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If a Solar has Sorcery' date=' why are they bothering with what amounts to Hedge Magic?[/quote']
Say a sorcerer has followers or soldiers and he'd like to provide potions and enchanted items for them. Â He's a master of the occult, but he can't mix a potion without purchasing it as a separate ability? Â To me, it just doesn't make sense, particularly given the XP cost. Â I know there are spells the create enchantments, summon demons and ghosts (although the latter is necromancy). Â Wards and Geomancy are covered by Charms, once you get them, but what about alchemy and weatherworking? Â It just seems a little silly to me to force them to learn hedge magic the same way mortals do.
A sorceror could do this and probably would, but I don't see why he should have to. Â If building artifacts and manses are covered by the regular Abilities, why not the weak stuff as well? Â It goes against what I consider a natural order for learning. Â If somebody learns how to build an 5MM artifact with Occult 4, etc., why wouldn't they know how to make a minor enchantment with Occult 2, etc.? Â Is the latter less effecient? Â Yes, but that shouldn't mean he needs an entirely new skill set to create weak magical items.If an Exalt learned Hedge Magic, he did so when he was Mortal. If he wants to perform really neat-o effects and enchantments, he can do so with a custom made spell. Provide potions? How about a Terrestrial or Celestial Circle that does the work for him? How about putting a Demon or Spirit right on that?
Then why shouldn't they have access to them without spending tons of XP?  This is probably just a difference of personal taste.  I think that if Twilights are the enchanters and artificers they shouldn't have to learn the weak magics separately; they should be learned on their way towards mastering the truly powerful magics.  My preferred progression is Twilight learns how to enchant normally (Occult 2), then learns how to enchant with spells (Occult 3) and eventually learns how to create artifacts of great power.  I don't like that they have to spend extra XPs to learn the weakest magics; learning them should be part of their natural progression towards true power.Quorlox--So why is the Exalt bothering to learn any of the arts of Thaumaturgy?  They wouldn't. They might have a background in these arts from their days as Mortals, but after they pass into the realm of Demi-God-hood, they aren't really going to need these things.  Because they can brute force their way past any of these little arts.
Definitely better than the published rules IMO.I, myself, just use the Thaumaturgy section as a guideline for what a trained Occutist can do, like it was done in the Corebook. ÂÂ
How about this for a Terrestrial Circle potion-creating spell: ÂÂIf an Exalt learned Hedge Magic, he did so when he was Mortal. If he wants to perform really neat-o effects and enchantments, he can do so with a custom made spell. Provide potions? How about a Terrestrial or Celestial Circle that does the work for him?
It seems like a spell to me; why do you think it could be a Charm? ÂIm not sure if it should be a charm or a spell myself
A mortal spell makes sense. Â Which spirits are you inquiring about?why dont exalted sorcerers have a spell to summon spirits or mortals?
Maybe they can. Â Summon Elemental is a Terrestrial Circle spell; there could be a Celestial or Solar Circle spell that summons certain spirits.And for spirits
Im thinking celestial lions.