From: [t--na--s] at [psycfrnd.interaccess.com] ()
Newsgroups: rec.games.frp.misc
Subject: WW:  Compleat Hedge Wizard Part 5:  Path Magick
Date: 27 Jul 1994 04:02:40 GMT

Well, here it is, a day late and a dollar short.  Part 5 of my
Compleat Hedge Wizard for the Storyteller system, this one looks
at Thaumaturgy, or making those Tremere that much more powerful.

Questions, comments and complaints always welcome.

  Thaumaturgy, or Path Magick

  

  "There was a time, a time before now, when

  dragons took to the skies, and the fae gamboled

  in the fields.  There was a time when magick

  was about creativity, bringing whimsy to life. 

  That time is dead.  Now magick is about one

  thing:  survival.  And the only way to survive

  is Path Magick."

           -Gnaeus the Sanguine, Tremere

  

         Of the three major Arts, the most readily

  practiced, and yet most despised is Path

  Magick, or Thaumaturgy.  The reason for the

  venom levelled at Thaumaturgy is simple:  it is

  a painful reminder of what magick has become, a

  sterile, climical solution to a problem the

  hedge mage has no control over.

         To begin our study of this elusively powerful

  Art, we must first define our concepts. 

  Calling Path Magick Thaumaturgy is a misnomer. 

  Thaumaturgy is but one part of the infinite

  branches of the tree known as Path Magick. 

  Thaumaturgy is the study of harnessing internal

  power, to make up for the failings of the

  Earth's mana field.  Its most common form

  manifests as the dreaded Blood Thaumaturgy, or

  Blood Magick of the Vampiric Tremere.  These

  creatures have found a way to channel the

  Shadow Empyrean, source of all their power,

  into themselves, transforming normal blood into

  potent vis, and then using this vis to cast

  spells.  Although we will discuss the Tremere

  later, it is interesting to note that they are

  the greatest victims of Path Magick.  So many

  Generations of Tremere have come and gone,

  without learning the nature of Path Theory,

  that they have succumbed to the magickal

  stagnation and death they feared most.

         There is a living, humane form of

  Thaumaturgy, which works on a similar

  principle, albeit slower and more methodical. 

  The mortal wizard attunes his body to become a

  filter for quintessence, allowing the vis to

  naturally bleed into his system.  This

  supercharges his blood, in much the same way

  the Tremere are able to do it.  Eventually, the

  Mage can become a walking battery of vis.  The

  process is incredibly slow, however, taking a

  full day to create a single pawn of internal

  vis.

         More generally, Thaumturgy speaks only to the

  source of power, and is not terribly

  descriptive about what Path Magick is.  To

  understand Path Magick,we need to delve into

  the death of the World of Myth, and the birth

  of the World of Darkness.

         Perhaps we overtaxed the mana field.  Perhaps

  the Technomancers created the Gauntlet, cutting

  us off.  Cause is unimportant now; it is the

  effect that destroyed us.  We soon learned that

  Magick was still possible, but at an awesome

  price:  Paradox.

         And so as the mana field waned, and the

  reserves of raw vis dwindled, we hedge mages

  were left with a difficult decision.  Either we

  could exploit new resources, as the Tremere

  did, or we could change how we consumed magick. 

  If  there was a more efficient was to do it,

  then perhaps we would not need to fear Paradox.

         The brightest minds pored over the old spell

  formulae of the great Hermetics, seeking

  solutions, keys to efficiencies.  The best

  examples that could be studied were grimoires

  called "didactic Paths."  Intended to teach an

  apprentice elementary spell theory, by showing

  how spells of increasing complexity are

  created, it was once as critical to magickal

  theory as the dissertation today.  If you had

  something new to say about the nature of

  Magick, the idea was to start small, and then

  permutate the theory, making it more potent and

  complex.  It was an excellent learning tool,

  and it was here, in these areas of pure

  research, that the failed Hermetics fled.

         And, to a large extent, it worked.  It was

  supposed to be a step toward the solution, and

  suddenly, it _became_ the solution.  Here was

  spell efficiency on a level they never dreamed. 

