Creative Thaumaturgy

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Creative Thaumaturgy

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Cacophony (Forces ••)

Practice: Ruling

Primary Factor: Potency

Cost: 1 Mana

Withstand: Resolve

Suggested Rote Skills: Athletics, Intimidation, Science

Effects: The mage both amplifies existing sounds to gunshot levels and bounces these sounds off of background objects causing the target to be assaulted by rapid blasts of sound which come at him from all directions. This causes the target to gain the Stunned tilt.

+2 Reach: The duration of the Stun tilt increases an extra turn. You may use this reach effect multiple times.

 

Gift of Song (Forces •••)

Practice: Weaving

Primary Factor: Duration

Withstand: Resolve

Suggested Rote Skills: Expression, Persuasion, Occult

Effects: The spell also magically amplifies, corrects or essentially generates any necessary sounds or lights as well such as background music. The spell adds a +1 bonus on rolls to perform per point of Potency.

Add Mind 3: The mage grants the gift of song to the targets of this spell. They are able to sing, play instruments and dance among any other entertainment tasks. The spell imbues any necessary knowledge of lyrics or use of instruments but even more fantastical if cast on a group allows all of them to perform in concert. Mechanically this spell eliminates untrained penalties on Expression and Athletic rolls while granting the Rote quality to rolls to perform. It also enhances Teamwork rolls. Assistant’s successes are directly added to the final result instead of adding dice to the primary actors dice pool.

+1 Reach: Participants in performances that are subject’s of this spell may take an appropriate Condition granted by the performance if an exceptional success is achieved.

Prime 3 and +2 Reach: The spell creates an Environmental Yantra for participants that are subject to this spell when performing with a bonus equal to the number of participants.

 

Force Hack (Forces •••)

Practice: Fraying

Primary Factor: Duration

Suggested Rote Skills: Computer, Intimidation, Science

The mage attacks a technological system’s security directly eroding and bypassing it’s security. It makes no difference if it’s a electrical lock or a password protected file. The mage does not need to interface with the device to attempt to hack it. The mage gains the ability to roll once per turn to hack the target instead of longer periods as well as gaining the Rote Action. The mage’s may roll a number of times equal to this spell’s Potency.

 

Thunderclap (Forces ••••)

Practice: Unraveling

Primary Factor: Potency

Suggested Rote Skills: Expression, Science and Survival

This spell causes a powerful sound wave that damages and deafens those subjected to it.

For each Potency of the spell, they are dealt one bashing damage. The spell also applies the Deafened and Stunned tilt if the spell’s Potency is greater than the subject’s Stamina.

+1 Reach: The spell also applies the Knocked Down tilt if its Potency is greater than the subject’s Strength

+1 Reach: The spell deals Lethal damage instead.

 

Forcefield (Forces ••••)

Practice: Patterning

Primary Factor: Duration

Suggested Rote Skills: Academics, Empathy and Investigation

The spell creates an immovable barrier that prevents movement and forces from crossing. The spell converts energy into the force necessary to keep things out. A bullet’s own kinetic force is applied against itself seemingly striking an invisible wall. Someone trying to push their way through find it applies the same force against them. The potency of the spell determines the maximum force it can halt. Against physical forces such as bullets, brute force or other forms of damage compare the spells potency against the attack’s base damage. If the spell’s Potency is equal or higher it stops the attack otherwise lower the attacks damage by the spells Potency. An object or person attempting to cross must gain more successes on a Strength + Athletics roll than the spell

potency. Against other forces reduce the intensity of the force by one step for each point of potency, for example Potency 1 might stop common light from a streetlight from entering while Potency 5 would stop almost any intensity of light. See Transform Energy (Forces 4) for guidelines.

+1 Reach: Instead of repelling all forces and movement it only repels a specific type of force or only allows one type of force to pass through. This reach option may be selected multiple times.

+1 Reach: The mage may specify a Key that allows passage through the Forcefield.

+2 Reach: The barrier is one way only.

 

Combust (Forces ••••)

Practice: Patterning

Primary Factor: Potency

Suggested Rote Skills: Science, Athletics, Expression

The mages cause a powerful explosion by transforming forces and matter in the most optimal fashion. The spell creates a powerful concussive explosion similar to a bomb going off with a Damage rating equal to its Potency. Unlike normal explosives this spell deals Lethal damage. Victims that take at least one point of damage also suffer the Deafened tilt.

+2 Reach, +1 Mana And Matter 4: The spell gains Force equal to your Matter dots.

+1 Reach: The spell causes the Burning Tilt.

+1 Reach: The explosive blast gains the Stun Tag (Doubles the weapon bonus when determining Stunning).

