by Everitt P. Long (6 Jul 94)
It is hoped that this will correct several of the weakness within the ST system. Thaumaturgy has become a much more powerful and versitile discipline, but it is much more expensive in the time it takes to learn and in experience points. STs who are afraid of game balance can always limit their players by not giving them the free time, the mentors, or the access to the spells which they wish to learn. The new system does make NPC Tremere more powerful, but not unreasonably so. The Tremere seem to be the smallest clan of the original seven, and they are beset from all sides. They have enemies among vampires, garou, and mages. When the Sabbat attack, the Tremere chantry and not the prince is the first to be targeted by the Black Hand. Not even the lovey-dovey Salubri like them. Yet they survive. Undoubtably, much of this fear and strength dervives from their powerful magic.
Second, thaumaturgy has been given a much more gothic feel. It is different and ritualistic, where the other disciplines are not. This solidifies the game in the tradition of Ars Magica, where the Tremere originated. The addition of certamen can only add drama to the game. Expanded coverage of the various types of supernatural energy help tie the different ST games together for a more multi- faceted role-playing game.
Third, the magick of MAGE: the Ascension has been changed as well. It is now much more gothic, rather than making characters run around like over-powered superheros. The power curve which has unbalanced the ST system has been reduced somewhat, yet not enough to make mages unplayable in the face of Kindred or Garou. Their magick shows its roots in the more archaic magic of vampires, yet it is sufficiently diffentiated to provide diversity. While magick is admittedly superior to thaumaturgy, it is not overwhelmingly so. Perhaps the most dangerous opponent that mages can meet is a Tremere with six centuries of experience behind him. With rotes being more necessary, magick use becomes much more colourful, as the sphere powers by themselves inevatively lead to blandness.
The respective powers of magical ability have become more consistent. No longer does a vampire have to get the Path of Flames at 5 to begin to threaten an opponent. Also, there will be no more mages disintigrating all who oppose them with 25 dice of damage. Expanded rules for magic resistence and counter-magic allow for protracted battles (and drama) and help to eliminate the first strike-- you're dead syndrome.
Finally, this solves (for me) the complicated relationship between Ars Magica, Vampire, and Mage. According to Mage, the medieval Order of Hermes was really just a cover for the real Order (even though the Order of Hermes suppliment lists over 700 magi -- that is a very big cover). Since the "real" order was more powerful, wouldn't it have been more effective in creating a mythic paradigm for Europe? The history contained attempts to explain the different systems of magic between the three games. I apologise for not being able to include the parma magica but I couldn't get it to fit without distorting the game. But at least certamen is included.
These rules were written with full knowledge that much contained within contradicted with the predominant philosophy of both offical MAGE tA theory and general practice (including here on the Internet). I am not saying that these ideas are wrong, but I feel that what is presented here can correct several problems. In a pure MAGE or Mage-dominated game, then the official rules should probably be left intact. The slightly different rules for rotes & spontaneous magick, specialty spheres, and paradox can be introduced with little difficulty. I like MAGE tA; I just don't find it very gothic. The new thaumaturgy rules can be introduced to make the Tremere more worthy opponents. In a Vampire-oriented game, these rules restrict the actions of character mages so that they don't hog all of the action. There is little more frustrating to players than another player who can do everything they can and better. If players want to play vampire mages with a more versatile magic system, they now can but it is demanding of both time and xp.
It is hoped that these rules be adopted. I apologise for any mistakes or inconsistencies which you might find. Feel free to tinker with them as you like. After all Mark Rein.Hagen and Johnathen Tweet did all the real hard work years ago.
This system is based off the Ars Magica system. It is used both for vampire Thaumaturgists and mages, with only a few variations. It is helpful to own Ars Magica, but it is not necessary. I apologise if I occasionally take for granted a familiarity with the game, but these rules are long enough already without having to explain everything.
Dice Conventions: as per Vampire. The maximum target # is 9. If this is increased over this number, then the number of successes is increased, not the target #. Eg. Target# 8+3=9, 2 successes.
Arete: the level of magical understanding possessed by mortal wizards. Also Greek for excellence. See Thamauturgy.
Effect Level: This is the level of the technique and form required in the casting of spells. For example, a Ball of Abysmal Flame is a CrIg 5 spell, even though the caster could use more dice when rolling.