  Literally thousands of Didactic Paths had been

  created over Hermetic history.  Most were

  simply copied, one from another, such as

  understanding how fire could be created in

  greater and greater intensity (Lure of Flames,

  for instance, was once a didactic path written

  by the founder of House Flambeau himself,

  emulating Creo Ignem at various stages). 

  Others were brilliant theses revolving around a

  single form or technique (the Path of

  Creation).  The most advanced were those that

  centered around an ethereal concept not related

  to magick, but still had a unity of magick

  theory (Elemental Mastery).

         It was possible with Symbolic Magick to

  supercharge a Rote, or formulaic spell, making

  it hyper-efficient, generating an Effect level

  of 8 with a Effect level of 5 expenditure. 

  Such rotes took years to develop.  Didactic

  spells were all about conservation of power,

  maximizing result, while minimizing energy.  To

  an initiate, they were everything magick should

  be:  simple, easy to construct, and a snap to

  learn.  In a sense, when one looked at a Path,

  it all made sense.  Cause and effect flowed.

         However, no one _intended_ Path Magick to

  take off as it did.  Gone was the fluidity that

  made the Ars Magica so desireable.  Gone also

  were the years of devotion it would take to

  learn the other Hedge Magicks.  Sure, the

  Magick was limited, but at least it was

  something.

         And Path Magick carried hedge magick through

  the dark ages of the fall of the Hermetics, and

  birth of the Technomancers.  In many ways, the

  ordered structure of Path Magick, with so few

  variables, put it beneath the note of the

  Technocracy.  With such limited possibilities,

  compared to other kinds of magick, it just

  wasn't a threat.

         But like all good magi, the Path Wizards

  never stopped experimenting, tweaking and

  twisting certain variables, seeing what could

  be changed in the static matrix of the didactic

  spell, and what just wouldn't change.  And

  indeed, a few became very good at it indeed.

         Part of the advantage of most Path Magicks

  rising from hermetic theory is that factors

  such as Duration and Area of Effect had a

  similar structure in every spell.  If factor

  Aleph was tweaked in Lure of Flames 1 to extend

  Distance, tweaking factor Aleph in Path of

  Nature 3 would also extend distance.  If one

  could master all the factors, then perhaps Path

  Magick wouldn't be so limited.

         So the modern Path Wizard concerns himself

  not only with the learning of Didactic Paths

  and the Harvesting of Vis, but also dabbles in

  the spell theory of the Symbolic Wizards, his

  brother in Ars.  Rather than becoming a

  specialist in a Form or Technique, he

  Specializes in the mechanisms of spells,

  tweaking them to his advantage, often producing

  unpredictable results.

  

  Mastering Factors:

         The five factors which compose spells must be

  learned if a Path Wizard strives to be anything

  more than a minor mage.  The Tremere vampires

  keep the secret of Factors away from their

  charges because it indeed allows certain

  freedoms the Tremere consider irrelevant and

  perhaps dangerous.  

         Each is learned as if it was a skill, with a

  range of 1 to 5.  The Different factors, with

  their Hermetic code names, follow:

  

           Distance         Aleph. 

           Duration         Beda.

           Area of Effect   Gana

           Power            Detla.

           Ritual           Epas.

  

  The reason for the Hermetic signature was

  simple:  a spell already possessed these

  factors, known in the native tongue of a

  wizard.  Often, it was necessary to distinguish

  between the factors inherent in a spell, and

  the ability a Path Wizard had to alter that

  spell, particularly when this informations was

  inscibed in the margins of a Grimoire.  Each is

  a corruption of the first five letters of the

  Greek alphabet, and as such is very easy to

  learn.

         A rating in a Factor allowed the Path wizard

  to change that factor of a spell.  For

  instance, if a Path wizard wanted to change

  Lure of Flames 1, a Dis 4, Dur 0, AoE 1, Pow 1,

  Rit 0 spell, and the wizard had Detla 2 and

  Aleph 2, the Wizard could change Distance by a

  factor of 2, and Power by a factor of 2.  In

  this instance, the wizard's foe is right before

  him.  He can use his Detla 2 to make the

  spell's Power, currently 1,  now 3, which will

  now do three dice of damage.

