
As a final benefit, the character may spend two motes of Essence while performing a thaumaturgical Procedure to reduce the Resources cost of the occult ingredients required by 1. During character creation, Terrestrial Martial Arts Charms cost half as much as normal, meaning that each starting Degree (or Degree purchased with bonus points) allocated to a thaumaturgical Art provides two Degrees instead. The experience cost of thaumaturgical Degrees is reduced to 4xp, or 5xp if Occult is not a Caste or Favored Ability (or if the character has no Favored Abilities, as in the case of Alchemicals), and their training time is halved. The Lawgivers' mastery of the occult is such that mortal magics are no great challenge for them. But I have a character concept that involves being a thaumaturge, and I'd like not to be tremendously gimped. Similarly, thaumaturgy is kind of 'magic for schmucks' in the setting, being accessible to mortals and reasonably fairly priced for them.but a comically inefficient use of resources for a Solar to take. Dreams of the First Age has a Charm accessible to all Celestial Exalts that halves BP and XP costs for Terrestrial Martial Arts Charms, since they're a 'tier' below the power of Celestial Martial Arts, but ordinarily cost just as much to take.