Form: all spells have a Technique and a Form. The Form is approximately equivilent to Spheres. Mages use Spheres, a more modern approach to the same thing.
Hedge Magic: Hedge magic is any form of wizardry generated without formal training in the magic arts. Any system of magic with a logical and complete structure and paradigm is NOT hedge wizardry. Hence Egyptian magic, Ars Magica magic, Garou gifts and thaumaturgy are not hedge magics, but the magics for mortals in Hunter's Hunted and psychic powers are considered to be so. The term was coined by medieval Hermetic wizards (see Ars Magica) and described untrained magicians (the equivilent of orphans in Mage). Hollow Ones may or may not be considered hedge mages as the definition has blurred with misuse over the centuries. Mages often use the term as one of scorn for other systems of magic which they regard as inferior.
Rote: any preformulated spell which can be cast within a combat round. Rotes cannot operate with an effect level higher than five.
Ritual: a preformulated spell which generally takes about 15 min/ level.
Technique: these are the skills of magical manipulation. In hermetic terms, the techniques are Creo, Intelligo, Muto, Rego, and Perdo.
Thaumaturgy: the level of magical understanding possessed by vampiric wizards. It is different from Arete due to the intrinsic connection between vampiric magic and the blood. Unlike Arete, its level is still limited by Generation. See the section on magic for some of the differences between thaumaturgy and Magick
For mortal wizards, it is the same as per Mage. Vampires do not use foci. However, their magics often require the expenditure of blood points.
The mastery of thamauturgy requires the comprehension of the following forms and techniques. These are derived from the hermetic magics of the Mythic Age, and its predessor, the Order of Mercury. Note that mages' magick is similar, but for the momenent, all references, unless otherwise stated refer to the older system of thaumaturgy.
Creo (Cr) "I create" allows the conjouration of forms out of nothing. These are often superior to anything that nature or man has made. Note that nothing can be made permanent without the expenditure of quintessence.
Intellego (In) "I perceive" allows the magus to observe the connections which link all things. Some mathematically-minded tremere have linked the theory of this technique to chaos mathematics, but this theory has not gained wide-spread acceptance.
Muto (Mu) "I transform" gives the magus the power to transform the form of a thing. Transforming a bud into a flower is relatively easy, as it still follows its natural course, but to turn that bud into a sword is quite difficult.
Perdo (Pe) "I destroy" unravels the pattern of any object with a temporal existence. Masters of this technique often begin to see the world as functions and states of decay and entrophy.
Rego (Re) "I control" manipulates the external realities of an object, where muto manipulates the internal. This technique is critical for movement and order.
Animal (An) "animal" affects all animal life of a lower order than humans. Insects, fish, and birds are all included here, although single-celled organisms generally are believed not to be. Most tremere believe that no magic is capable of affecting virii.
Aquam (Aq) "water" affects all liquids. Blood however, when still living and in the body, can only be affected by Corporem
Auram (Au) "air" gives mastery over the weather, including lightning. Thamauturgy's medieval paradigm makes more sophisticated manipulations of electricity difficult. The manipulation of all gases is possible through Auram.
Corporem (Co) "body" leads to understanding of the body, living or undead. This is where most thamauturgical training begins. There is a lively academic debate going on over whether lupines are affected by Animal or Corporem magics. There is also, not suprisingly little data or experimentation in the field.
Herbam (He) "plant" deals with all forms of plant life, including dead wood. Suprisingly, this field is not often studied by vampires. Perhaps its connection with the natural world is too painful for most vampires, forcing them to consider their own unnatural state.
Ignem (Ig) "fire" is the dangerous study of fire and light. Although some tremere have attempted to create a unfied form of energy, they have met with little success. Due to the power and volitility of the form, Ignem is often studied but seldomly is any new research performed by the vampiric magi.
Imagonem (Im) "image" is the study of illusions and phantasms. Some feel that this form deals with perception and the image. In this post-modern age, some of the most innovative research is being done in this field.
Mentem (Me) "mind" is the form of the mind, thought, and the soul. Magi, particullary the students of this form still see a rigid Descartean dichotomy between the mind and the body. However, the mind and the soul are generally seen as one thing by these same magi. (Of course, most vampires do not believe that they have souls anymore...) Note that the paradigmic beliefs of thaumaturgy believe that the soul is ultimately unalterable by the forces of magic.
