Thaumaturgical Counter Magic
The Guide to the Camarilla pg 108 ww2302
This is less of a path then it is a sperate Discipline, as the power to resit Thaumaturgy can be tought independently of Thaumaturgy, even to those kindred who are incapable of mastering even the simplist ritual. However, the techniques of Thaumaturgical Countermagic are not offically taught outside Clan Tremer, for obvious reasons. Any non-tremere who displays the ability to resist Thaumatyrgy quickly becomes the subject of potentially fatal scrutiny from the entire Clan Tremere.
System
Thaumaturgical Countermagic is treated as separate Discpline. It cannot be taken as a character's primary path, and a rating in it does not allow the characters to preform rituals. The use of Thaumaturgical Countermagic is treated as a free action in combat and does not require a split dice pool. To oppose a thaumturgical power or ritual, a character must have a Thaumurtigical Countermagic rating equel to or greater then the rating of that power or ritual(which means that rituals of level six or greater CANNOT EVER be countered with this power). The player spends a blood point and rolls the number of dice indicated by the characters Thaumatugical Countermagic raring (difficulty equal to the Diff of the power in use). Each success cancels one of the oppising Thaumaturge's success.
Thaumaturgical Countermagic can only be used against Tremere Thaumaturgy at full effectiveness. It works with half dice pools against non-tremere blood magic and mortal "hedge wizardry," and is completely ineffective against non-vampire magics and powers.
Thaumaturgical Countermagic can be learned by characters who are unable to learn Thaumaturgy, (e.g. those with the merit MAGIC RESISTANCE). Any non-Tremere character with a rating in this power automatically gaines the flaw CLAN ENMITY(TREMERE), Receiving no freebie points for it. This power can not be taken during character creating and can not be spontaneously developed. It costs the same as any other non-clan disciline to learn.
Counter Magic Expanded
Level 6 Allows the vampire to resist the effects of Assamite Thaumaturgy and Rituals up to level of Counter Magic the vampire possesses at full effectiveness.
Level 7 Allows the vampire to resist the effects of Necromantic Thaumaturgy and Rituals up to level of Counter Magic the vampire possesses at full effectiveness.
Level 8 Allows the vampire to resist the effects of Setite Sorcery (Thaumaturgy) and Rituals up to level of Counter Magic the vampire possesses at full effectiveness.
Level 9 Allows the vampire to resist the efects of Koldunic Sorcery and Hedge Magic and Rituals up to level of Counter Magic the vampire possesses at full effectiveness.
Level 10 Allows the vampire to resist all levels Blood Magic, Tremere or not, with the abiltity to resist the effects of all Rituals to the level of Counter Magic possessed.
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