         However, each expansion beyond the spell's

  parameters takes energy.  In the above example,

  the Effect Level of Lure of Flames 1 is 1. 

  Using the Detla 2 makes the Effect level 3. 

  This is all well and good, but if the spell was

  Lure of Flames 4, the wizard would need Vis to

  make the spell possible.

         An option is to manipulate the pattern of the

  spell, removing power from certain Factors, and

  adding them to others.  To do this type of

  switching, however, a Wizard needs the

  appropriate rating in Factors.  Looking at the

  above example, the Wizard wants to generate

  Lure of Flames 4, (Dis 4, Dur 0, AoE 1, Pow 4,

  Rit 0).  He wants to increase the Power from 4

  to 6 with Detla.  The effect of the spell is

  now 6, and the Wizard doesn't want to spend any

  Vis.  He can use his Aleph rating to bring the

  distance down 1 (up to 2 if he wants to), so

  that the effect is now 5.  He _must_ have the

  Factor to "unwork" that aspect of the spell. 

  Without this knowledge, the spell will fall

  apart.

         

  Path Magick and Vis

         The subject of vis is a rather touchy one

  amongst Path Wizards.  Indeed, since most

  spells are calibrated to exist in the Mana 5

  limit, Path Wizards shouldn't need to use vis

  to cast their spells.  In effect, the magick

  formulae should be so perfected that extra

  input should be unnecessary.  After all, each

  step in a didactic path was a look at how

  magick expanded with increasing quanta.  All

  one had to do was trim at the fifth level, and

  a Path was ready for use in the modern world.

         However, part of that fine tuning of a spell

  sometimes involved finding the _perfect_ source

  of vis that complemented the spell.  A spell

  that would require 3 pawns of Vis could be

  instead fueled with a tooth of a cat, or a

  handful of dust from the target's home, as

  befits sympathetic magick.  These specialty

  vis, sometimes called foci, often cannot be

  used to fuel other spells, and thus act as

  white elephants, that must be carried around

  and used when the spell is activated.  Often

  the focus is consumed in the casting, making

  some one-shot paths expensive.

         There are ways around such one-shot

  applications.  Vis can often be used to

  supplement foci.  Generally, one pawn is needed

  for a common, non-specific foci, such as a

  match for certain rare forms of Lure of Flame. 

  Difficult to get foci can take up to three

  pawns, and personal effects, such as locks of

  hair of the intended target will be as high as

  four.  If the item is consumed in casting, the

  number of pawns automatically increases by 1. 

  You can, however often meet the magick half-

  way.  If a lock of hair from the female target

  is needed, a lock of female human hair and a

  pawn of vis will often do the trick.  This

  doesn't always work, so it is best to try such

  magick out beforehand in the laboratory.

         The true advantage of Path Magick and vis is

  that although the Lure of Flames can be

  described as Creo Ignem, Create Fire,

  Pyrokinesis, each technically requiring

  specialized vis, in Thaumaturgy, any type of

  vis will work.  Thus, a point of vis is a point

  of vis is a point of vis, with the rare

  exception of a spell that, like the above

  examples show, requires a foci that happens to

  be a pawn.

         Note that a pawn is indeed a pawn.  Any Mage,

  Tremere or otherwise, can use fresh blood as

  pawns to fuel spells.  This is the heart of

  blood Thaumaturgy, and is readily frowned upon

  by Path Wizards.  One option in last ditch

  efforts is to use the Wizard's own blood as

  pawns.  This _extremely_ dangerous act removes

  a point of blood (adult humans have 10, and

  gain 2 back a week) and inflicts a wound level. 

  Pity the foe of a suicidal mage.

  

  Picking Paths:

         This is perhaps the easiest choice a Path

  Wizard can make.  Finding the right path for

  you, however, is a chore.  For instance, every

  Hermetic had a variation on Creo Ignem written

  up as a didactic path.  The vanilla path should

  be easy to find.  Poking around rare book rooms

  and old book stores is a start.  To find the

  true gems, however, takes perseverence, good

  contact, and a generous Storyteller.