Terram (te) "earth" deals with solids, especially the earth. The earth is difficult to change, just as stone is hard and heavy. Magnetism is controlled by this form, based upon the beliefs of medieval science.
Vim (vi) "power" deals with the magical nature of reality. The practice of diabolism requires an extensive background in this field and reaching the mysterious Umbra requires this knowledge as well.
Other Forms: Some magi, especially those who have had encounters with their mortal counterparts believe that there are other forms, particully forms of Knowledge, Time and Spirit. However, medieval thinking makes the creation of these forms difficult and what work has been done, is not generally accepted by the Thamauturgical comunity. There have been rumours of a fully created form of Wierd (Wyrd), or fate, but there is no conclusive evidence of this.
Magic is divided into two types: formulaic and spontaneous. Formulaic magic consists of rotes and rituals. These are elaborate magics where repetitions of pre-determined arcana create an effect. It is the more powerful and predictable type of magic. Rotes generally can be cast within a few seconds and require few material components (except for perhaps blood). Rituals take longer, generally 15 minutes/level. Ritual Magic may not be duplicated with spontaneous magic. Spontaneous magic is more flexible, but is more difficult to cast. Generally, it is less powerful and takes longer to perform. It is also more taxing to the wizard. Because vampiric magi draw power from their own blood, some rotes require the expenditure of 1 bloodpoint. This expenditure is automatic and does not count against the number of bloodpoints which the vampire may expend in a turn. Rotes and spontaneous magic may not have an effect level higher than five. The thaumaturgist rolls dice=form+technique. #of successes determines the effectiveness of the spell. If no successes are generated, the thamaturgist can expend a willpower point. If the roll botches, a willpower point is the least worst result.
Normally rotes may be cast within a turn (celerity does not allow for multiple spells), but complex spontaneous magics may require several rounds to complete (ST's discrecion). In addition, the use of spontaneous magic always requires the expenditure of 1 willpower point.
Spending Quintessence: The magi can use quintessence to lower the difficulty of the spell. For vampires, this means spending blood. Each blood-point spent, lowers the difficulty by one. Note that this counts against the # of blood- points/tern. Beware of low generation Thamauturgists!
Near a Node: Although vampires cannot absorb quintessence from a node directly, their presence lowers the difficulty by their rating. The same effect occurs in Regios (Magic, Fairie, Domain (Religous), Infernal, Reason).
Fast-Cast: In emergency situations, the magus can cast a spontaneous spell in one round, or a formulaic spell before his normal iniative. The difficulty is +1 for spells of level 3 or less, and +2 for spells of level 5 or less. Normally, the magus cannot fast-cast a spell, if she is completely surprised.
Subtlety: Magic generally requires bold words and gestures. If the caster attempts to cast a spell subtly there is a +1 modifier. If the caster attmepts to cast a spell without any perceptable signs, there is a +2 modifier. Subtle magic requires a roll of Per+Occult (or thaumaturgy), with a difficulty of 8 (6). The most subtle form requires the same roll against 9 (7) and can only be done by people with auspex.
There are three types of defense against magick: natural resistence, magick resistence, and counter-magic.
Natural resistence are Willpower and soak rolls. They are always made (unless a player does not wish to risk a willpower roll).
Magic resistence is an intuitive defense against magical attacks. Whenever magic is used to alter a pattern of someone or something with magic resistence, it resists. The magus gets to roll his dice in the form of an attack. Eg. A Ball of Abysmal Flame is thrown at a priest with true faith. If the priest had a faith score of 3, he would get 3 dice of magic resistence. If a spell were used to cause a wall to collapse on top of the priest, then his magic resistence would be of no use (but he might intuitively move out of the way). The difficulty is the level of the attacking spell+4. Each success takes one away from the attacker's roll. Note that this spell affects benign magic as well. This effect can be voluntarily supressed.
Counter Magic is an active defense against magic. It works as the casting of a normal spell works, with all the normal rules of magic. For example, when the wall is collapsing, the magus could teleport out of the way, or use magic to strengthen the wall and prevent the collapse. Counter Magic is considered an action.
