I like this kind of thing. In
Exalted, I'm the guy who's always cooking up charm trees and martial arts styles. This is my first attempt at inventing a school of sorcery for
Reign. Let me know what you think.
Before you begin, consider that I want more spells for this school. I don't think I have enough. Especially in the 3 to 4 Intensity range.
Two important sidebars:
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Tarnished Gold
Once its energy has been drained by Auric Chronurgy a piece of gold develops a patina of black and bronze-colored tarnish that cannot be polished away. Some Chronurgists cultivate markets in Tarnished Gold jewelry, which lets them resell their used talismans and recoup some of the cost of their magic.
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Perfect Auric Attunement
The wearer of a perfectly crafted white gold ring has just made himself a powerful magical item. In addition to enhancing his facility with Auric Chronurgy, the ring steels his flesh against the effects of poison, disease, starvation, and related hardships – add a Master Die to all Body + Endurance rolls to rest these banes. The ringbearer can also cause his ring to burn with a clear argent light, imitating the effects of the Golden Glimmer spell, at will. Most importantly, his aging is drastically slowed while he wears the ring. Some of the most venerable masters of Auric Chronurgy are hundreds of years old. The wearer of a perfectly crafted white gold ring can remove it at will, but few do.
Imperfect Auric Attunement
Unfortunately, few Chronurgists realize that they have crafted a flawed ring until it is too late. Once donned, the cursed ring cannot be removed.
A flawed white gold ring infects its wearer with a wasting disease. His body seems to age with unnatural speed. He loses all feeling in his limbs, soon becoming almost completely numb and – if male – impotent, not that sex is very much fun with an entirely numb body. All in all, the malady robs the Chronurgist of 1d Body and Coordination. Curiously, all the positive effects of the attunement remain. Though wracked by age and disease, the adept’s body is still unnaturally resistant to deprivation.
Of course, these unfortunates are still blessed with supernaturally long lives. The gods have a cruel sense of humor.
Auric ChronurgyDomain: Time, space, eternity, and gold.
Method: Gold is unique among the metals of Heluso and Milonda in that it never tarnishes. Even the finest steel eventually shows rust, but gold is one step removed from time, as eternal as the sky. Auric Chornugists work with gold, crafting golden talismans and using the metal’s timelessness to bend space and time itself.
Associated Skill or Stat: Sense
Society and Beliefs: Auric Chronurgy was born in the Rhuni and has thrived among the city-state’s goldsmiths for a long time. Recently, however, the school has begun to spread to Heluso, especially Uldhome. There are no schools of Auric Chornurgy. Tobecome a Chronurgist, one must seek out an existing master and convince him to teach her secrets. Thus, the beliefs of Auric Chronurgy are as varied as its masters. With the exception of a lone Chronurgist’s innovations, however, the practices of Auric Chronurgy are generally the same.
Because their art requires a great deal of material resources (gold), Auric Chronurgists tend to attach themselves to the nobility. They are rarely nobles themselves, especially in nations where the nobility finds it demeaning to deal with wealth directly, such as Dindavara. As a result, Chronurgists have a reputation, perhaps deserved, for being mercenary creatures, easily bought and addicted to creature comforts.
Required Knowledge: Chronurgists cannot learn any spell with Intensity more than double their number of Skill ranks in Expert: Goldsmith.
Lesser Auric Dedication
Intensity: 1
Casting Time: Four hours
Duration: Until a follow-up spell is cast
Attunement: No
Effect: Rather than attune themselves to their magic, Chronurgists attune handcrafted golden talismans to the magic they would make. Successfully casting this spell imbues a golden talisman – which the Chronurgist must make himself – with the power to cast a single Chronurgic spell. When the spell is complete, the talisman’s timeless nature is drained, resulting in a strange curiosity: a talisman made of tarnished gold.
Each spell detailed below describes the shape of the talisman that should be used to cast it. In actuality, however, any golden talisman the Chronurgist has made himself can be used to cast any spell. It is more difficult cast a spell with a mismatched talisman, however, to the tune of a -2d penalty. The only real limitation is the value of the talisman. The Intensity of a spell cannot exceed twice the value of the talisman used to create it (round up – you can’t cast Intensity 1 spells with Wealth 0 golden talismans!).
