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Let’s try this simpler approach.

First, choose your paradigm. Each paradigm has associated pros and cons, as well as associated disciplines. The four paradigms and their associated disciplines are:

Hermeticism

Research (pro): Hermetic rituals are generally recorded, and so it is possible to read and learn (and cast) rituals by acquiring tomes of lore. In addition, hermetics can research and develop new rituals.

Ritual (con): Actually more of a pro and a con, Hermetic magic is slow to cast because it involves highly ritualized gestures, incantations, use of alembics, etc. When channeling for a Hermetic spell, you flip one card for every two combat rounds (or 15 seconds). When casting a Hermetic spell, the spell takes effect after two combat rounds (or after 15 seconds). However, because it is ritualized, Hermetic magic is less affected by resonance than other forms of magic. You can ignore the highest ranked card of a mismatched suit in your spellcasting flip.

Sample Disciplines: Alchemy, Summoning, Druidism

Magical Domains:

Earth (Coins)
Fire (Wands)
Water (Grails)
Air (Swords)
Body (Coins)
Mind (Wands)
Spirit (Grails)
Fate (Swords)
Void (Major; Space and time)
Aether (Major; Raw power, metamagic)

Magical Techniques:

Strike (Swords, TN 6, Melee attack)
Blast (Wands, TN 6, Ranged attack)
Shield (Coins, TN 8, Defense against attacks)
Shape (Swords, TN 10, Apply physical Aspect, change physical form)
Control (Wands, TN 10, Apply mental Aspect, dictate actions)
Block (Coins, TN 10, Prevent use of a certain action/attribute)
Counter (Major, TN 6, Negate an existing or emerging power)
Assess/Conceal (Grails, TN 10, Analyze existing Aspects or hide an Aspect)
Boost (Major, TN 8, Increase capabilities beyond natural levels)
Drain/Destroy (Major, TN 8, Reduce capabilities below natural levels)
Restore/Create (Grails, TN 8, Heal capabilities back to natural levels)
Weave (Grails, TN +2, Combine two or more Domains and Techniques in a single spell)

Technical Paradigms (and their Disciplines):

Science (Medicine, Engineering, Benchwork)

Technical Domains:

Biology
Chemistry
Physics
Analytics (Steampunk computer science)
Electricity
Mechanics
Weaponscraft
Smithing
Phlogistech (The use of phlogiston as a fuel source)
Therapeutics (The use of balms, salves, herbs, drugs)

Technical Techniques (redundant much?):

Design (Create a schematic for the invention)
Gather/Salvage (Ensure that you have the correct parts for the invention)
Build (Actually create the invention)
Repair/Restore (Fix an invention or patient)
Analyze/Diagnose (Notice Aspects on the invention or patient, reverse engineer)
Sabotage (Place a negative Aspect on an invention or patient)
Improve (Place a positive Aspect on an invention or patient, increase function)
Jury Rig (Create a quick, dirty, single-use invention or cure)
Theorize (Declare an Aspect on a scene based on your scientific knowledge)
Combine (Combine two or more Domains and Techniques in a single invention)

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