Ritual magic is a draining affair. The magus must roll Sta+Fort against a difficulty of the ritual level+3. If the roll fails, the magus loses 1 willpower point. If he botches, the thamauturgist loses a number of willpower=# of botches. Ritual magic often requires the expenditures of large quantities of blood. Ritual magic is easier to perform and can create more complex effects than are normally possible.
Mastering a Spell costs 1 xp for each level of a spell. Rituals cannot be mastered. Mastered spells cannot be botched, unless the caster was distracted when casting the spell or attempting to mutliple cast it. In addition, the caster may multiple cast mastered spells.
Multiple Casting can only be done with mastered spells. The magus must roll Int+Thaumaturgy, with a difficulty of 9. The number of successes required is equal to the number of castings to be performed. If this roll is failed or botched, then the caster loses at least one willpower point. If it succeeds, the magus can cast multiple versions of the same spell. Roll normally, but with a +1 modifier for each spell being cast. This effect is draining enough to cost one willpower point.
Raw vis is magical power stored in a physical object. It can be extracted and used in the same way which quintessence is used. However, when vis is extracted from an object, all the vis in the object is used. The exception to this are Talismans. They can store vis, and use only a portion of it.
This requires an Int+Meditation roll against a difficulty of 5+level of first spell (or 2+level of the spell if the second is the same as the first). If the thamauturgist fails, the second spell is not cast; if she botches, then the first spell is lost as well.
Certamen is the ritual by which two magi voluntairly compete against each other. Within the old Order of Hermes, it served as a non-lethal way for magi to resolve disputes. No magi may challenge another to certamen more than once, without being challenged by the other first.
Traditionally, the aggressor chooses the technique. while the defendant choses the form. The two must agree on this, as the ritual is impossible unless both can use the technique and form in question.
The ritual is a level two ritual, which must be cast by both magi (MuVi 2). Each inscribes a circle around where they are standing (certain chantries maintain permanent circles). The circles may be of blood, gold dust, white stones, iron nails, or anything whcih reflects the nature of the duel to come. Then the two combatants meditate to prepare themselves.
When the duel comences, these meditations take the form of phantasmal representations of the form of battle. For example, if the ground is Muto Animal, the phantasms may take the form of two mythical animals, who change shapes to win advantages in combat. A duel in InAq would look less impressive: probably two streams of water entwined, trying to make their way across the field.
The battle itself is an extended struggle. Each combatant makes two rolls Tech+Form and then Int+Certamen (a secondary skill). Both have a difficulty of 6. The first roll determines the magicak power the phantasm. The second roll is treated as the attack. The winner of the second roll has two choices: take an advantage or attack. If the winner elects to take an advantage, then her phantasm has gained a superior position over the other. In game terms, this translates as the number of net successes being added to next round's Int+Cert roll. If the winner elects to attack, then he rolls for damage, using his phantasm's power+# of successes. The defending phantasm rolls phantasmal power. The difficulty is 6 (Standard combat rules: no botches on these two rolls) Each net success here reduces the defendant's power by one. If at any time, a magus' phantasm is reduced to 0 power, then she has lost.
The defeated magus takes any excess damage as non-agravated wounds. These may be soaked normally. In addition, the vanquished magus briefly falls unconscious (normally for 10-sta minutes). By tradition, the victor is normally allowed to cast one spell upon the defeated (which cannot be resisted). At the end of any round, a magus may ask to surrender, but the other magus is not obligated to accept. If at any time, regular magic is used, either magus is physically attacked or if the circles are broken, then the ritual is disrupted.
The ST is encouraged to add bonus dice for good roleplaying, imagination and tactics. If at the end of any round, there is no winner, the whole process is repeated. Both willpower and quintessence may be used in the combat, with each bloodpoint used adding one dice to the roll. Blood used in this fashion lasts only for the one round.
It is said that the Tremere invented Certamen, to help organize and create the fledgling Order of Hermes. They are also said to be its masters...
|*||Apprentice, Initiate of the first circle|
|**||Novate, what most Tremere of the 2nd circle know|
|***||Adept, what most Tremere of the 4th circle know|
|****||Master, minimum level for a Tremere regents|
|*****||Grandmaster, minimum level for a Tremere Lord|
|Specialties||any form or technique, a combative style|
|Possessed by||Order of Hermes, Verbena, Tremere|
Most magi admit to the existence of different forms of supernatural power. Just as there are different types of supernatural beings (mages, kindred, garou, etc), there are different types of power, although the connection between the two is complicated, confusing, and hotly debated. The powers that most magi have recognized are: Magic, Divine, Infernal, Fairie, and Reason. Mages are split on whether the animistic magic of Dreamspeakers and Garou is a part of Magic, Divine, or a completely seperate catagory nomimatively called Spirit.
