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+ | ## 📘 Advancing to Tier 4 | ||
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+ | To reach Tier 4 in the Thaumaturge Domain, you must: | ||
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+ | - Successfully cast a spell requiring **10 or more Action Points** using your Arcane Reservoir. | ||
+ | - Solve a major arcane **crisis or anomaly**—such as closing a rift, breaking a grand enchantment, | ||
+ | - Gain access to or construct a **great arcane repository**, | ||
+ | |||
+ | --- | ||
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+ | ### 🧠 Tier 4 Base Card: Total Spell Theory | ||
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+ | You have achieved complete mastery over the fundamental structure of magic. Spells, no matter their origin, are patterns you can recognize, decode, and describe. Others seek power; you seek understanding—and through that, you transcend the limitations of traditional casting. | ||
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+ | - You may **analyze any spell effect, casting, or glyph**—no matter the origin, school, or power level—and understand its structure, purpose, and flaws. This always succeeds given time and access. | ||
+ | - You may treat **any spell tag** (Arcane, Divine, Nature, etc.) as **Arcane** when preparing and casting spells. | ||
+ | - You may collaborate with others to **formulate new spells**, defining their tags, range, cost, and effects (subject to GM approval and narrative research). | ||
+ | - In social and exploration scenes, your spell knowledge may **replace Lore, Investigation, | ||
+ | - Your insights grant you **narrative authority** to describe *how* magic works in the world—what laws it follows, and how those laws might be broken. | ||
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+ | < | ||
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+ | > You are not a wielder of magic. You are its living theory. | ||
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+ | ## 🧪 Tier 4 Features – Thaumaturge | ||
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+ | Choose **two** of the following features. These powers allow you to rewrite, reshape, and redirect magic with absolute authority. | ||
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+ | --- | ||
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+ | ### 🌀 Spell Rewrite | ||
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+ | You may alter key properties of any spell you cast. | ||
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+ | - When casting a spell, you may change **one** of the following: | ||
+ | - Its **damage type** to any that is in a spell in your spellbook | ||
+ | - Its **range**, **radius**, or **duration** (double or halve) | ||
+ | - Its **targeting** (e.g. self → ally, single → area) | ||
+ | - You may do this **once per spell** without increasing its cost. | ||
+ | |||
+ | < | ||
+ | > Why would you halve a spell? Maybe you want a smaller diameter Fireball so your allies don't get incinerated. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### 🛡️ Redirect Flow | ||
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+ | You can intercept magic targeting nearby allies and reshape its course. | ||
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+ | - When an ally within **10 ft** is targeted by a spell, you may spend **1 Action Point** to become the target instead. | ||
+ | - If you have an active **Arcane Reservoir**, | ||
+ | - Roll a **Discipline check** vs the spell’s DC | ||
+ | - On success, reduce the effect and gain **1–2 points** in your reservoir (GM discretion) | ||
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+ | --- | ||
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+ | ### 🧱 Arcane Shielding | ||
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+ | You can bind stored magical energy into protective wards. | ||
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+ | - As a **Quick Action** (costing 1 Action Point), you may spend **1 or more points** from your Arcane Reservoir to create a temporary barrier. | ||
+ | - The barrier has **HP equal to the points spent** and lasts until the HP are gone. | ||
+ | - It will **absorb damage** of a spell targeting you or an adjacent ally. | ||
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+ | Any HP loss you or an ally you defend takes comes from this shield first. | ||
+ | --- | ||
+ | |||
+ | ### 🧬 Adaptive Spell Structure | ||
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+ | You intuitively adjust your spells for maximum effect. | ||
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+ | - You may choose **two** different spell tags (e.g. Fire, Illusion, Charm) you are familiar with. | ||
+ | - When casting a spell with either tag, you may: | ||
+ | - **Ignore resistance**, | ||
+ | - **Roll with Advantage**, | ||
+ | - **Halve the Action Load cost** (min 1) | ||
+ | - You may use this benefit **once per round**. | ||
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+ | --- | ||
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