Description: Drawing emotion from another and using that as energy to cast spells.

Drawing: One must have the ability to draw emotions from other beings (empaths are especially good at this) to do this. They sense the emotions of others and draw it forth. Training to learn how to do this is intensive, usually, and requires much skill. One rolls their skill vs. the potency of the emotion, and success rate determines what score they get.

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Success Rate Result

ES +3

SS +1

NS =

Tie -1

NF -3

SF -6

EF -12

Learning: One must train to be able to draw well.

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Power Time (in years)

25 1111

24 999

23 777

22 333

21 111

20 99

19 88

18 77

17 66

16 55

15 44

14 33

13 22

12 11

11 10

10 9

9 7

8 5

7 4.5

6 4

5 3.5

4 3

3 2

2 1

1 .5

Best and Worst Emotions by Sphere: Some emotions give a bonus to casting for that sphere (usually +3).

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Sphere Best Emotion Worst Emotion

Chaos Confusion Righteousness

Darkness Malice Kindness

Cosmos Sense of place Patience

Dream Sleepiness Fear

Moons Distance Pride

Fire Passion Dispassion

Light Kindness Malice

Pestilence Disdain Compassion

Destruction Destructive urge Creativity

Earth Repression Openness

Hatred Hatred Love

War Belligerence Calm

Water Dispassion Passion

Knowledge Curiosity Disinterest

Famine Frustration Satisfaction

Peace Calm Belligerence

Sun Pride Distance

Hope Hope Despair

Flora Respect Disdain

Harvest Satisfaction Frustration

Music Harmony Separateness

Order Righteousness Confusion

Creation Creativity Destructive urge

Death Acceptance Yearning

Despair Despair Hope

Life Yearning Acceptance

Silence Separateness Harmony

Meta Meta-emotion Common emotion

Fauna Ferality Determination

Healing Compassion Disdain

Truth Sincerity Dishonesty

Weather Exultation Dejection

Air Openness Repression

Celebration Happiness Sorrow

Luck Uncertainty Certainty

Time Patience Sense of place

Dragon Magnanimity Greed

Fate Certainty Uncertainty

Undeath Unease Acceptance

Love Love Hatred

Wealth Greed Magnanimity

Envy Envy Contentment

Vision Inspiration Frustration

Ice None All

Travel Wanderlust Comfort

Home Comfort Wanderlust

Change A change of heart An abiding emotion

Balance Balance Imbalance

Metal Shaped emotion Raw emotion

Might Arrogance Realization

Wisdom Understanding Puckishness

Mischief Puckishness Understanding

Connection Connectivity Disconnection

Hunt Determination Ferality

Insight Introspection Extroversion

Skill Realization Arrogance

Family Familial affection Familial hatred

Story Adventurousness Boredom

Force Raw emotion Shaped emotion

Nightmare Fear Sleepiness

Fatigue: There are two ways to draw emotion: by drawing it and making it your own, or by simply drawing it directly from someone else. For the former, the below chart holds. For the latter, the below chart holds, but it means one can still feel the emotions, they just can't draw them from others for the depicted time periods.

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Power Exceptional success Special success Normal success Tie Normal failure Special failure Exceptional failure

25 -16/1 hour -19/1 hour -22/1 hour -25/1 hour PEL PEL Death

24 -13/1 hour -16/1 hour -19/1 hour -22/1 hour -25/1 hour PEL PEL

23 -10/1 hour -13/1 hour -16/1 hour -19/1 hour -22/1 hour -25/1 hour PEL

22 -7/1 hour -10/1 hour -13/1 hour -16/1 hour -19/1 hour -22/1 hour -25/1 hour

21 -4/1 hour -7/1 hour -10/1 hour -13/1 hour -16/1 hour -19/1 hour -22/1 hour

20 -1/1 hour -4/1 hour -7/1 hour -10/1 hour -13/1 hour -16/1 hour -19/1 hour

19 -7/30 minutes -10/30 minutes -13/30 minutes -16/30 minutes -19/30 minutes -22/30 minutes -25/30 minutes

18 -4/30 minutes -7/30 minutes -10/30 minutes -13/30 minutes -16/30 minutes -19/30 minutes -22/30 minutes

17 -1/30 minutes -4/30 minutes -7/30 minutes -10/30 minutes -13/30 minutes -16/30 minutes -19/30 minutes

16 -7/10 minutes -10/10 minutes -13/10 minutes -16/10 minutes -19/10 minutes -22/10 minutes -25/10 minutes

15 -4/10 minutes -7/10 minutes -10/10 minutes -13/10 minutes -16/10 minutes -19/10 minutes -22/10 minutes

14 -1/10 minutes -4/10 minutes -7/10 minutes -10/10 minutes -13/10 minutes -16/10 minutes -19/10 minutes

13 -7/1 minute -10/1 minute -13/1 minute -16/1 minute -19/1 minute -22/1 minute -25/1 minute

12 -4/1 minutes -7/1 minute -10/1 minute -13/1 minute -16/1 minute -19/1 minute -22/1 minute

11 -1/1 minute -4/1 minutes -7/1 minute -10/1 minute -13/1 minute -16/1 minute -19/1 minute

10 -7/30 seconds -10/30 seconds -13/30 seconds -16/30 seconds -19/30 seconds -22/30 seconds -25/30 seconds

9 -4/30 seconds -7/30 seconds -10/30 seconds -13/30 seconds -16/30 seconds -19/30 seconds -22/30 seconds

8 -1/30 seconds -4/30 seconds -7/30 seconds -10/30 seconds -13/30 seconds -16/30 seconds -19/30 seconds

7 -7/9 seconds -10/9 seconds -13/9 seconds -16/9 seconds -19/9 seconds -22/9 seconds -25/9 seconds

6 -4/9 seconds -7/9 seconds -10/9 seconds -13/9 seconds -16/9 seconds -19/9 seconds -22/9 seconds

5 -1/9 seconds -4/9 seconds -7/9 seconds -10/9 seconds -13/9 seconds -16/9 seconds -19/9 seconds

4 -1/3 seconds -4/3 seconds -7/3 seconds -10/3 seconds -13/3 seconds -16/3 seconds -19/3 seconds

3 none -1/3 seconds -4/3 seconds -7/3 seconds -10/3 seconds -13/3 seconds -16/3 seconds

2 none none -1/3 seconds -4/3 seconds -7/3 seconds -10/3 seconds -13/3 seconds

1 none none none -1/3 seconds -4/3 seconds -7/3 seconds -10/3 seconds

Casting: How it works!

Determine what effect you wish to create. Tell the GM in great detail.

Decide which emotion you will use and what strength that emotion is at the time. Add bonuses if the emotion gives one, or penalties if it gives one. Draw that emotion from another (one round). Roll that vs. the difficulty the GM determines.

Effect is determined by success rate.

Failure: See here.

Sensing: See here.

Auras: See here.
Topic revision: r1 - 27 Jan 2012, UnknownUser
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