This is the power which Thaumaturgists and mages use. As powerful as it is, it cannot create something permanent without something else (quintessence). It also cannot prevent (the final) death, nor can it bring the dead back to life. It cannot affect a soul (if such things exist).
Magic is concentrated in certain areas. These often concentrate at points called nodes. Mages can draw quintessence from nodes; vampire magi cannot. Magical areas have a strength between one and five. There are very few areas on earth stronger than this, and they are not generally known. In the past, these areas were much more common, but sadly, with the growth of reason, they are inexorably shrinking.
Magical areas are more intense than mundane reality: colours are more striking, sounds more piercing, the day brighter, and the night deeper. Mundanes tend to become "weird", living in such areas. This has led to much speculations about places such as England and California. At the STs option, Toreador may have to roll Self-Control while in such areas or be enraptured.
This power is brought on by the belief in an Omnipotent being (or pantheon in some people). It is faith which drives this power and fuels the abilities of the Celestial Chorus and those with the ability of True Faith.
In the past, divine regions (called the Domain) protected the people against supernatural predation. As faith has waned in the present age, this protection has ebbed as well. This may be the cause of the general malaise which has gripped the Twentieth century. Divine regions are areas of harmony, peace, and inspiration. In Christian areas of the world, the strength of the domain changes with the calender. The domain is stronger on Sundays and strongest at Easter. Sadly, with commercialization, Christmas is not as powerful as it used to be although it is still stronger than the rest of the year. Days are stronger than nights. The Domain is weakest on Good Friday. The centers are typically in Churchs, centered at the alter. The Throne of St. Peter in the Vatican has a Divine strength of 10.
People with True Faith automaticly gain the benifits of counter-magic, with as many dice as they have in True Faith. This is intuitive, requiring no effort or attention of the individual. As such, it functions even when the person is sleeping. Normally, this protection manifests itself coincidentally. It works against mundane threats as well.
This is the evil power generated by the Prince of Darkness, the Nephandi, the Wyrm. Infernal regions are generated on Earth when demons or bane spirits manage to become present. Diabolists or satanists may also make these reions. Even the horrific evil of certain mundanes may generate these areas. Caerns corrupted by Black Spiral Dancers are examples of this type. These areas tend to exude negative energy to their surroundings. They may be the cause for the blight of the gothic-punk world, particularly in the inner cities.
Although they are spredding in number, there are almost none with a strength greater than 5 (Major Satanic Church or greatest node possessed by Nephandi or Black Spirals)
People and entities with Infernal Power gain the benifits of magic resistence, at an equivilent score to their own. The powers from below protect their own agents, but are notoriously fickle in their patronage. Nephandi also are capable of using counter-magic.
The few remaining fey areas left on Earth exist mostly deep in the wilderness, particularly forests. With the growth of the Domain, and later Reason, fairie regions have gradually left the earth. Still, they do occasionally reapper. They tend to be stronger at the equinoxes and during the full moon. The laws of nature tend to become warped in Fairie regions. Many of the circles in Britain are fairie regions, and there is still a farie region in the Black Forest. A creature with Fairie Might tends to bend reality around them. This does not function as resistence or counter-magic, but tends to increase the probability of mishaps and botches. Fairies are notoriously difficult to control or contain magicly, but can often be tricked or confined with iron. Mauraders seem to possess a similar form of protection as fairies.
These areas began to grow during the end of the Mythic age and now dominate much of the world, partilarily in Japan and the West. Much but not all of this growth can be attributed to the Technomancers. These are areas of pure rationality. Supernatural beings generally do not feel comfortable here, although vampires are curiously much less affected than any other type of supernatural beings. Even mundane people are more logical and less emotional in such areas.
They are spread all around the world. The are concentrated in factories, research laboratories, and universities. They provide the strength for the gauntlet which seperates Earth from the Umbra.
Certain contructs of Reason (eg. HIT Marks) and people with high Reason scores (similar to True Faith in some ways), possess magic resistence.
