By Ben Kemp (bkemp@ocs.mq.edu.au)
Out of character, the path was designed to give the Tremere the information about the other magical races and magical activities that they are often imputed to have by players, characters and Storytellers, but cannot achieve under the standard rules. It depends much on crossover campaigns, but is still useful in Vamp-only settings. The Path also has a ritual attached, which is necessary for the proper functioning of the path.
To detect magic external to their own reality, the Thaumaturge must set some of his own magic (i.e. Vis, or Blood) resonating with the outer magic, in the traditional sympathetic magic tradition. This takes a tem minute ritual, learned as the first step along the path, in which a point of blood is removed, treated, ensorcelled, and eventually re-ingested. At the completion of the ritual the magus selects one point of blood, and designates it the resonating 'Point'. Without this point, the path is basically useless -- none of the levels can be used, except Level 4 (since large scale, offensive magic automatically resonates with the target). The Tremere can choose not to burn this blood when expending blood. However, any external influence on her blood will invariably affect this point of blood first, as it is most connected to the real world. This includes Blood Rage, Blood to Water, Engaging the Vessel of Transference, Involuntarily giving blood to another, spending blood while in Frenzy, etc., basically anything that the Magician has little or no control over. If this Resonating Point is transferred to another being, as well as whatever effects a point of vampire blood has, it will continue to resonate until the next sunrise. Unless the new possessor has Via Vis, he only get access to the first level of the path, on an automatic level. This can still prove disturbing to the unknowing.
System: The Magus often instinctively knows something about all magic she encounters, or that occurs around them. It is usually very vague and non-specific, but approximate distance (here, close, removed, far, etc.) and rough strength (superficial, moderate, strong, world shaking). The feeling is clearer if the magic is affecting the Magus, and Magic will usually decrease over distance. Some examples include walking into a magically trapped room, the Magus will know something is magically wrong, somewhere close to him. If the werewolves destroy an ancient and powerful artifact on the far side of the city, the Magus will know of a burst of Magic, quite a distance away (possibly in 'that' direction somewhere). A resonating Mage may have that 'neck-hair-prickling' feeling if he is being scryed or scanned from afar, probably not much more (although if the Clairvoyant is being careful, a Per + Alertness versus a Man + Stealth contest may be appropriate). This level of the effect is usually at the discretion of the Storyteller, and she might well rule that the more powerful effects are subtler, and therefore harder to detect. Don't let it spoil your plans.
System: This divination may only be cast once for each source of magic available, unless circumstances change drastically. For instance, the Magus has a wand, and divines its type and power. He may not attempt another divining on it until something happens to magically change it (i.e., it is remotely activated, etc.) Therefore, the Mage must be careful with their questions. Detecting distant magic and divining the place it came from are usually considered two different divinings. The Magus must select which of the above listed questions he wishes to divine, and particularly which order he wishes to ask them in (this should be written down). After a brief period (30 sec or so) of concentration, the Player rolls Perception + Occult, versus a Difficulty of 6. This difficulty can be changed if the Storyteller sees fit using these or other modifiers:
Action | Difficulty Modifier |
Full hour ritual instead of brief concentration | -1 |
Magic is exceptionally powerful or simple | -1 |
Original magic user was concealing something | +1 |
Magic is completely outside the Thaumaturge's experience (deep umbral being, Fae if never have met Fae before, etc.) | +1 |
Magic is well within the scope of magical knowledge of the Thaumaturge (i.e. Thaumaturgy, Fae magic for someone with Fae Lore 3+, Necromancy for Giovanni, etc.) | -1 |
Once the number of successes has been obtained, they are compared to the list of questions that was asked. Each success answers the next question in the list -- if there are spare successes they are wasted (making a list, checking it twice...). All the answers arrive at the completion of the ritual, except Continuing Direction to the Source which lasts one hour for each success allocated to it (i.e.. if the question list was Approximate Distance, Aproximate Direction, Continuing Direction, Continuing Direction, Continuing Direction, and the Mage got 5 successes, he could detect for 3 hours. If he achieved only 3 successes he could manage only 1 hour of direction sensing. Get a car and hurry.)
System: The Mage may affect any magical effect that is continuous, or delayed until triggered (magical traps, alarm spells, illusion effects, magically locked doors, wards and runes, magic objects, etc.), but not spells that have an instant effect (fireballs, just-set-off trap spells, transform-other type spells, etc.). There are some spells or effects that may require a Storytellers call -- is a spell of forgetfulness a continuing effect, or is the mind transformed in an instant? The circumstances and Storyteller must be the judge.