         For instance, let's look at Movement of the

  Mind.  The vanilla path requires a point of vis

  to be expended each round regardless of Effect

  level.  The Tremere burn blood to accomplish

  this.  Those who cannot siphon blood off easily

  cannot get away with this so readily.  Perhaps

  a Path exists which merely requires a specialty

  focus, like a prepared cape.  The particulars

  of the Path ought to be well balanced, with

  every advantage coupled with a related

  disadvantage.  If your path worked at a greater

  distance than the normal Path, maybe it was

  less powerful, or took longer to cast.  For

  more information on this, see Making a Path,

  below.

         Once the right Paths are picked, even a

  Thaumaturgist with a fraction of the

  flexibility of a Symbolic Wizard can get quite

  colorful...and quite unpredictable.  It is to

  the advantage of the Path Wizard to seek out

  these rarer paths, since oftentimes their use

  is completely misinterpreted by those who are

  used to vanilla Thaumaturgy, and its

  limitations.

  

  Finding a Path

         The greatest collection of Didactic Paths can

  be found in the libraries of Vienna, where the

  Tremere guard them jealously.  Others can be

  found in obscure little libraries and bookshops

  around the world.  Often, their owners have no

  idea about the true nature of these guides. 

  After all, they seem little more than fanciful

  speculations on the part of crackpot

  alchemists.

         A Path Wizard should choose his initial Paths

  carefully, since they will be the only "free"

  ones he will ever obtain.  Whether it be money,

  other paths, or favors, or even risking the

  wrath of wizards and vampires by stealing these

  paths, the Hedge Wizard will pay.

         How much should he pay is a more difficult

  question.  Often, money means very little to

  those who control the primal forces of the

  universe, but sometimes the rent has to be

  paid.  Those ignorant shop owners know an old

  book when they see it, and you're going to have

  to pay through the nose for it (a wizard's

  salivations at the sight of it doesn't help,

  either).  And there's the simple cost of paying

  off contacts, getting to Berlin, and searching

  through 20 book stores to find the right text. 

  Here is a hard and fast system for determining

  the monetary cost of a path:

  

         Factor                     Cost (in US

  Dollars)

         Each level found                1000

         Each deviation from standard    1000

         Each city passed through           1000

         Each contact used                500

         Multiple use of the same contact     x2

  current

         Each favor promised             -1000

         Exchange of books             Relative to the

  value of the book

         Having it retrieved for you        Twice

  final value

  

  Thus, we see that a Gift of Morpheus with all 5

  levels found intact would cost $5000. 

  Travelling first to Vienna and Rome would make

  it $7000.  The rarity of finding a copy that

  has added range would either up the price (for

  those sellers who know its value) or make it

  that much more difficult to find, making the

  final price $8000.

         Why spend the money on a contact?  Well,

  first, you're not only buying their expertise

  in finding such texts, and their network of

  contacts, you're also buying their silence.  A

  Storyteller with a character who wants to find

  an obscure tome should compile a list of

  cities.  For each contact spent, one of the

  incorrect cities is removed.  A player may use

  up to his backgrounds in contacts per month. 

  Any more uses costs the player twice the

  current rate.  Thus, a player with Contacts 2

  needs to check out 4 cities.  He spends $500

  each for the first two cities, and must now

  spend $1000 MORE to search the next two.  If he

  needed one more city searched, it would cost a

  grand total of $5000 (2x500 + 2x1000 + 2000)! 

  Second, that Contact absorbs a great deal of

  risk on the part of the player.  Maybe some

  people don't want that tome found.

         Favors rank from small, "I'll be a one time

  contact," to swearing an oath of undying

  fealty.  The price listed is for an average

  arcane favor, such as a True Name or an Arcane

  Connection, though some momumental ones will be

  worth much more.

         Finding such texts can be the source of many

  plot threads, and Storytellers are encouraged

  to make these grimoires as rare as possible. 

  Only then will players learn to value their

  books above all.

  

  Intial and Learning Paths:

         Although one can go through a lengthy

  apprenticeship session, I find that it's much

  more satisfying to assume a character knows

  something about magick, and dive right into the

  adventure.  It should become readily apparent

  that the quest for arcane knowledge will more

  than likely consume the life of the wizard. 