In order for a thaumaturgist to be able to use a spell, she must have a thamauturgy rating of at least equal to the spell's power. In addition, the magus must have both the form and the technque of the spell and a number of dice=1/5 of the Ars Magica rating. If you do not have the Ars Magica rules, simply double the rating to find the number of dice required.
Eg. The Lungs of Watery Death is a Creo Aquam spell (CrAq 35). This translates into CrAq 4. The thaumaturgist must have a thaumaturgy score of at least 4, and 7 dots between Creo and Aquam.
Many spells have secondary requisites. If a spell has a secondary requisite (either a form(s) and/or a technique(s), the magus cannot use more dice from the primary requisite than he has in the secondary. For example, Lungs of Watery Death has a corporem secondary requisite. This means that the magus cannot use more dice from Aquam than she has in her Corporem rating.
As for rule conventions, +5 damage is normally equivalent to 1 dice of damage. Bonuses to attributes are normally convereted +1 to one dice. An Ars Magica attribute of 0 is equivilent to 2 in the ST system. The maximum human potental is 5 for both games. Note that these are only common sense conversions. Mind control spells are resisted by Willpower, not Int.
|Ars Magica Score||Attribute||Ability|
|12||9, 2 successes|
|15||9, 4 successes|
Simplified Ranges, Durations, and Effects
The Ars Magica game does not have standardized rules for these in the same way that Mage does. Since a copy of Ars Magica may not be available at every game, or just for the sake of simplicity, the following data can be used:
|1||touch||1 turn||one being or 1 ft sqaured|
|2||5 yards||1 minute||10 ft squared|
|3||15 yards||1 hour||100 ft squared|
|4||50 yards||1 day||1 000 ft squared|
|5||200 yards||1 week||10 000 ft squared|
|6||1 mile||1 month||100 000 ft squared|
|7||10 miles||1 year||1 000 000 ft squared|
|8||100 miles||10 years||10 000 000 ft squared|
|9||1000 miles||100 years||100 000 000 ft squared|
|10||anywhere||1000 years||1 000 000 000 ft squared|
Magical power tends to increase logarithmicly. These are only generalizations. 1 square mile is the equivilent of 36 000 000 ft (apprx). If the magus is attempting to create a storm, then the effect will probably become much bigger. If the magus attempts to create a giant fire, then the area of effect should probably be reduced. Narrative priorites should always supersede numeric calculations. Note that no effect can be made permanent unless quintessence is used. One pt is enough for anything less than a pound or larger than an apple. 2pts should be enough for a weapon, 3 would be enough for a television, 4 for a motorcycle, 5 for a car. A house (or tower for traditionalists) would probably take at least 10 (even if the magus could generate this). Food generated without quintessence provides no nourishment, and wounds healed with magic do not really heal without quintessence either. To date no thamauturgist has created a cost- efficient way of magicly generating blood or healing (although aggravated wounds might be healed more quickly).
These are often best left up to the ST. There is not necessarily a direct correspondece between the level of a spell and its damage. A weak telekinesis spell on a steering wheel could cause a car to swerve and cause 15 damage dice, even though the spell was only level one or two. Generally however, spells which directly apply damage (such as fireballs), can inflict a max. of:
|*||1 health level|
|**||3 health levels, 1 per success|
|***||5 health levels, 1 per success|
|****||7 health levels, 2 per success|
|*****||10 health levels, 2 per success.|
Direct damage spells can be soaked, but are considered automatic successes for damage. Indirect effects must make a damage roll before the soak roll is made.
The Order of Hermes has collected hundreds of rotes and rituals for its use. The Tremere have archived almost all of the old spells, and have created many for the more modern era, and for their existence as vampires. They generally cannot use the modern magic that contemporary mages use. Here are some examples of what can be done with magic. This is by no means exhaustive.
Much magic will require knowledge of different forms. For example, a storm requires an Auram of 4. But to create this storm, during dry weather would require knowledge of CrAq (Aq 3 at least).
Note that the difficulty of a spell is not necessarly representative of its power. It is much more difficult to use magic which causes someone to see the errors of their own logic than it is to simply control them and get them to do what you wanted in the first place.
Animal magic is not often studied by vampiric thaumaturgists in the modern age. Animals do not react well to vampires, and much can be done more easily with Animalism.
