Post by Phsycodelic on Dec 14, 2016 7:55:19 GMT
Dur-An-Ki: Hand Of The Magi ( Lure Of Flames )
Assamites, Tremere
Assamites, Tremere
Like Necromancy, the practice of Thaumaturgy is divided into paths and rituals. Thaumaturgical paths are applications of the vampire's knowledge of blood magic, allowing her to create effects on a whim. Rituals are more formulaic in nature, most akin to ancient magical "spells." Because so many different paths and rituals are available to the arcane Tremere, one never knows what to expect when confronted with a practitioner of this Discipline.
When a character first learns Thaumaturgy, the player selects a path for the character. That path is considered the character's primary path, and she automatically receives one dot in it, as well as one Level One ritual. Thereafter, whenever the character increases her level in Thaumaturgy, her rating in the primary path increases by one as well. Additional rituals are learned separately, as part of a story; players need not pay experience points for their characters to learn rituals up to the level equal to their overall rating in Thaumaturgy, though they must find someone to teach the rituals in question. Path ratings never exceed 5, though the overall Thaumaturgy score may. If a character reaches a rating of 5 in her primary path and increases her Thaumaturgy score afterward, she may allocate her "free" path dot to a different path.
Many Kindred fear crossing the practitioners of Thaumaturgy. It is a very potent and mutable Discipline, and almost anything the Kindred wishes may be accomplished through its magic.
Paths define the types of magic a vampire can perform. A vampire typically learns his primary path from his sire, though it is not unknown for some vampires to study under many different tutors.
As mentioned before, the first path a character learns is considered her primary path and increases automatically as the character advances in the Discipline itself. Secondary paths may be learned once the character has acquired two or more dots in her primary path, and they must be raised separately with experience points. Furthermore, a character's rating in her primary path must always be at least one dot higher than any of her secondary paths until she has mastered her primary path. Once the character has achieved the fifth level of her primary path, secondary paths may be increased to that level.
Each time the character invokes one of the powers of a Thaumaturgical path, the thaumaturge's player must spend a blood point and make a Willpower roll against a difficulty equal to the power's level +3. Only one success is required to invoke a path's effect - path levels, not successes, govern the power of blood magic. Failure on this roll indicates that the magic fails. A botch causes some kind of loss or catastrophic backfire, such as losing a Willpower point (or dot!), spontaneous combustion, or accidentally letting a living statue run rampant. Thaumaturgy is an unforgiving art.
Various Sects and Clans have different access to each path, but unless the Storyteller decides otherwise, it is assumed the Tremere have some access to all of them. ("Having access" does not mean the same thing as "easily gained," especially within the Tremere power structure.) The paths start with one of the most common (The Path of Blood), and thereafter are presented in alphabetical order. (The unusual "path" of Thaumaturgical Countermagic is also presented, although it is considered a separate Discipline).
[ 1 - 5 ] Lure Of Flames Levels 1 - 5 ( Vampire: The Masquerade 20th Anniversary Edition - Page 218 )
This path grants the thaumaturge the ability to conjure forth mystical flames - small fires at first, but skilled magicians may create great conflagrations. Fire created by this path is not "natural." In fact, many vampires believe the flames to be conjured from Hell itself. The Lure of Flames is greatly feared, as fire is one of the surest ways to bring Final Death upon a vampire.
Fire conjured by The Lure of Flames must be released for it to have any effect. Thus, a "palm of flame" does not burn the vampire's hand and cause an aggravated wound (nor does it cause the caster to frenzy) - it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.
System: The number of successes determines how accurately the vampire places the flame in his desired location (declared before the roll is made). One success is all that is necessary to conjure a flame in one's hand, while five successes place a flame anywhere in the Kindred's line of sight. Less successes mean that the flame appears somewhere at the Storyteller's discretion - as a rough rule of thumb, the thaumaturge can accurately place a flame within 10 yards or meters of themselves per success.
Individual descriptions are not provided for each level of this path - fire is fire, after all (including potentially causing frenzy in other vampires witnessing it). The chart below describes the path level required to generate a specific amount of flame. To soak the damage at all, a vampire must have the Fortitude Discipline. Fire under the caster's control does not harm the vampire or cause him to frenzy, but fires started as a result of the unnatural flame affect the thaumaturge normally.
Level | Damage |
1 | Candle (Difficulty 3 to soak, one health level of aggravated damage / turn). |
2 | Palm of flame (Difficulty 4 to soak, one health level of aggravated damage / turn). |
3 | Campfire (Difficulty 5 to soak, two health levels of aggravated damage / turn). |
4 | Bonfire (Difficulty 7 to soak, two health levels of aggravated damage / turn). |
5 | Inferno (Difficulty 9 to soak, three health levels of aggravated damage / turn). |