Thaumaturgy



[If you’re looking for the rules for the custom Paths Blessings of the Spider Queen, Fairies’ Fortune, or Lich Wizardry, look here.]



In general, use the normal Thaumaturgy rules in LotN Revised: a thaumaturge has a primary path that controls access to rituals; the primary path must be at Intermediate mastery before the character can begin learning any secondary paths; all Thaumaturgy powers require the expenditure of a Mana (Blood) trait, etc. Characters gain one free ritual of equal level for each level of their primary path and may purchase others with Character points or Experience traits.

It is possible for characters without Thaumaturgy, or for characters with insufficient mastery of Thaumaturgy, to cast thaumaturgical (or even necromantic) rituals in written form, or when coached by someone who knows the ritual. There are complicated rules for this, but in short, there are significant penalties related to the casting challenges, and, in descending order of usefulness, knowing the right form of ritual magic, knowing at least a form of ritual magic, or possessing levels of the Occult Ability will reduce these penalties.

Some characters, notably certain fae, may possess the game-mechanics equivalent of a path of Thaumaturgy as a "normal" Discipline. (For example, a satyr might have powers equivalent to The Green Path or The Vine of Dionysus without otherwise being a ritual magician.) This does not always grant access to rituals, except perhaps for particularly relevant ones, and maybe even then not for free. Otherwise, the Discipline functions according to the rules for the specific thaumaturgical path, and in most cases the character must still spend the usual Mana (Blood) trait to activate the power.

Conversely, some thaumaturges might have a thaumaturgical "duplicate" of another Discipline. The game mechanics of the Discipline function more or less as normal, but the Discipline is learned as a secondary path of Thaumaturgy and the character must always spend a(n extra) Mana trait. This is especially likely for Liches.


Primary Paths
Different sorts of characters have different choices for their primary paths. The following is not an exhaustive list. Note, however, for purposes of character creation that some primary paths are rarer than others (and so might have to wait until the Free trait / Experience trait phases).

Any Vampire: Path of Blood, Alchemy

Any Fae: Path of Curses, Fairies' Fortune, The Green Path, The Hearth Path, Path of Oneiromancy

Human Sorcerors: Alchemy, Conjuring, Curses, Elemental Mastery, Fairies' Fortune, Lure of Flame, Movement of the Mind, Thaumaturgical Countermagic, Transmutation, or Weather Control



Clarifications and Additions to Thaumaturgical Powers and Rituals

The Focused Mind (StG)

"One-Tracked Mind"
- In addition to the effects described, for the duration of this power other characters may invoke the Negative trait: Oblivious against the target in applicable challenges not related to the target's fixation.




The Green Path
(GtC)

"Dance of Vines":
- Characters entangled may attempt to break free each round with a Physical challenge; characters with Intermediate or higher Potence must simply spend an action. The plant does not have health levels per se, but each level of lethal damage grants the entrapped character 2 bonus traits in escape attempts.
- Crushing attacks are possible, using the rules for Neptune's Might, "Prison of Water." A choking attack causes an automatic one level of Lethal damage per turn to creatures that breathe.
- Stabbing attacks (with roots or branches) are possible, causing one level of Lethal damage.
- Using this power to attempt to stake a vampire requires the roots or branches of a woody plant and the usual game mechanics (two simple tests after a successful attack).

"Verdant Haven"
- The healing power hinted at in this Discipline description is available as an Intermediate ritual to anyone with this level of Green Path mastery. While in the "Verdant Haven," double all other healing capabilities: time required to heal naturally is halved; health levels healed by Mana expenditure or other magical means are doubled.

"Awaken the Forest Giants"
- Animated trees cause Lethal damage because of their great strength. The thaumaturge can grant a tree "Might" retests by spending an additional Willpower trait.




Lure of Flame (LotN:R)

Alternate versions of this path are possible (one that creates ice rather than fire, for instance); details should be worked out with the Storyteller. Each version must be learned separately.




Mastery of the Mortal Shell (StG)

"Marionette"
- Characters with Fortitude may attempt a Physical challenge (difficulty of the thaumaturge's Willpower) each turn to break free.




Movement of the Mind (LotN)

"Manipulate"
- As a rule of opposable thumb, assume that anything that couldn't be done while wearing thick mittens requires risking the extra trait.

"Flight"
- Lifting someone off the ground does not cause damage, but dropping them might. [Falling rules from Laws of the Hunt?]




Neptune's Might (GtC)

"Prison of Water"
- "Automatically drown a mortal subject": This means the mortal (or living immortal) suffers one level of Lethal damage per turn until s/he breaks free.

"Blood to Water"
- (Rewritten to avoid low-Intermediate-level instant death spells): This power, if used on blood inside a living or undead subject, causes the blood to be expelled from the body as water. The process is painful but not automatically fatal to mortals. The Undead lose blood (Mana) traits as described and suffer penalties equivalent to being "Wounded" (without actually suffering any health levels of damage, but cumulative with any actual wound penalties) for 10 minutes per Mana trait lost. Other creatures suffer one Lethal wound per blood trait lost and such wound penalties as are appropriate. Note: The thaumaturge may spend Mental traits up to an amount equal to his dots in Neptune's Might.




