Intherianism
One of the "Tapplis" category of magics;
The act of creating ones own experiences, and expectations of those experiences, in order to shape ones soul pearl. These altered soul pearls cause the flow of the soul sea over them to create effects in the practitioner themself.
A practitioner of Intherianism is called a "Ritualist"
Mechanics
Effects have a DC and Practice value. Once the effect has been successfully used a number of times equal to the Practice value, the attempt counter resets, Practice increases by 2, and DC decreases by 1. Once the DC is lower than Practice, they do not change any further.
Flavour
Rolled For
Special Rules
Intherianism checks require physical actions and usually cannot be done while restrained. Additionally, this movement is practiced and ritualistic, making it very easy to notice.
A ritualist under an active intherianism effect may choose to end the effect without requiring an action.
Example tools
The most common tools for intherianism checks are focus jewelry(d4, TDC 10), metronomes(d4, TDC 10), and scroll dictates(d6, TDC 20)
Powers
Tier 1
- Adrenaline[Select one effect per intherianism tier. Decrease the DC for that effect in combat by 2, increase the DC of that effect outside of combat by 2.]
- All inside[When you attempt Intherianism effects, you may forgo all aid and tool dice. If you do so, you leave no outward sign of your attempting the check.]
- Called to the Soul[Select an Intherianism effect. When you cannot lower the DC of that effect any further, allies may spend their attack or argument action to allow you to roll to create the effect, rather than costing one of your own actions.]
- Feel the Soul Sea[You can perceive the flow of the soul sea around you.]
- Proud[When you cannot lower the DC of an effect with any further practice, increase the numerical benefits of the effect by 1.]
- Teammate[When adjacent to an ally and you roll maximum on an Intherianism check, the group gains an additional momentum.]
- Third Eye[Your minimum result on Insight checks is equal to your Intherianism tier]
Tier 2
- Brutal cut[When using an axe to attack with no intent of defending, increase its die magically.]{axes}
- Empowered Heart(All inside)[You can use Willpower tools for All Inside based intherianism effects.]
- Fearless[You may use your Intherianism defence against emotion effects]
- Reflection on reality[You may end an ongoing Intherianism effect to reroll a debate related defence.]
- Ritualist[When an Intherianism effect lasts as long as you are awake, it lasts for 1 additional round when you fall unconscious.]
- Secure Soul[You may always use Intherianism as a defence against Tetherianism effects.]
- Serenity[Select one effect per intherianism tier. Decrease the DC for that effect outside initiative by 2, increase the DC of that effect during initiative by 2. Effects selected for this ability cannot also be selected with Adrenaline.]
Tier 3
- Emotional control[You gain a +2 bonus on Intherianism checks related to emotion]
- Forest of Spears[You are counted as aided in attacks with polearms if another polearm wielder is fighting your target.]{POLE}
- Instinctive Instigation[Select one Intherianism effect. If you cannot decrease the DC of that effect any further, you may attempt to trigger the effect when you fail a resiliency check.]
- Naturalistic self-reflection[you may meditate to commune with trees, gemstones, and wands as if you had the relevant communing power]
- Signature[You may gain speciality in one Intherianism effect.]
- Sleeping Ritualist(Ritualist)[The ritualist ability lasts a number of rounds equal to your tier.]
- Wandering soul[Attackers magically targetting your soul pearl must be able to see it otherwise the spell automatically fails.]
Tier 4
- Moment of Soul(Called to the Soul)[Allies can trigger your Called to the Soul effect as their Aid action.]
Tier 5
Tier 6
- Reinforced Psyche(Fearless)[You are immune to madness effects of a tier lower than your Intherianism tier]
Tier 7
- Arcane Emotions[Choose one Arcane sigil or spell you have experienced(witnessed, cast, or been subject to) a significant number of times. You may cast that spell using your Intherianism skill rather than Arcane.]
Tier 8
Tier 9
Effects
various effects have emotion tags; Anger, Anticipation, Disgust, Fear, Joy, Sadness, Surprise, Trust
Capacitence[DC 15, Practice 1]: You gain a d6 tool on defences against electricity effects and damage.
Fire resistance[DC 6|20, Practise 2]: For the scene, you do not lose access to aid or tool dice when exposed to extreme heat. The greater version grants a d6 on defences against fire damage.
Internal Healing[DC 20|35, Practise 16]: Your healing rate doubles for a scene(a day or as long as you are awake for the greater value).
Lighten[DC 5|15, Practice 2]: You count as a weight class 2 lower for 2 rounds(Increase one of these values 4 for the greater version).
Perspective[DC 11|28, Practice 7]: You gain a d6 tool on social defences for a scene(or as long as you are awake for the greater version).
Squeeze[DC 8|26, Practice 3]: You may fit through passages as narrow as your wrist(or finger for the greater version).
Stand ground[DC 3|13|23, Practice 1]: You count as a weight class 2 higher for as long as you do not move from your current hex. This increase to your weight grants a d4 tool die(d6, and d8 respectfully for greater versions) for all defences against effects that would physically move your location.