Jodessa/Spellbook

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Spellbook Contents

Background: Occult Library

Library Size Modifier
A few books +1 die to Occult dice pools
A modest collection +1 die to Occult dice pools, -1 to Occult difficulties
Many noteworthy titles +2 dice to Occult dice pools, -1 to Occult difficulties
A wide variety of lore +2 dice to Occult dice pools, -2 to Occult difficulties
A veritable magical encyclopedia +3 dice to Occult dice pools, -2 to Occult difficulties

Disciplines


Auspex



Thaumaturgy



Movement of the Mind


• The number of successes indicates the duration of the thaumaturge's control over the object (or subject). Each success allows one turn of manipulation, though the Kindred may attempt to maintain control after this time by making a new roll (she need not spend additional blood to maintain control). If the roll is successful, control is maintained. If a thaumaturge loses or relaxes control over an object and later manipulates it again, her player must spend another blood point, as a new attempt is being made.

If this power is used to manipulate a living being, the subject may attempt to resist. In this case, the thaumaturge and the subject make opposed Willpower rolls each turn the control is exercised.

Like The Lure of Flames, individual power levels are not provided for this path – consult the chart below to see how much weight a thaumaturge may control. Once a Kindred reaches Level Three, she may levitate herself and "fly" at approximately running speed, no matter how much she weighs, though the weight restrictions apply if she manipulates other objects or subjects. Once a Kindred achieves Level Four, she may "throw" objects at a Strength equal to her level of mastery.

Path Level Weight
1 One pound
2 20 pounds
3 200 pounds
4 500 pounds
5 1000 pounds

Path of Blood


A Taste for Blood - The number of successes achieved on the roll determines how much information the thaumaturge gleans and how accurate it is.

•• Blood Rage - Each success forces the subject to spend one blood point immediately in the way the thaumaturge desires. Note that blood points forcibly spent in this manner may exceed the normal "per turn" maximum indicated by the victim's generation. Each success gained also increases the subject's difficulty to resist frenzy by one.

••• Blood of Potency - Successes earned on the Willpower roll must be spent both to decrease the vampire's generation and to maintain the change. One success allows the character to lower his generation by one step for one hour. Each success grants the Kindred either one step down in generation or one hour of effect. If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the thaumaturge's actual generation. Furthermore, any mortals Embraced by the thaumaturge are born to the generation appropriate to their sire's original generation.

Once the effect wears off, any blood over the character's blood pool maximum dilutes, leaving the character at his regular blood pool maximum.

•••• Theft of Vitae - The number of successes determines how many blood points the Tremere transfers from the subject. The subject must be visible to the thaumaturge and within 50 feet. Using this power is like drinking from the subject - used three times on the same Kindred, it creates a blood bond on the part of the thaumaturge! This power is obviously quite spectacular, and Camarilla princes justifiably consider its public use a breach of the Masquerade.

••••• Cauldron of Blood - The number of successes gained determines how many blood points are brought to boil. The subject suffers one health level of aggravated damage for each point boiled (individuals with Fortitude may soak this damage using only their Fortitude dice). A single success kills any mortal, though some ghouls are said to have survived.

Path of Praapti


Failure: No teleportation | Botch: 1 aggravated damage per 1 rolled, can be soaked with fortitude. | Success: 4-5 is exactly as desired, 1 success is off by a margin of 10% per distanced traveled.

Path Level Distance
1 Teleport up to 10 yards
2 Teleport up to 50 yards
3 Teleport up to 500 yards
4 Teleport up to 5 miles
5 Teleport up to 500 miles
Familiarity Difficultly Modifier
Intimately Familiar (Own Haven) -1
Moderately Familiar (Visit Regularly) +0
Unseen, but understood spatial relationship (On the other side of this wall) +0
Not very familiar (Visited a few times, hazy on spatial relationship) +1
Unfamiliar (A point on the map) +2

Thaumaturgical Countermagic


• Thaumaturgical Countermagic can only be used against Tremere Thaumaturgy at full effectiveness. It works with halved dice pools against against non-Tremere blood magic and mortal "hedge wizardry", and is completely ineffective against non-vampiric magics and powers.

