======Plane Weaver====== Certain individuals have the ability to interact with the congruent planes, drawing them momentarily closer and twisting the nature of reality. =====Powered By===== ====Connection==== * Connection is powered by forging connections between people and things. * Connection spells have a cast time and/or role-playing requirements. ====Perfection==== * Perfection is all about the pursuit of perfection, comprehending reality, and oneself. * Perfection spells cost psyche hits and/or have role playing requirements. ====Conflict==== * Conflict is all about struggle and opposition. * Conflict weavers gather power by hurting people before they cast their spells. ====Erosion==== * Erosion is all about time and the inevitable unmaking of all things. * Erosion spells cost the caster time. ====Rituals==== * Rituals give weavers the ability to try more freeform magic to have greater or more long-lasting effects than normal spells. * The ritualist will specify an outcome they hope to attain by peforming the ritual. * A bead bag is used. By default, the bag contains two white and one black bead. * Then, the ritualist must draw beads from the bag until they draw a white or black bead. * A white bead indicates success. * A black bead indicates failure. ==Collaboration== * Weavers with the ritual skill can collaborate to bring about a more complex or powerful effect. * Each weaver must be performing a ritual of the same level. * For each weaver collaborating in this way, add one black bead to the bead bag. * Weavers of opposing planes (Conflict <-> Connection; Erosion <-> Perfection) cannot collaborate. =====Plane Weaver Skills===== All Plane Weavers may purchase these skills. ====Lv1==== ===Plane Sight=== * The Weaver's vision is overlayed with the plane to which they are aligned. * This allows weavers of all types to sense the intrusion of any plane into the waking world. ===Familiar=== //Req: Plane Sight// * You have formed a bond with a being native to your plane. * Only you can see and hear your familiar. * They are a sentient intelligent creatures who spend most of their time about their own business in the plane. * They cannot normally interact with the material world but they can strengthen your spirit: * +1 psyche. ===Nascent Ritualist=== * Once per adventure, you can attempt to perform rituals of minor power. ====Lv2==== ===Channel Power=== //Pre-req: Familiar// Your familiar strengthens your connection to this plane, improving your ability to cast spells. * **Connection:** The familiar grants an additional use of the CONNECTION call per encounter. * **Conflict:** The familiar counts as a valid target for argument. * **Perfection:** Your familiar grants you one essence per encounter. * **Erosion:** Your familiar can concentrate for you. Once per encounter, when you would lose concentration: do not lose concentration. ===Ritual Chamber (Downtime)=== * As a Downtime action: you can perform a ritual of a power level you have mastered. ===Planar Lore=== * You understand the nature of your own plane well. * If you ever find yourself there you gain all the benefits of the [[:general_skills#survivalist|Survivalist]] skill. ====Lv3==== ===Shared Knowledge=== * You familiar is able to give helpful knowledge on a topic upon which it has expertise. * Pick a subject which your familiar is an expert in. * You count as having access to the [[:general_skills#knowledge|Knowledge]] skill for that subject. ===Awakened Ritualist=== //Pre-req: Nascent Ritualist// * Once per adventure, you can attempt to perform rituals of moderate power. ====Lv4==== ===Duality of Mind=== //Pre-req: Familiar// * Gain one MENTAL RESIST per encounter. ===Master Weaver=== * You understand the nature of all of the planes and their interaction with the mundane world. ====Lv5==== ===Master Ritualist=== //Pre-req: Awakened Ritualist// * Once per adventure, you can attempt to perform rituals of major power. ===Assumption=== //Pre-req: Master Weaver & Master Ritualist// * Once per adventure, you may, with 5 minutes of concentration, find a point that lets you travel physically to your plane. * You may, if you wish, take your party with you. * Alternatively you may attempt to permanently merge the local region with your plane.