+1 Reach and +1 Mana: The damage this spell deals is Aggravated.

 

Edge of Glory (Forces ••••)

Practice: Patterning

Primary Factor: Duration

Cost: 1 Mana

Suggested Rote Skills: Athletics, Expression, Occult

The mage is never truly unarmed, and utilizing Forces can coalesce ambient energy into a physical weapon. The summoned weapon can be almost any form suitable for Brawl or Weaponry rolls. The weapon has no strength requirement and does not break until the user has fainted. The weapon can never be disarmed. This weapon can be summoned at will, the weapon on and off, during its duration. Potency is divided and determines the following factors:

+1 Damage for 1 Potency. The damage cap is limited to +5.

+1 Armor Piercing for 1 Potency

9 again for 1 Potency

8 again for 2 Potency

+1 Reach: The weapon gains a Tag or applies a Tilt appropriate to its primary energy source. For example; electricity might add the Stun Tilt, fire might add the Incendiary Tag and Radiation might apply the Sick tilt. This Reach effect may be selected up to 3 times.

+1 Reach and 1 Mana: The damage cap is removed.

Add Spirit •• : This spell affects spirits in Twilight.

 

Flight (Forces •••••)

Practice: Making

Primary Factor: Potency

Cost: 1 Mana

Suggested Rote Skills: Expression, Science, Survival

The stories are rife with stories of witches, warlocks, angel and other magical creatures taking flight. This spell has existed in various forms over the centuries being discovered over and over as the dreams of mages every has them seeking to overcome the bonds of the earth and seek ever onward. The spell grants the subject a flying Speed of (Gnosis + Forces) times the spell’s Potency. The maneuverability is perfect allowing them to fly in any direction at full speed. They may ‘run’ doubling their Speed for one turn but give up their defense and must travel in a straight line. The spell generates all the energy they need to fly and so they do not become exhausted from the effort. The mage may spend one Mana to double their Speed. This lasts until the mage chooses to slow down or change

direction.

Metabolic Efficiency (Life •••)

Practice: Ruling

Primary Factor: Duration

Cost: 1 Mana

Suggested Rote Skills: Athletics, Brawl, Expression

Effects: The mage has mastered the ability to ensure every part of their body and each system is working to the height of its ability. During the duration of this spell, the mage has pushed their body to the peak of the human condition, from Steve Rogers to Captain America. They are not necessarily super human, but they just seem to be able to accomplish anything physical they set out to do. The mage gains the 9-Again quality on a number of rolls requiring physical attributes equal to potency for the duration of the spell. This stacks with other effects.

+1 Reach: The subject gains the rote quality on a number of rolls equal to potency that require physical attributes for the duration of the spell.

+1 Reach: The subject gains Striking Looks as if they had one dot higher than they typically have. This can go above the mundane max.

Add Forces •••: Due to heightened reflexes, sensitivity to sound, and awareness, The subject may add their defense against projectiles and firearms for the duration of the spell.


Blind Forensic Eye (Life •••)

Practice: Fraying

Primary Factor: Potency

Suggested Rote Skills: Medicine, Investigation, Stealth

Effects: The mage actively destroys and taints biological evidence with the use of this spell, whether it’s dead skin cells, hair, fingerprints, etc. The spell imposes a penalty to rolls to gather and investigate the scene based on the clues left behind from a living source equal to this spell’s Potency. The effects of this spell are permanent as the evidence is actually destroyed and not suppressed.

Add Matter ••• The mage can eliminate and frustrate all types of physical evidence. The penalty applies to all forms of investigation based on any material evidence.

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Mind in the Game (Mind ••)

Practice: Ruling

Primary Factor: Duration

Suggested Rote Skills: Academics, Athletics, Subterfuge

Effect: The mage is in the zone when it comes to mundane skill, for every level of Potency pick a skill that the mage has dots in, that skill benefits from the 9-Again quality.

+1 Reach: It grants the 8-Again quality instead.

+2 Reach: The subject’s player may apply the spell’s effects to Rote Mudras in ritual spellcasting rolls, which doubles the Gnosis-derived casting time of those spells.

 

Perfect Focus (Mind •••)

Practice: Perfecting

Primary Factor: Duration

Cost: 1 Mana

Suggested Rote Skills: Athletics, Academics, Subterfuge

Effect: The mage can ensure success at virtually any task he sets out to accomplish. The subject gains the rote quality on a number of mundane dice rolls equal to Potency on a single skill chosen at the moment of casting the spell though additional mana can be used to recharge the number of rolls allowed per potency.