The usage of Thaumaturgical Countermagic is treated as a free action in combat and does not require a split dice pool. To oppose a power or ritual, a character must have a Countermagic rating equal to or greater than the rating of the power or ritual. Each success cancels one of the opposing Thaumaturge's successes.

Path Level Distance
1 Two dice of Countermagic. The character can attempt to cancel only those powers and rituals that directly affect her and her garments.
2 Four dice of Countermagic.
3 Six dice of Countermagic. The character can attempt to cancel a Thaumaturgy that effects anyone or anything in physical contact with her.
4 Eight dice of Countermagic.
5 Ten dice of Countermagic. The character can now attempt to cancel a power or ritual that targets anything within a radius equal to her Willpower in yards, or on that is being used or performed in that same radius.

Rituals

Rank 1

Dedicate the Chantry - A dedication functions over a single building. So a complex of homes or an estate and grounds may require several castings. One dedicated, the chantry is open to more defenses; any site ritual cast over the chantry, from a ward to potent magic’s like Deny the Intruder (Level 2 ritual), has its casting difficulty lowered by one. (CBTR: pg. 57)

Defense of the Sacred Haven - This ritual requires one hour to perform, during which the thaumaturge recites incantations and inscribes glyphs. One blood point is required for this ritual to work. (VTM: pg. 183)

Encrypt Missive - The Thaumaturge writes the message in blood over the course of a night and speaks the name of the person he wishes to read it. Only the writer and the person to whom the letter is addressed can read the document, but numerous “counter-rituals” exist that can be used to confound the magic of this ritual. To any others who observe the letter, the writing simply appears as gibberish. Side note: Anarchs of the Anarch Free State seem to have learned it, and use it to encrypt graffiti messages to others of their kind. (BMSOT: pg. 87)

Incantation of the Shepherd - The ritual gives the character the location relative to them of every member of their herd. If she does not have the herd background, Incantation of the Shepard locates the closest three mortals from whom the Thaumaturge has fed at least three times each. This ritual has a maximum range of 10 miles times the character’s herd background, or five miles if she has no points in that background. (GTTC: pg. 110)

Rank 2

Deny the Intruder - There's no special cost for the paperwork involved in this ritual, though the Tremere must scrawl out the characters with charcoal. Once the paper makes it into "the system" - by the hands of the mailman, by e-mail to some server, or what have you - it vanishes without a trace. So, too, do the records of the chantry. Attempts to investigate the chantry or unearth records of it's existence increase in difficulty by one for each success scored on the ritual roll. This doesn't hinder the chantry's normal functions; the telephones still work and the electricity still runs. It's just that nobody ever sends the bills directly to the chantry or writes anything in the credit memos that reveals the buildings location. (CBTR: pg. 58)

Trima - The caster mixes at least one point of her vitae with the desired wine and spices. Once completed, the trima must be ingested to take effect. After imbibing trima, a victim must make a successful Willpower roll (difficulty 8) to take any action, as they are overcome with artificially induced lethargy. This effect lasts a number of hours equal to the number of blood points the caster uses to create the ritual. Subjects may resist this effect by scoring at least three successes on a Stamina roll (difficulty 8). Cainites and other supernatural creatures are unaffected by Trima, as their blood is too potent to be overpowered by this concoction. (BMSOT: pg. 93)

Rank 3

Shaft of Belated Quiescence - ... (GTTC: pg. 112)

Rank 4

Warding Circle Versus Kindred - Ward versus Kindred behaves exactly as Ward versus Ghouls, but it effects vampires rather than ghouls. The ritual requires a blood point of the caster's own blood and does not affect the caster. As noted above, this ritual does not harm Kuei-Jin, and there is currently no "Ward versus Cathayans" in existence. (GTTC: pg. 113)

Rank 5

Blood Contract - The ritual is best handled by the storyteller, who may bring those who sign the blood contract into compliance by whatever means necessary (it is not unknown for demons to materialize and enforce adherence to certain blood contracts). The only way to terminate the ritual is to complete the terms of the contract or to burn the document itself. One blood point is consumed in the creation of the document, and an additional blood point is consumed by those who sign it. (VTM: pg. 185)