Difference between revisions of "Movement of the Mind"

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{{DisciplineLevel
 
{{DisciplineLevel
 
|discipline=Blood Sorcery Ritual
 
|discipline=Blood Sorcery Ritual
|level=2
+
|level=3
 
|name=Movement of the Mind
 
|name=Movement of the Mind
 
|amalgam=
 
|amalgam=
 
|prereq=
 
|prereq=
|description=Practitioners of Movement of the Mind have created a ritual that mystically allows themselves to telekinetically move, push, or grab objects and even people. If you can see a target, you can lift or manipulate it as though you are physically holding it. Telekinetic control over an object via Movement of the Mind does not provide you with tactile sensation, and thus you cannot feel if an object is hot, rough, or slippery from a distance.
+
|description=This ritual mystically allows a Blood Sorcery practitioner to telekinetically move, push, or grab objects and people. If the caster can see a target, they can lift or manipulate it as though they are physically holding it. Telekinetic control over an object via Movement of the Mind allows for only gross movement, without the capability for fine motor control (for example, a caster couldn't use this ritual to steal and fire a gun), nor does it provide the caster with tactile sensation (thus you cannot feel if an object is hot, rough, or slippery from a distance).
 
|cost=1 Rouse Check
 
|cost=1 Rouse Check
 
|dicepool=See system
 
|dicepool=See system
 
|system=Movement of the Mind functions as follows:
 
|system=Movement of the Mind functions as follows:
 
** Ingredients: Absorbent string, mercury and vitae
 
** Ingredients: Absorbent string, mercury and vitae
** Process: The caster mixes the mercury and the vitae in a bowl, and lets the string soak in it for the duration of the ritual. Once soaked, the string is wound around the base of the fingers, where they connect to the palm.
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** Process: The caster mixes the mercury and the vitae in a bowl, and lets the string soak in it for the duration of the ritual. Once soaked, the string is wound around the base of the fingers, where they connect to the palm. A prepared string can be stored for later use, but the string loses its power after sunrise the following day.  
** System: Make the Ritual roll once the Ritual casting time has passed. On a regular win, the vampire gains the ability to telekinetically manipulate objects up to 50lb. in weight; on a critical win, that weight limit increases to 150-200lb. Telekinetic manipulation is done via a roll of Intelligence + Blood Sorcery. This power can be used to attack in one of the following manners:
+
** System: Make the Ritual roll once the Ritual casting time has passed. On a Win, the vampire gains the ability to telekinetically manipulate objects up to 50lb. in weight; on a critical win, that weight limit increases to 200lb. Telekinetic manipulation is done via a roll of Intelligence + Blood Sorcery. This power can be used in conflict in one of the following manners:
*** Treat the attack as a Ranged attack using Composure + Blood Sorcery, with a +2 damage modifier.
+
*** As a Ranged attack using Composure + Blood Sorcery as the conflict pool, inflicting Superficial damage with a +2 damage modifier.
*** Treat the attack as an attempted Grapple (V5 core pg. 301) using Resolve + Blood Sorcery, with all the options available except the Bite option. The target resists per the normal rules.
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*** As an attempted Grapple (V5 core, pg. 301) using Resolve + Blood Sorcery, with all the options available except the Bite option. The target resists per the normal rules.
 
|related=
 
|related=
 
|author=[[User:ElmerG|ElmerG]]
 
|author=[[User:ElmerG|ElmerG]]
 
|othercred=
 
|othercred=
|duration=One scene.
+
|duration=One scene
 
}}
 
}}

Latest revision as of 17:44, 5 December 2022

Blood Sorcery Ritual •••

This ritual mystically allows a Blood Sorcery practitioner to telekinetically move, push, or grab objects and people. If the caster can see a target, they can lift or manipulate it as though they are physically holding it. Telekinetic control over an object via Movement of the Mind allows for only gross movement, without the capability for fine motor control (for example, a caster couldn't use this ritual to steal and fire a gun), nor does it provide the caster with tactile sensation (thus you cannot feel if an object is hot, rough, or slippery from a distance).

  • Cost: 1 Rouse Check
  • Dice Pool: See system
  • System: Movement of the Mind functions as follows:
    • Ingredients: Absorbent string, mercury and vitae
    • Process: The caster mixes the mercury and the vitae in a bowl, and lets the string soak in it for the duration of the ritual. Once soaked, the string is wound around the base of the fingers, where they connect to the palm. A prepared string can be stored for later use, but the string loses its power after sunrise the following day.
    • System: Make the Ritual roll once the Ritual casting time has passed. On a Win, the vampire gains the ability to telekinetically manipulate objects up to 50lb. in weight; on a critical win, that weight limit increases to 200lb. Telekinetic manipulation is done via a roll of Intelligence + Blood Sorcery. This power can be used in conflict in one of the following manners:
      • As a Ranged attack using Composure + Blood Sorcery as the conflict pool, inflicting Superficial damage with a +2 damage modifier.
      • As an attempted Grapple (V5 core, pg. 301) using Resolve + Blood Sorcery, with all the options available except the Bite option. The target resists per the normal rules.
  • Duration: One scene

Related Content

Credits

Author: ElmerG

Other Credits:

Comments


Fuzz

24 months ago
Score 0
This should be a level 3 ritual, it's far too strong for level 2.

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