+1 Reach: Per Extra Skill affected by this spell

+2 Reach: The subject’s player may apply the spell’s effects to rote mudras in ritual spellcasting, which doubles the Gnosis-derived casting time of those spells.

 

Will of Fire (Mind •••)

Practice: Perfecting

Primary Factor: Potency

Suggested Rote Skills: Expression, Persuasion, Empathy

Effect: With the right words, a mage may bolster the human spirit and endow them with will to push beyond their limits. Subjects of the spell regain one point of Willpower.

+1 Reach: Instead of a single point, the spell grants Willpower points equal to Potency, to a maximum often.

+2 Reach: As above, but spend 1 Mana to allow the Willpower provided to exceed ten points. Any Willpower above the target’s maximum is lsot when the spell expires.

+1 Reach: For the spell’s Duration, whenever subjects of the spell spend Willpower to boost dice pools or Resistance traits, they add the spell’s Potency to the bonus.

+1 Reach: In lieu of Willpower, the spell grants the Inspired Condition on its subjects for its Duration. 

When the spell expires, the Condition also resolves without granting Beats.

 

Second Sunrise (Mind •••, Time ••)

Practice: Weaving

Primary Factor: Duration

Suggested Rote Skills: Academics, Empathy, Investigation

Effect: The mage can experience the past of a subject as though they were present for the events in question. This spell is withstood by temporal sympathy. Those experiencing the events relive the events as if they present but are unnoticed by the constructs (people and objects) created by this spell. The spell allows essentially perfect recall of the event while allowing the mage to experience different viewpoints. The events take place in normal time and leave those viewing the memories with zero Defense.

This spell does not allow the mage to learn something that the subject couldn’t know such as the contents of a locked cabinet they never opened.

+1 Reach: The mage may experience the event from the point of view of the subject experiencing their emotions as well.

+1 Reach: The mage can ‘scrub’ the memory causing the events to move faster, slower, pause and even rewind the events for closer scrutiny.

Charged Item (Prime •••)

Practice: Weaving

Primary Factor: Duration

Suggested Rote Skills: Craft, Larceny, Expression

Description: Mighty are the works of the Mage-smiths, but their work is one that demands time, skill, and investment.

Effect: This spell empowers a physical vessel to hold a single spell cast in conjunction with this spell or with this spell in mind, shaping the imago to nest within the vessel. The spell cast is held suspended for the duration of the charged item at its moment of casting within the vessel like a bullet chambered until triggered by them proper command. If Charged Item expires before the spell is discharged, the stored spell is lost.

+1 Reach: Creates a physical vessel for the spell with a durability of one, this requires 1 additional mana.

 

Supernal Eidolon (Prime •••)

Practice: Perfecting

Primary Factor: Duration

Cost:1+ Mana

Suggested Rote Skills: Occult, Expression or Academics

Effect: The mage calls on her vision of a perfect magical tool for a spell she plans to work. She creates from Tass (see Platonic Form) the perfect tool for a specific spell. For each potency she achieves on Eidolon the tool provides a +1 Yantra bonus (remember a single Yantra can’t grant more than a +5 bonus) for a specific spell (which can be a Rote, Praxis or a regular spell) or increase it’s Mana capacity by 1. The spell must be from one of the mages ruling Arcana. As Platonic Form spell the Tass holds by default 1 Mana and 1 mana is drained from the Yantra each time it is used. The tool created by this spell is a simple representation of size 1 or 2 max and has 1 Durability but sometimes displays traits unique to the Realms Above (such as an hourglass where the same flows backwards or a globe that glows faintly). A Yantra can be made for another mage to use but it still follows all the same rules (ie: the yantra can only effect spells from the creator’s Ruling Arcana.)

Note: Spell stacking rules apply; only the highest Potency Supernal Eidolon can be used for a given spell as a Yantra.

+1 Reach: The Yantra applies it’s bonus to spells of one of the Mages Primary Arcanum. This Reach can be selected multiple times.

 

Galvanize the Awakened Vessel (Prime •••)

Practice: Perfecting

Primary Factor: Potency

Suggested Rote Skills: Empathy, Expression, Medicine

Effect: By manipulating the same mastery of Mana that allows for the Awakened to restore their own Patterns, the mage imbues another Awakened with healing energy, lessening the severity of wounds for the spell’s duration. For every point of potency, downgrade one level of Lethal damage the subject has suffered to Bashing or heal two levels of Bashing for the spell’s duration. This spell only affects Awakened targets.

+1 Reach: Heal one level of Lethal damage per Potency instead.

