The Path of Amairgin

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Title: One Schools: Bard, Two Schools: Master Bard,

Three Schools: Druid, Four Schools: Heirophant, Five Schools: Filidh

Origin: Invocation

Attribute: Social

School: Divination

Effects: Earth, Glamour, Kismet, Plant, Sound, Thunder, Water, Wind


This Path belongs to those who would seek knowledge. While holding the title of Bard, the character is trained as a singer, poet, and satirist. Once the character has proven themselves worthy of the title of Druid, they begin to study prophesy, divination, and teaching. Upon completion of their training, the character gains the title of Filidh, and are expected to practice the traditions of both Bard and Druid, becoming a respected leader in their community. The Path of Amairgin is one that involves keeping oral tradition and legend alive. The sorcerer studies the power of Names, learning the proper names and forms of address that are used for the plants, animals, objects, and people of the world around them. These names, when invoked, grants the character control over the things they hold the Name of.


Those who walk this Path see the world around them as alive and aware, and feel that myth surrounds every action and every event. They often believe that those who do not appreciate the world and do not heed the call of myth are somehow blind, cut off from the wonder that exists. Most higher ranked members of the Path see themselves as given the right to command the world, their knowledge of names being a sacred gift given to them. Most common paths include the powerful sooth-sayer, who offers wisdom to the people, and the enigmatic hermit who has claimed a domain in nature to be left alone.


Contents

Form Benefits

The character may use the Perform Skill or Lore Skill as part of casting a Spell. If the character uses either Skill to cast, they may increase the Casting Time by up to the character's Might. The character gains a number of Additional Successes on casting the Spell equal to the increase in Casting Time.


Recitation

At Growth 1, the character can perform an epic recitation or song to focus their mind for future spells. The character spends 1 Essence and performs an Invocation and makes a Results Roll, which takes a number of Full Round Actions equal to the Difficulty of the roll. The Casting Time for all Spells in the Scene are reduced by the Potency of the roll. If the Casting Time for a Spell is reduced to 0, the character can perform the Spell as an Instant Action.


Find The Grove

At Growth 3, the character can sense the presence of Sacred Ground, a region where the barriers between the Spirit World and Creation are thin. The character spends 2 Essence and a Full Round Action to attune to the Sacred Ground if it is within a number of miles equal to the character's Might. For the Scene, the character reduces the Difficulty and Essence Cost of all Form Benefits and Spells by the Potency of the Grove.


Master of Legend

At Growth 5, the character is capable of creating a Sacred Grove. This is a Results Roll, with an Essence and Resource Cost equal to the Difficulty, and takes a number of days equal to twice the Difficulty. The character must remain in the region for the entire period of time. Once the time has passed, the character makes a roll using their Spiritual + Occultism. The Potency becomes the Potency of the Grove, and the Grove has a maximum area of the character's Might * 100 yards. While inside a Grove the character has created, the character adds the Potency to all Spells and Benefits from this Form.

Convocation

At Growth 7, the character can immediately move from their current location within a Sacred Grove they have created or have attuned to, to another location inside the same Grove. To teleport like this is an Action, and costs 4 Essence. The character may attempt this as an Active Defence, increasing the Essence Cost by one. If the attacker gets less Successes than the character’s Might, the attack misses and the character teleports safely. If the attack has enough Successes, the opponent strike the character, who then teleports.


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