Saulot/Contracts of Doors

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Contracts of Gaia

UNIVERSAL AFFINITY
      Description of Contract

As Tough as Stone (•)

      Description

      Cost: 1 Glamour
      Dice Pool: Wyrd + Stamina
      Action: Reflexive
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Add successes to next Stamina, Composure, or Resolve roll.
      Exceptional Success: Gain Rote Action on next Stamina, Composure or Resolve roll.

Earthmold (•)

      Description

      Cost: No Cost
      Dice Pool: Wyrd + Strength
      Action: Reflexive
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped.
      Exceptional Success: Words

Stoneburrow (•)

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. It requires as much concentration as walking, so the subject can attack or cast spells normally, but cannot charge or run.       Exceptional Success: Words

The Door to Nowhere (••••)

      Description

      Cost: Words
      Dice Pool: Wyrd + Larceny
      Action: Instant
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: This allows the user to make a door go into any of the realms invisible (Hedge, Shadow, Underworld, Tenemos, a person's Oneiros, the Skein) that they've visited, and to make a door from nothing. This door stays unlocked and present for as many minutes as the user's Wyrd. Where they wind up in said invisible realm is the closest amalgamation to their current location if at all possible. A door can be used from the invisible realm they went to that can return them to the present world, but it stay as open under the same restrictions.
      Exceptional Success: Words

Name (•)

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words