Path of Blood (LotN)

This path always requires blood. If the thaumaturge is not a vampire, in addition to any Mana expenditure the caster will need to bleed out one Blood trait's worth of blood (causing damage as applicable).

"Blood Rage"
- This power normally has no effect on non-vampires. A Basic ritual exists that allows use on other creature types (one use per casting of the ritual); the caster can force the target to spend a Mana trait for healing or to boost Physical traits OR to bleed out a trait of blood, causing one level of Lethal damage.

"Blood of Potency"
- Substitute "increase Rank" for "lower Generation." Rank may not be increased above 5.




Path of the Blood's Curse (StG):

This Path always requires vampire blood; thaumaturges without their own internal supply will have to get some from somewhere and sacrifice a trait of it for each use (in addition to regular Mana expenditure). If the blood belongs to the vampire who is being targeted, the thaumaturge gains a free retest against the target; if the blood belongs to a vampire of the same direct lineage (a sire, a broodmate, or a childe), the thaumaturge gains a two-trait bonus. Vampire thaumaturges "upgrade" their benefits to using extra blood from the target or his "relatives" to "win all ties" and "a free retest," respectively.

"Treacherous Bonds"
- If this power is used on a regnant, the thaumaturge may spend Willpower traits (up to 3) to affect additional thralls (one per WP).




Path of Conjuring (LotN)

"Reverse Conjuration"
- Fairies may use this power against chimerical objects created with Chimerstry.

"Power over Life"
- Creatures conjured with this power have Physical traits and Health levels appropriate to a normal non-supernatural creature of its type, but no Mental or Social traits.
- Vampires may ghoul these creatures, granting them 4 Mana traits and one level of a Physical Discipline known to them, but the creatures do not gain an extended lifespan.
- Conjured simulacra may be possessed by spirits or characters who know appropriate spells or Disciplines. If the thaumaturge who created the simulacrum is willing, such possession is automatic; otherwise, the would-be possessor must make a static challenge targeting the thaumaturge's traits as appropriate (with a two-trait bonus), although the thaumaturge has no special way of knowing this is happening.
- Conjured simulacra do not need to eat, sleep, or breathe. They do have blood, but it is not very nourishing for vampires and other such predators; in game terms, a vampire gains 1 Mana trait for every three traits of blood consumed. Still, it can be a handy snack for a thaumaturge too busy to hunt.
- It is said that Advanced rituals exist to extend a conjured construct's "lifespan" and to grant it rudimentary Mental and Social traits.



Path of Curses (StG)

"Pariah"
- Auspex cannot see through this power, but characters with bonuses in resisting emotional control may make a static Willpower challenge (with their usual bonus) against a difficulty equal to the thaumaturge's permanent Willpower in order to see the accursed subject as s/he really is. This does not cancel the power for the accursed or for other observers, however. The thaumaturge has no mystical way of knowing that someone has seen through the illusion.

"Corrupt Body"
- Targets able to ignore wound penalties do not spend a turn wracked with pain. Targets with Fortitude gain bonus traits equal to their rating in that Discipline when defending against this power.

"Fall from Grace"
- The duration of this curse is one hour per Mental trait the thaumaturge spends; the thaumaturge must also spend a Willpower trait.




Path of Oneiromancy
(StG)

"Portents"
- Instead of a Simple test, this power requires a static Mental challenge against a difficulty of 5 (which may vary at Storyteller whimsy).

"Foresee"
- This power requires a static Mental challenge against a difficulty equal to the target's Mental traits (even with willing subjects).

"Augury"
- Instead of a Simple test, this power requires a static Mental challenge against a difficulty of 7 (which may vary at Storyteller whimsy).




Path of Transmutation (StG)

The thaumaturge may make any transformed substance or object revert to normal at any time before its duration expires by concentrating for one turn while in sight of it.

"Crystallize the Liquid Form"
- If used to congeal the thaumaturge's blood, his or her last Blood trait cannot be drunk or spent so long as the power lasts, providing a defense against diablerie.




Path of the Vine of Dionysus (StG)

Fae practicing this path do not lose the permanent Willpower trait.

"Oinos Aimatos"
- Non-vampire practitioners of this Path(*) spend a Mana trait and a Willpower trait, but do not have to lose a whole trait's worth of blood; just a few drops suffice.
- (*) I can't bring myself to call them "thyrsi"; maybe someday someone at White Wolf will look that word up and realize it means a pine-cone-tipped rod and stop using it to refer to people (vampires, bands of satyrs, whatever). --I'd be slightly happier about the Greek if this power were called "Oinos Haimatos."




Spirit Manipulation (GtC)

"Hermetic Sight"
- When used to view spirits on the earthly side of the Gauntlet, it does allow the user to view spirits of the dead (but ghosts are immune to other powers of this Path). Fairy creatures on earth lacking physical bodies are treated as "normal" spirits.




Thaumaturgical Countermagic (GtC)

This works at full strength against any Discipline presented in rulebooks as a path of Thaumaturgy, and with the described penalties against Dark Thaumaturgy, Necromancy, Assamite and Setite sorcery, Koldun blood magic, mortal sorcery paths, and Sphere magic rotes cast by Liches. It has no effect on other Disciplines or Sphere magic (even rotes) cast by mortals or the fae. Thaumaturgical Countermagic cannot be used to nullify itself or other means of countermagic.




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