+2 Reach: The effect is Lasting. Cost: 1 Mana

 

Detonate Mana (Prime ••••)

Practice: Patterning

Primary Factor: Potency

Suggested Rote Skills: Intimidation, Expression, Occult

Effect: The spell targets mana within a targets pattern locking it away. For each potency of the spell, one of the target’s Mana in their reserves becomes unusable, locked away by this spell.

Add Forces 4 – With the addition of Forces, this spell comes to its real potential exploding the mana in a devastating blast. For each Potency of the spell, the mages charge a Mana in their target’s reserves. Mark the effected Mana. If the Mana is spent it explodes violently (but still serves it’s purpose such as mitigating Paradox or paying for a spell) dealing 1L.

+1 Reach and one Mana: The spell deals Aggravated damage instead.

+1 Reach and Forces 4: When the Mana explodes it does so in an area of effect of 10 yards. This Reach maybe be selected multiple times increasing the area of effect by 10 yards each time.

+1 Reach: The spell taints the Mana. If spent it gives the mages +2 Paradox dice on their next spell cast. Using this Reach effect causes this spell to be a Sin against Understanding

Perfect Shot (Space •••)

Practice: Perfecting

Primary Factor: Duration

Cost: 0 or 1 Mana Suggested Skills: Science, Firearms, Subterfuge

Effect: The mage is capable of making truly unbelievable throw or shots, the distance between projectile and target is a lie, in his mind the target has already been hit, so long as this spell is active the mage in question receives the full benefit of aiming as if he had taken several turns to aim.

+1 Reach: At the cost of 1 mana the projectile trajectory can go through barriers as if they weren’t there negating the advantages of cover, doesn’t let the mage see any better through those barriers though.

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Instant Targeting (Time ••)

Practice: Ruling

Primary Factor: Duration

Suggested Skills: Athletics, Firearms, Science

Description: Between the time to attack and the time to defend lies a split second of doubt, usually on the side of the attacker as they have to will themselves to commit bodily harm on another. Those seeking to defend themselves are generally able to get through that faster as the will to survive kicks in and fuels their instinct and reflexes. However, if you could stretch out your personal time just enough to see and drink in all the information, in the heat of the moment? All that hesitation and doubt fades away, allowing the Witch to shoot with terrifying precision.

Effect: Use of this spell allows for your Aim Action to take a single turn for full bonus, during the duration it is active.

+1 Reach: This spell’s bonus can be used during Aimed Spells.

+1 Reach, Space 2: Ignore Distance Penalties so long as you’ve got a clear line of sight on the target.

 

Graft History (Time •••)

Practice: Weaving

Primary Factor: Duration

Withstand: Sympathy Connection

Cost: 1 Mana

Description: Some lesser time mages may think that simply hiding their past or using frail illusions to cover up their actions is enough. Not the Disciple of Time. They choose to mimic the Demons and Fae of old stories, stealing away a person’s life and grafting it onto their own to obfuscate their identity in a complex tapestry of lived experiences. The effects may terrify some and disgust others, but for the Time mage, this spell becomes invaluable when they wish to blend in. The Consilium of course frowns upon use of this spell, though they do not outright ban it. It has been known to cause some identity issues among the newer Guardians of the Veil, inviting a certain psychic infection’s influence to take hold…

Effect: The mage makes a scalpel-accurate tear into the subject’s History, inserting their own Sympathy to bandage the cut. This provides effects equal to potency: (Reminder, this may NOT affect Unchanged sympathies without Time 5.) The mage may obfuscate their Temporal Sympathy after the point of divergence, to those using Postcognition it looks as if two or more distinct timelines are playing at the same time in a dizzying array. To differentiate these timelines, the scryer would need to make a Clash of Wills penalized by the number of timelines that have been grafted into the mage’s history. The mage may imitate the subject’s mannerisms and style perfectly, gaining a bonus to impersonate the subject equal to potency. The Storyteller, or if the subject is a PC, their player, may need to step in and give the mage advice on how the subject would act, as the mage will know this instinctively as if it were their own lived experience. OR penalize anyone trying to pierce the deception equal to potency. These attempts at impersonation are subject to normal impersonation rules as well, if the subject is a different gender or the mage isn’t using cosmetics to imitate their style/looks, they may receive penalties and bonuses as normal.

+1 Reach: Imitating the subject may not be enough sometimes, if the mage wishes they may spend a point of Mana and temporarily pull the sympathetic connection tighter to use the subject’s Social Merits related to the subject’s history (Status, Influence, Allies, Retainers/Staff with effort, but not Sympathetic or Striking Looks). They may only use one social merit per scene, however when they use this merit, the connection chips away slightly. They may only use the same merit once per casting of the spell.