* create a bear's pelt, create meat
** heal an animal
*** create a giant web
**** create a wolf or a cat
***** create an elephant
* know a creature by its tracks, detect a werewolf
** speak with animals
*** speak with fish
**** read the mind of an animal
***** detect any type of animal within 1 km
* cause vermin to grow to 4x original size
** turn an animal into an ideal model of its species
*** turn one animal into another
**** give an animal attributes or abilities of another
***** give an animal a human form
* cause an animal to shed
** cause pain in an animal or destroy leather
*** cripple or blind an animal
**** may injure an animal
***** may kill an animal instantly
* the animal cannot smell you
** sooth or panic an animal
*** tame an animal, circle of protection
**** mentally control an animal within sight
***** implant orders within its mind
This form of magic is popular with vampires, especially when it can create water to douse dangerous fires. There are also several spells developed to be used against kindred.
* douse a bonfire, saturate cloth with oil
** create puddles of oil
*** cause a stream to flood
**** create a torrent of water=fire house
***** fill someone's lungs with water
* detect poison in a liquid
** find water
**** converse with water
***** create a scrying pool
* water to wine
** turn water to snow
*** breeth water
**** freeze water
***** freeze a small lake
* magical towel
** putrify liquids
*** break waves
**** dehydrate a person
***** despoil a small lake
** generate dangerous waves, overturn small craft, drown weak swimmers
*** generate violent waves, damage small craft, drown swimmers
**** part water, create whirlpools, undertows
***** create waterspouts
Auram spells incorporate not just gases, but weather phenomena and lightning as well. This type of magic is not sophisticated to control lightning more subtle than general static or lightning. Auram spells often have larger than normal dimensions.
* create fog
** create noxious fumes
*** create snow
**** cause a thunderstorm
***** gale winds, lightning bolts
* detect poisonous gas
** see through fog
*** predict weather
* turn a light rain into heavy rain
** rain of stones (3 damage dice/rd)
*** increase winds to dangerous levels
**** radically alter the weather
***** extreme weather conditions (heat waves, etc)
* dispel smoke, stop a breeze
** steal a creatures breath
*** turn air stale
**** stop all winds
***** clear the skys
** create winds that can knock a normal person over
*** surround yourself in a vortex, call a storm
These spells deal with the body, including blood. Vampires have some corporem rotes which no mortal mages would ever think of.
* stop bleeding
** halt normal diseases (does not work against cancers, leprosy, or AIDS)
*** heal wounds
**** neutralise poisons, reverse criplings
***** restore organs, reattach limbs, heal aggravated wounds
* determine the cause of an illness
** talk with a corpse
*** locate a specific person within 100 km
**** locate a specific corpse
* night vision, superior hearing
** disguise facial features
*** increase/decrease size/ attributes
**** turn people into animals
***** turn into a bird, superhuman abilities
* cause fatigue or choking
** reopen wounds, turn an unthinking corpse to dust (zombies inc)
*** blind or turn a person mute
**** accelerated aging
***** leprosy, plagues, death and other unpleasantries
* cause stutterings or the shakes
** supernatural mobility, ignore pain
*** levitation, animate a corpse
**** create a zombie, control another's movement
***** teleport to preprepared place (not unlimited power)
This path is often neglected by vampires, who do not like living life of any sort (it often withers around them), and who normally confide themselves to the barren city cores. Yet there is much of use and power here. Woe to those who anger that gangrel druid.
* create an apple, or a strong vine
** trap of vines, cause a tree to bear fruit
*** wall of thorns, create flowers
**** wall of living wood, create trees
***** create a bridge or a giant oak
* never get lost in the woods
** finds herbs or flowers
**** talk with trees
***** aware of all dangerous creatures in the woods
* animate or bend a staff
** mutate a tree
*** make wood as hard as iron
**** awaken a tree to conscousness
***** haunt a forest
* rot wood
** cause all decidous trees to shed their leaves
*** wither and destroy a tree or area of smaller plants
**** rot a wooden cabin
***** wither vast areas of nature
* repel arrows and stakes
** animate a tree branch
*** animate a wooden object
**** animate a tree
***** animate and make mobile a tree
Fire magic is popular with many, particullary vampires with their eyes on career advancement
Level Area Heat (soak#) Max. Damage
* candle candle (3) 1
** torch torch (5) 3
*** bonfire burner (7) 5
**** room chemical(9) 7
***** inferno(house) molten (9) 10
* light, make metal painful to hold, melt plastic
** create blinding flashes
*** bolts of fire
**** ignite a room
***** horrid fireballs, flaming weapons, circle of flames
* using the ash, determined what was burned
*** thermographic sight (must never be called "infravision")
**** talk to fires
***** detect fires within 1 mile
* change the colours of fire and smoke. Toreador like this.
