The Book of Thaumaturgy
Version 1.0 Compiled, Edited and Copyright ©
1995
"I shall further the knowledge of the House and Clan and share
with its members all that I find in my search for wisdom and
power. No secrets are to be kept, or given, regarding the arts of
magic..."
-- From the Tremere Oath
Foreword
Almost every single one of these rituals and paths have been modified from
their original submitted form by Mr. Benvenuto for purposes of clear
understanding and better gameplay. Those individuals that have submitted
materials for this document did so with the understanding that their
materials would possibly be modified. No disrespect was intended or should
be implied. Furthermore, all of the Rituals and Paths contained herein are
merely suggestions. They are open for modification by the Storyteller and
Players of the Game. They are not fixed in stone by any means, and only
exist to assist in helping WOD gamers towards more creative and enjoyable
Gameplay. Some words, sections and detail in this document is/are Copyright
White Wolf Games, Inc.
A Guide to the Proper Use and Gameplay of Thaumaturgy
(Also see the Storyteller's Guide to Fun and Balanced Thaumaturgy)
By Darrell Benvenuto
The White Wolf Storyteller System is an excellent gamesystem; it places
quite a bit in the hands of the Storyteller and players of the game. In
most instances, this is good. Concerning Thaumaturgy, however, this was not
quite so good. For all that Thaumaturgy under the Tremere is a regimented,
highly complex and ordered thing, and that the Clan still follows a great
deal of the structure and order of it's original Hermetic past, the rules
that can be found in any of the published books, even the Tremere Clanbook
itself, governing the art and science of Thaumaturgy are sparse, left
mostly to the Storyteller and Magus to work out. It is sad that so much
work was put into other aspects of the Storyteller System, yet this vital,
complex and fascinating area was left to languish.
This brief section, created and composed by me, is an attempt to lay out a
simple set of guidelines for both Storytellers and Players on how
Thaumaturgy works and how it should be handled. These guidelines have been
extrapolated from as many sources as were available to me at the time,
including the Tremere Clanbook and both Player's Guides. They may, as
anything else in this document, be used, modified or ignored by Storyteller
and Player.
The original intent of the developers at White Wolf was that separate
Thaumaturgical Paths would comprise the primary abilities of a Tremere;
indeed, the basic Clan Discipline, Thaumaturgy, is but one of many
Thaumaturgic Paths. However, in actual practice, most Storytellers and
Players feel the reverse is true; Rituals form the base stock of a
Thaumaturgist's abilities, and the Paths are secondary. Clearly, this is
not the case, as one cannot use Rituals of a higher level than one's
Thaumaturgy Rank; so while being able to use Rituals vastly expands the
scope of a Thaumaturgist's abilities, the true road to power lies in
expanding beyond the known Paths and creating new ones, as well as Rituals
designed to work with and complement these paths. Only once a Magus has set
foot upon this road are they on their way towards the upper Pyramid, and
the Inner Circles of Mystery.
Paths draw their energies from the essence of the Kindred -effectively
consuming the energies of the Vitae within the Magus as they are used. It
should be interesting to note that it is the life energy of the Kindred
that is drawn, not the physical Vitae itself. Thus, realistic-minded
Storytellers might wish to have those Kindred that have drunk their fills
and then exhausted their Blood Pools through use of their Paths cut
themselves and allow the drained Vitae to spill out of their bodies before
consuming more; after all, they are only able to consume and contain so
much physical liquid at one time. Thus, sacraficial magic, in which the
entire life force of a victim is available to be used, enables the
sustained casting of high-level Paths (can we say Humanity loss?). Thus,
when a Tremere uses his Level 4 Discipline of Thaumaturgy to "steal" blood
points from a target, s/he is not actually taking physical blood, but
rather life essence, in a vaguely similar way to that which Cain must have
done in ages past (see the Nature of Vampires, as well as the Path of
Nature's Touch and the Malkavian Clanbook). Note that although the book
states that the "source of the attack will be plainly visible" in the
writeup on Thaumaturgy Level 4, it does not describe the visual effect. A
crackle of lurid blue-white energies briefly sparking from the Magus to the
Victim, perhaps? It's all up to the Storyteller, as usual.
It is said that Vampires carry their own Reality around with them (Tremere
Clanbook, pg. 36). For a more detailed discourse on this interesting
statement, as well as the nature of "Reality" and the origin of Kindred,
see my next section, towards the rear of this document. For the moment, we
see that Rituals were intended as a means for Kindred to simulate the "tie"
to Reality that Mortal Mages have (their ability to use the magickal nature
of Reality as manifested in Quintessence to work their Rotes), and enable
Thaumaturgists to work the more potent spells that Paths cannot perform,
without incurring Paradox. It is a Kindred's own special nature that allows
one to work Thaumaturgy; it cannot be done by any other creature (see the
Nature of Reality section).
Rituals, especially the upper-level ones, take a long, long time to
research and create; it is unlikely that any player will be doing so
without a lot of free time on their hands, as well as a disposition to
experiment and the resources to do so. The Clanbook Tremere's admonition
that Storytellers restrict their players' ability to create Rituals seems
at odds to an earlier sentence in the same section which indicates that
Rituals allow Tremere to do almost anything they can imagine. In the
Tremere Clanbook, it states that most Rituals take effect when the
conditions of their casting have been fulfilled. However, there is a
serious trend in those that create Rituals to make them almost like Paths,
in that they require Rolls for everything from Activation to Concentration.
Bear in mind that the Storyteller is the Final Arbitrator in any instance
such as this, and s/he can modify them in any way that s/he feels is
necessary to maintain game balance.
