individual being themselves quite powerful, or some supernatural trauma/tampering.
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  • You could play into the idea of ravens as scavengers and carrion eaters and have a preference for secrets that are metaphorically “dead”, buried, or otherwise forgotten about. On the low Satiety end this could mean something like dumspter diving for someone’s receipts. On the high end, digging up a scandal from a politicians past that they had though long-since blown over and covered up. And if you really want to play into this idea, I’d lean into the imagery of secrets as these shameful things, hidden away only to begin rotting and festering with a stench that attracts the Horror, which...
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  • Retreat: I imagine this is tantamount to the Beast dying in the physical world, as described on page 119 of the players guide, save for the fact that the Lair no longer exists. I think this would mean that the spawn can’t use primordial pathways anymore, but can still cause havoc wherever it got stuck until it’s lifespan expires. Also, I’d bet the newly Unfettered Horror will likely go after any lingering horror spawn and attempt to consume them.

    Merger: much the same as above. The Lair collapses, but I don’t see a reason to think that the spawn wouldn’t persist like normal....
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  • Correct. “Peripheral Mage Sight notices only active supernatural effects. Any supernatural attempt at concealment hides the effect from the mage, without a Clash of Wills or any other mechanical effect.“ pg. 90....
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Scriptorian
Scriptorian
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"I appear to be a magnet for forum ninjas. Which is another way of saying that I type posts really really slowly."
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