** control and direct sparks
*** prison of flames
**** heat without flames (or versa vice)
***** turn fire to ice
* put out a small fire
** put out a bonfire
*** chill a room
**** destroy light
***** unexpected eclipse
* direct moonlight
** cause a bonfire to jump
**** ward against fire
***** cause a fire to expand rapidly outwards
This is the form of images (not illusions). As such, it often deals with matters of perception. For some reason, those with true Faith and children often can see through these glamours and enchantments. It is best not to use these magics around Ravnos as they are likely to look at the thaumaturgist as an upstart -- and probably decide to put the magus in her place.
* create static, one dimensional illusions.
** give an illusion motion
*** multiple senses can be affected
**** create believable images of people
***** create believable images of specific people
* detect simple illusions
** see what something looked like one year ago
**** see back in time, up to five years
* simulate flavours, appear clean, dirty, a door appears open not closed
** disguises, make music out of tune or in tune
*** make one thing look like another
**** make an object transparent
***** visions of terror
* destroy an object's taste
** invisible if motionless
*** can make a fire appear cool (even though it still burns)
**** magical silence
***** invisibility (cast a reflection in mirrors)
* throw your voice
** seperate your image from your body
*** capture someone's voice (does not work with Daught. of Cacoph)
**** distort perceptions
***** move the image of a building away from the building itself
These spells control thought and emotion, and can affect ghosts. Many younger vampire magi never bother with mentem spells, since the disciplines of Dominate and Presence are easier to learn. Still, older tremere grip on to traditions and are capable of suprisingly subtle effects. In the Mythic Age, the tremere were known as the masters of mentem magic.
* make a concept easier to understand
** make someone more irratible or tranquil
*** implant a memory or a recurrent sense of anxiety
**** cause intense and continous despair
***** allows someone to think without the influence of emotions or predjudice
* determine another's mental state
** sense emotions
*** detect lies
**** comprehend unkown languages
***** mind reading
* see spirits
** change a demeanor
*** alter memories, control dreams
**** change a nature
***** personality makeovers, alter dreams
* causes someone to forget what they are saying or believe one lie
** calm emotions
*** destroy memories, make someone emotionless
**** reduce victim's intelligence to that of a child
***** cause insanity
* Awaken someone or put them to sleep
** confuse someone
*** mass sleep
**** summon a ghost, enter someone's dream
***** exchange minds
These spells affect all solid objects. In addition, properties that were associated with objects are also affected. Magnetism is the property of this form.
* create an arrowhead, fill a grave hole
** create small boulders,
*** wall of earth
**** wall of stone
***** create structures of stone
* determine the age of an object
** detect treacharous terrain
*** find a path or road
**** magical tracking
***** talk to stone
* sharpen a blade or soften dirt
** increase an object's siz, soften rock to clay
*** turn dirt to stone
**** bend metal by touch
***** turn dirt to quicksand
* break clay, glass, or wood
** create a hole about 9 ft deep, rust metal
*** shatter non-magical metals
**** create an avalanche
***** stone to dust
* leave no tracks
** make stony ground as sharp as broken glass
*** move heavy objects
**** create a chasm or split a wall
***** minor tremors
This is the form which controls magic. It can make magic better and is used to extract tass from objects and nodes (this is the only way which vampires can do this). Magic involving the realms beyond requires an understanding of vim.
There are no known CrVi spells. However, these arts are used to extract quintessence.
* detect magic, sense vis
** detect magical spying
*** track magic
**** find location of a magic item which has been in your possession before
***** detect previous magic in the area
MuVi spells can be used to alter magic which has already been cast, to enhance its power, or allow magi to combine their powers together.
PeVi spells are used to disenchant and to dispell demons
ReVi spells are used to repell demons, protect against hostile magic, maintain other spells without concentration, magical scrying, wards and glyphs.