Rituals take a long time to learn, as they usually consist of complex sets
of symbols that need to be inscribed, objects and items to be burned, blood
to be drawn, word forms to be spoken, movements to be made and the like.
Intelligence is the primary Attribute for a Magus, and with good reason!
Storytellers and Players who create Rituals should bear in mind that the
Casting of Rituals is a complex thing, and rarely easily done or quickly
accomplished. A good guide to how long it should take is an absolute
minimum of five minutes per level of the Ritual; and that is very, very
short. The Magus is not casting a Rote, or using a Path -- s/he is
following an intricate series of steps to bring forth a magical effect. I
know it is difficult to seemingly restrict either yourself or your players
when there are published books by White Wolf on the market that contain
such Rituals as "Puissant Shield", a 4th Level Ritual that creates an
invisible kinetic barrier about the Caster, and provides complete immunity
to all projectile weapons -- yet only takes a strip of cowhide and one
minute to cast. Try and resist the temptation to make or approve powerful
yet quick Rituals; the game will be more fun overall for you and everyone
else as a result.
THE USE OF PATHS
By Darrell Benvenuto
So much confusion has arisen out of the Storyteller's lack of clear
instruction on this point that it is ridiculous. That the process is not
more clearly illustrated in the Tremere Clanbook makes it even more
difficult to understand. On the one hand, it is clearly seen that to use
any Path, one must make a Willpower Roll, but why is it that at Level 3 of
Movement of the Mind, no Roll is required? Furthermore, what do they mean
by the Difficulty of the Willpower Roll is the Level of the Discipline + 3
? And why do they say Difficulty or Successes? The way the thing is
written, it almost seems that the better you get in the Path, the harder it
is to use!
Well, let's see if we can make some sense out of this. Let's deal with the
glaring inconsistency first: Why is there no Roll required to use Movement
of the Mind to fly? Furthermore, if the Magii can levitate and fly
themselves around at will, why is it that they still have to make Willpower
Rolls to use lesser levels of the same Path, such as to move a pencil? And
why does it cost one full Blood Point to move either a pencil or a half a
ton?
As far as I can tell, the no-roll rule on Level 3 Movement of the Mind was
done for convenience's sake. Having your Kindred fail one of many constant
willpower rolls that s/he needs to make in order to fly any distance and
having them fall out of the sky would be ridiculous, and perhaps dangerous.
So let us leave it intact, again for convenience's sake, though certain
Storytellers may wish to make changes or not, as they see fit. The
single-blood-point per use of the Path is in need of change; I would
recommend that use of Path Levels two or more steps below one's current
Level of Mastery of that Path would not only not require a Willpower Roll
to use (like Flight with Movement of the Mind Level 3), but also would only
require a fraction of a Blood Point; only continued, repeated use of the
Path at such a low level would consume a full Blood Point (the Storyteller
will tell you when this point comes).
Again, as far as I can tell, the Spirit Thaumaturgy Path was designed and
came into existence before the Wraith system did. Thus, it concerns more
with Plant Spirits, Animal Spirits, Demons and the like than it does with
Wraiths. An excellent book to bring one into the spirit of such a Path (if
you'll excuse the pun) is "The Tempest" by William Shakespeare. In it,
Prospero, the betrayed Duke of Milan, wields control over several Spirits,
including Ariel, a powerful Nature Spirit. It's a fun way to play the Path,
and both the Storyteller and the Player can derive much enjoyment from
interacting through and with a clever cast of mischevious or mailcious
sprites that they may get to know, or that may take an interest in the
Player(s) and follow them around. The Storyteller must take this Path into
account if s/he is using the Wraith system in their campaign, and make
either modifications to their system or to the Path to compensate for it's
effects.
The Two Systems
Yes, there are actually two ways to use Paths! Confusing, eh? Not really;
your Storyteller will decide which one to use, and stick with that one.
Here they are:
System #1..: The Magus makes a Willpower Roll, using 1 die for every
remaining dot of Temporary Willpower s/he has left. The Difficulty for the
Roll is based on the Level of Effect that the Magus wishes to obtain plus
Three. Note that the Magus cannot achieve a higher Level of Effect in a
Path than s/he has Levels in that Path. One or more successes means that
the effect is generated. A Magus may spend a Willpower Point for an
automatic success, but this means that s/he will have one less Temporary
Willpower Die to use for future rolls in their Paths.
Example: Path of the Lure of the Flames
""""""""""""""""""""""""""""""""""""""" Level 1:
Candle...........Difficulty: 4 Level 2: Palm of Flame....Difficulty: 5
Level 3: Campfire.........Difficulty: 6 Level 4:
Bonfire..........Difficulty: 7 Level 5: Conflagration....Difficulty: 8 The
Level of Effect in attacking someone with Lure of the Flames or Movement of
the Mind is also the number of Health Levels (Aggravated and Normal,
respectively) that are delivered to a target (assuming that they hit their
target if an attack roll is required, such as with Lure of the Flames),
which then may be soaked using Fortitude and/or Stamina.
System #2..: The Magus makes a Willpower Roll, using one Die for every
point of Temporary Willpower s/he has remaining. The Difficulty is
determined by the Storyteller, based on stress, circumstances, etc. The
number of successes that are achieved determine the Level of Effect of the
ability that have just been achieved, up to a maximum of the Magus's Level
in that Path. So a Magus with the Lure of the Flames at Level 4, while
under attack by an enemy, could try to create a Level 4 blast of flame, but
roll poorly (reflecting their inability to concentrate in the heat of
battle) and only generate a Level 2.
Now, that was simple, wasn't it?
Entire contents © 1996 Quartercraft Publishing Group. Some terms included
in this publication are trademarks of White Wolf. Because of mature themes
involved, reader discretion is advised. Printed in the United States