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

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

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.