Tetherianism
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 other creatures. The size and resilience of other soul pearls can dampen or prevent these effects however.
A practitioner of Tetherianism is called a "Meclast"
Mechanics
Effects have a minimum DC and a Tool value. The minimum DC must be exceeded in order for the effect to work. Check is also an opposed roll against target Willpower(Target gains effect Tool die).
If caster succeeds at minimum DC and beats target’s Willpower roll; the effect occurs.
If caster succeeds at minimum DC but doesn’t beat target’s Willpower roll; the target chooses whether to be affected or not. Target has immediate, instinctual knowledge of the effect when making this choice.
Flavour
Rolled For
Special Rules
Unless the effect says otherwise, Tetherianism effects only target a single creature. If the creature is also an object that grants a tool die, the creature may use its highest tool die on defenses against Tetherianism effects.
Due to the focus required, you cannot maintain a tetherianism effect while having a conversation unless the effect specifically allows you to
Example tools
The most common tools for tetherianism checks are basic musical instruments(d4, TDC 5), Endol Sticks(d4, TDC 15), and high quality music instruments(d6, TDC 20)
Powers
Tier 1
- Entrancement[Creatures affected by your Tetherianism effects cannot look away from you if you don't want them to.]
- Lingering[Your Tetherianism effects last 1 round longer than normal]
- Lingering Concentration[Effects that last as long as you concentrate, last 1 round after you end concentrating.]
- Long range belief[Your effects can be performed up to 2x as far]
- Rhetoric[For any Tetherianism effects that depend on your tetherianism tier, allies may use their own Faith tier provided they worship the same divinity as you.]
- Song and Dance[Allies may willingly fail their Willpower defence against your effects]
- Tool granter[If your effect grants a tool die to another creature, the creature gains specialty in that tool while it is active]
Tier 2
- Confused Potency[Object creatures such as wands and jewelry do not gain tool dice against your tetherianism effects.]
- Group Influence[You increase the amount of people you can affect with group Tetherianism effects by your tier.]
- March of the Heart[Creatures affected by one of your emotion based Tetherianism effects increase their speed by 1 hex.]
- Phantom pain[Creatures trapped in a chain or similar weapon you wield, automatically roll resiliency on your turn]{CHAIN}
- Swallow heart[You may spend 2 momentum to become immune to emotion effects for 1 round per tier. Anyone currently benefiting from one of your positive Tetherianism effects may spend 1 momentum to gain this immunity as well.]
- Tool of me(Tool granter)[When someone benefits from your Tool granter ability, you may choose to increase the tool die's minimum by any number less than the maximum for that tool. If you do so, you decrease the result of your next check by the same amount.]
- Whistle within[You may maintain tetherianism effects while holding a conversation.]
Tier 3
- Hammer the heart[When you attempt multiple Tetherianism effects against a creature in a row, it cannot benefit from aid dice on its defence for effects after the first. If you spend 1 round without succeeding at a Tetherianism effect against the creature, this ability ends.]
- Persistent Concentration(Lingering Concentration)[Effects that last as long as you concentrate, last a number of rounds after you end concentrating equal to your tier.]
- Savage Pride(Swallow Heart)[While swallow heart is active, you may use your Tetherianism defence to protect allies from emotion effects.]
- Suave Influence[You treat Tetherianism as a debate skill.]
- Unmarred Soul[You may always defend against Tetherianism with Tetherianism.]
- Wishing star[Your tetherianism effects that affect only one other creature increase any tool dice minimum by 2 at night.]
- Witnessed magic(Entrancement)[You may perform Tetherianism magic effects while doing an Entrancement performance without breaking the performance.]{ARTISTRY}
Tier 4
- Guided Introspection[Select one Intherianism effect, you can perform that effect using Tetherianism on a willing creature other than yourself.]
Tier 5
- Profound(Lingering)[You increase the duration of Tetherianism effects by your tetherianism tier. This does not stack with Lingering.]
Tier 6
- Pervasive Concentration(Persistent Concentration)[Effects that last as long as you concentrate, last 2 minutes after you end concentrating.]
Tier 7
Tier 8
Tier 9
- Infectious Spell[People who witness your spells can be effected by them as well(You are immune to this)]
- Eternal Concentration(Pervasive Concentration)[Effects that last as long as you concentrate, last 20 minutes after you end concentrating.]
Effects
effects have duration, some durations are concentration(?)
Calmers song[DC 12, d8]: The target loses any ongoing negative emotion effects.
Mirror Identity[DC 30, d6]: The target looks and sounds like you for 1 day.
Rage[DC 7, d6]: When the target deals melee damage on the next round, it deals 2 additional damage.
Sightlock[DC 15, d6]: The target cannot look away from you for a number of rounds equal to your tier.
Slowsong[DC 13, d4]: The target perceives you moving faster than normal; you can move 1 additional hex per round, and the target moves 1 fewer hex per round for 5 rounds.
Torpidity[DC 19, d8]: The target's melee attacks target a random creature for 3 rounds.