High Speech
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Revision as of 18:45, 22 April 2016
Mage The Awakening Sourcebook p. 84 | |
Preq's | Awakened, Order member |
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Level(s) | ● (2XP) |
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Your character knows the rudiments of the Atlantean High Speech. He can utilize it in spellcasting for a burst of power as well as to extend a spell’s duration using runes.
If your mage begins play as a member of an order, he learns this merit at no cost. If he is not a member of an order, he must purchase this merit using his initial merit dots or with experience points (assuming there is someone who can teach it to him).
High Speech can be spoken and comprehended only by the Awakened. Sleepers’ minds cannot process it. They might hear an Atlantean Phrase as a series of nonsense words or even silence. Particularly willful Sleepers might catch bits of it, but even then it might sound like a tape-played too slow with the bass turned way up.
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Language
Speech The orders routinely include High Speech in their members’ training. Student mages learn that by chanting selected phrases in this ancient language, the mages increase the chance of their spells’ success, and more easily add to the spells’ power. One theory among mages is that High Speech is the native language of the Oracles and Exarchs. Either these Ascended beings deliberately shaped the Fallen World so phrases in their tongue would have power, or speaking their language creates a sympathetic link between a mage and the Supernal Realm.
Students quickly learn that High Speech is a distinctly incomplete language. High Speech seems to consist entirely of formulas for casting spells. A mage can learn enough of these formulas to mix and match phrases, and so devise new incantations to go with improvised spells. A mage could not hold an actual conversation in High Speech, however. A mage could command the veils of Time to part and show her the future, but she could not say, “Meet me tomorrow for lunch.”
Mages also know that Sleepers cannot learn to understand High Speech. Over the millennia, willworkers have tried to teach Sleepers the tongue of magic, in hopes they would Awaken. It hasn’t worked. For further information, see Secrets of the Ruined Temple, pps.123-128.
Given time, Seekers may discover enough High Speech to treat it as a real language, instead of a jargon for spellcasting. In this case, the character must buy a separate Language Merit, “Atlantean.”
Chanting[1]
Every spell can be spoken or “spelled out” with an Atlantean word or phrase. The Atlantean tongue is no longer known with enough fluency to be used for common speech, but enough words and phrases remain to empower magic.
Chanting adds a +2 dice bonus to the spellcasting dice pool in the following turn, during which he punctuates his casting with more chanting. (The dice bonus applies to only spells cast immediately after chanting.)
Covert Spells accompanied by a strange chant and witnessed by a Sleeper might be perceived as improbable, raising the risk of a Paradox.
The mage must speak in at least a loud whisper, with enough volume that others nearby might hear him with a successful Wits + Composure roll. Loud noises might levy dice penalties to this listening roll, while absolute silence might offer a bonus for others to hear the throaty whispers.
Instant Casting: The mage must spend a Turn chanting prior to casting.
- During the chanting action, the mage loses his Defense
- During the chanting action, the mage can move no more than his Speed (he cannot run).
Extended Casting: The mage must spend 30 minutes chanting prior to casting.
Atlantean Runes[2]
The alphabet of Atlantis, like the words of that language, reverberates with power. Atlantean runes can be inscribed onto the target of a transitory or prolonged spell to automatically extend the spell’s Duration by +1. The mage does not have to extend the Duration himself by assigning dice penalties or extra successes; the rune does all the work.
The spellcaster must personally inscribe the rune himself by drawing, painting or carving it no more than a day before spellcasting.
Mages cannot use pre-made runes, printing them out in bulk and slapping them onto targets as needed. Each rune must be handmade in the moment.
Runes do not affect spells with Durations of lasting or concentration.
Mages who know High Speech can recognize runes.
A spell becomes inert if the rune (or one of the directional runes marking an area or radius) is removed or erased, even if the spell’s Duration is still active. The caster can redraw the rune upon the target (or replace a removed area marker) to reactivate the spell; no casting roll is required. Any time that has passed still counts against the spell’s Duration, even though the spell’s effect wasn’t active.
Inscribing
If the spell is area-affecting, the periphery of each cardinal direction must be marked with a rune.
- Action: Instant or Extended
- Dice Pool: Dexterity + Crafts SkillCharacteristics
Attributes Intelligence • Wits • Resolve • Strength • Dexterity • Stamina • Presence • Manipulation • ComposureTraits Skills Academics • Computer • Crafts • Investigation • Medicine • Occult • Politics • Science • Athletics • Brawl • Drive • Firearms • Larceny • Stealth • Survival • Weaponry • Animal Ken • Empathy • Expression • Intimidation • Persuasion • Socialize • Streetwise • SubterfugeReferences Help/Start • Main Page • User Guide • Rules • Mini Character Sheets • Staff • Bestiary • Glossary Facts about High SpeechRDF feedMerit Dots 1 + Merit Type warning.png"Mage" is not in the list of possible values (Item, Mental, Power, Physical, Retainer, Sanctuary, Setup, Social, Sway, Unknown) for this property. Page has default formThis property is a special property in this wiki. Merit Editor + Parent Mage The Awakening Sourcebook + Source Mage The Awakening Sourcebook +