If it is a continuing effect, then over the course of one turn (or 1 hour, for a -1 Diff) the player rolls Manipulation + Thaumaturgy, versus a difficulty of 4 + the level of magic used to set up the effect (max 10). The Thaumaturge must achieve at least one success to dispel the ritual, although the Storyteller may decide that particularly old, strong or powerful effects may require more successes, achievable either only in one block, or gradually over time (Storyteller's call). If the character botches the roll, woe betide him. The spell goes off, the casting magician knows about the interference, there is a massive flare of magic and light, there is s surge of wild magic that can affect the character in many unfortunate ways, in any combination of the above . . . . You just don't want to be there. If the Mage is particularly devious (Tremere take heed), he can attempt to interfere with the effect/spell in some way other than breaking it, such as resetting it to work for the new Mage, to reverse spying spells to spy on the caster, setting it to explode, or other effects depending on the original spell. This will add at least 1 to the difficulty of the roll detailed above, and more if the magic is totally unfamiliar to the magician. The mage had better know at least some information about the spell (not casting it, merely what it is/does), and he needs to explain carefully to the Storyteller what he is attempting. The more successes gained, the more confident the mage is in his control over the spell. However, this kind of messing comes with a price. If the roll is unsuccessful, there is a 50% chance that the spell is set off, as per a botch above. The rest is in the hands of the deity of your choice.
System: When attacked, the player rolls Wits + Thaumaturgy versus whatever target number the enemy magician rolled (for large, non-directed or natural attacks use 7). If she obtains at least half the number of successes that the enemy gained, the Thaumaturge can deflect the effect with the expenditure of a point of her own Magical Essence (i.e. Blood). If she obtains equal to or more successes than the enemy magician does, she can turn the effect around onto him, although this requires the expenditure of two Blood points. If the enemy expends magic in some way (Quintessence, Glamour, Gnosis, Blood, etc.) then she must spend that many points of blood + 1, or 2 points, whichever is the higher. This can also be used against magical items used against the possessor (want to shatter that Klaive?), but the Thaumaturge must touch the object. Roll Wits + Occult versus the 4+ the number of levels in the object (i.e., level 4 fetish = Target 8) and spent one blood point per level of power of the object. The mage must get at least one success for each level that the item has to dispel it (i.e., that Level 4 fetish requires 4 successes versus 8, and 4 blood points. "I know what you're thinking. Is this a level 3, or a level 4 object? . . . Do y'a feel lucky, punk? Well, do 'ya?"). If the roll is successful, the object shatters/snaps/crumbles/etc., as is deemed dramatically appropriate. Bound spirits are freed (usually confused and angry), there is often a flash and bang, and usually a startled look, closely followed by annoyance. If insufficient successes are achieved, the object is unaffected (although the Mage may not be . . .). Trying to shatter the Klaive that's being swung at you involves waiting until the moment of contact, so be very, very good. I'd recommend rolling Dex + Melee to judge the moment, possibly requiring nearly as many successes as the opponent achieved.
System: The Thaumaturge must have access to magical energy, be it vampire blood, Quintessence from a mage, Gnosis from a garou, direct access to a Node/Caern/Freehold/etc. With a 5 minute ritual, he can transfer this power inside himself. This energy can be used like blood in all ways, except that it will not sustain a Vampire overnight, nor will it allow ghouling or Embracing. It can power disciplines, increase stats and power Thaumaturgy. It is about one third the volume of Blood (an inefficient storage mechanism), and to store it within the body, the mage must first remove some of his blood. For every blood point he is off his maximum, the can hold up to three points of Vis. Further, as well as however many points of Blood the character can expend per turn, he can also expend one point of Vis per turn, on top of that amount. Too much use can be a problem, as the other realities of magic affect the mage. Magic tainted with Fae magic is the most dangerous, as the caster gradually picks up Glamour and heads towards Bedlam. Too much Gnosis-based Vis leads to contact by spirits, usually Wyrm spirits, demons, etc, but also annoying gafflings. Mage magic can drive him mad with power (it's strong stuff), and whatever. It's a Storytellers call, but if the Mage has more Vis than Blood for longer than a week, start giving him hints . . . .