Note that this spell is effectively a prerequisite for every other spell in the school of Auric Chronurgy. If you can’t attune talismans, you can’t do Chronurgic magic. Period. Maybe you could learn the spells as an academic exercise, but you could never use them.
This also means that casting an Auric Chronurgy spell takes three rolls – one to create the talisman, one to dedicate it, and a third to cast the spell.
Golden Glimmer
Intensity: 1
Casting Time: 5 minutes
Duration: Width in Hours
Attunement: Yes
Effect: By invoking the enchantments woven into a simple golden ball, the Chronurgist enhances its golden glitter until it actually gives off light. The sphere gives off as much light as a lantern. Unlike a normal lantern, this light is unhindered by wind, fog, or rain. Faced with supernatural darkness, the spell’s sets become Gobble Dice. The golden ball doesn’t need to contain very much gold but it can be as large as the caster wants – many casters enchant spheres of gold leaf wrapped around a wooden shell to make the ball comfortably palm-sized.
Unchanging Flesh
Intensity: 1
Casting Time: Combative
Duration: Width in Minutes
Attunement: Yes
Effect: By drinking a vial of water infused with tiny flakes of gold, each of them inscribed with an arcane sigil, the Chronurgist imbues his flesh with the unchanging nature of gold. As his flesh resists change, it also resists damage and poison. A Chronurgist under the influence of this spell gains +1 AR to all locations that stacks with existing armor. He also gains a +1d bonus to all Body + Vigor rolls to resist the major effects of poison.
Chains of Gold
Intensity: 2
Casting Time: Combative
Duration: Width in Minutes
Attunement: Yes
Effect: Like the defensive spell Unchanging Flesh, this spell imbues living matter with timelessness. Rather than a beneficial effect, however, Chains of Gold is baneful. This spell reduces all its victim’s sets by one for the purposes of timing.
Gilded Cage
Intensity: 3
Casting Time: Combative
Duration: Width in Hours
Attunement: Yes
Effect: The Chronurgist gestures with a cage of golden wire wrapping his victim in suspended time. His victim is completely frozen in place, rendered incapable of moving, speaking, or even thinking. His biological processes are completely frozen. Other than his total immobility, a golden gleam plays about his person, revealing that he has been enchanted. As a small consolation, his frozen, inviolate flesh also benefits from an AR bonus to all locations equal to the Height of the casting roll. This armor stacks with any existing armor.
Auric Battle Blessing
Intensity: 4
Casting Time: Combative
Duration: Width in Minutes
Attunement: Yes
Effect: With a tiny golden dagger, the Chronurgist enchants either himself or another person within eyeshot, blessing his target with unnatural speed. The result of this blessing is that the target adds 3 to the Width of all his sets for the purpose of timing.
Eternal Treasure
Intensity: 6
Casting Time: Six Hours
Duration: Permanent
Attunement: Yes
Effect: Using a small box made of gold foil, the Chronurgist wraps a single object no larger than a human torso in suspended time, making it immune to wear and tear. The object also gains (Width) AR against all physical attacks. Enchanting armor in this way does not make it stronger, but it does make it resistant to spells and Esoteric Discplines that normally damage armor.
Greater Gilded Cage
Intensity: 6
Casting Time: Combative
Duration: Width in Hours
Attunement: Yes
Effect: This spell expands on the power of its predecessor, Gilded Cage. Rather than simply freezing an individual, this spell freezes up to fifty targets at once, making it useful as a war spell. Like an Area spell, a successful invocation of this spell invokes a Morale attack.
Greater Talisman
Intensity: 6
Casting Time: Thirteen Hours
Duration: Permanent
Attunement: No
Effect: By handcrafting a ring of unbroken white gold, a Chronurgist can remove the need for attuned talismans. Effectively, the magic ring takes care of the attunement, though the Chronurgist is still limited by the presence of gold: with the right amount of gold in the right shape, the Chronurgist can cast his spells normally and with a sufficient quantity of gold in the wrong shape, the Chronurgist can cast his spells with a -2d penalty. With a Greater Talisman, however, the Chronurgist has a third option: he can try to cast the spell without gold, using will alone, with a -4d penalty.
A Chronurgist can only use his own attuned ring. However, by using a ring crafted by a Chronurgist he has strong feelings about (ie. He has a Passion related to this person), he can gain a +2d bonus to his casting roll. Some white gold rings are truly ancient and have been passed from mentor to student for generations.