  When selecting those initial spells, keep in

  mind that the Wizard would pick those that are

  best compatible with who he is.  Thus, the

  initial paths help define who the Wizard is.

         The cost of initial paths are 7 for the first

  rank, and five for additional ranks in the

  path.  However, the spells must be initially

  arranged in a hierarchy, with no two paths

  sharing the same level of understanding.  Thus,

  a beginning player could have MotM 5, LoF 4,

  PoConj 3, PoCorr 2, and GoM 1.  The maximum

  amount of initial Paths, then, is 5.  After

  play begins, a player can increase any and all

  levels as much as he desires, to the maximum of

  5.

         Likewise, a mage will research and quest for

  spells that best personify who he wants to be. 

  Storytellers should key in these passions,

  since they will set the tone for the player. 

  Just how far is he willing to go in the name of

  his Art, anyway?

         There are two methods of learning.  The first

  is the acquisition of a new didactic Path.  The

  mage must dive into the particulars of the

  theory, and develops tunnel vision, ignoring

  all but the magicks.  A mage pays for the first

  level of a path with 7 experience points.  The

  mastery of this magick comes slowly, as every

  additional path builds on this initial one. 

  Thus, it cannot be taken lightly.  The time it

  takes usually equals a month, but certain

  circumstances, such as actively studying other

  magicks, or mastery of a related path, will

  make this time more or less, depending.

         The other method of Learning involves

  climbing the rungs of a path.  This costs

  Current level x 4 in experience, and takes an

  amount of time equal to a week x the level

  desired.  Thus, if a wizard with Neptune's

  Might 2 wanted to learn Neptune's Might 3, it

  would cost 8 x.p.s and take 3 weeks.  If he

  performed strenuous work, the time could

  increase.  It takes an increasingly large

  period of time to master each level because the

  differences in structure are very subtle

  indeed.  Without careful study, a mage may

  leave out what seems to be an extraneous

  component, only to find his spell unravelling.

  

  Casting Path Magicks

         Once a level of a Path is learned, it is

  ready to cast.  Simply prepare the spell,

  readying any foci, modifying any Factors, and

  spend the appropriate Vis.  The player then

  antes up 1 WP, and rolls Current WP against a

  difficulty of spell's rank + 3.  Casting

  Movement of the Mind 4, then, would take a WP

  roll, with a difficulty of 7.  Any

  modifications to the spell, even if balanced,

  will increase the difficulty by one.  If the

  roll fails, the anted WP is not lost.  If,

  however, the roll is botched, the 1 WP is lost.

         Oftentimes, however, Path Magicks only invest

  a power that must be further used by the

  Wizard.  For instance, it is one thing to gain

  power over the wind (Weather Summoning).  It is

  quite another to use it to knock a cup off a

  ledge.  Thus, even if the spell goes off, it

  becomes necessary to find out how well it went

  off.  This usually entails an Attribute+Ability

  roll.

  

  Making Path Magicks

         This is perhaps the most difficult section,

  as most of the work to-date by the majority of

  Thaumaturgists has been to reclaim that which

  has been lost.  It is possible, however, to

  create new magicks, but the time it takes

  usually prevents all but the undying from

  attempting it.

         First, the mage must be versed in what is

  known as Spell Theory, a Knowledge trait.  All

  Path Wizards know a bit about theory, but just

  as anyone can learn to play an instrument

  without reading sheet music, almost anyone can

  learn hedge magick without studying Spell

  Theory.

         Second, the player sits down, presumably with

  the Storyteller, and maps out what he wants the

  path to do.  Keep in mind that each rung is a

  step in understanding.  Thus, all levels are

  somehow related to each other, with simpler

  applications below, and more complex

  applications above.

         The simplest way to do this is to state an

  end goal:  I want to be able to turn into a

  chicken.  From here, we break down into four

  steps that will add up to the final product. 

  The senses of a chicken is one (or perhaps 2 if

  the chicken has supernatural senses).  Entering

  the mind of the chicken is another, so either

  control over chickens, or the ability to

  communicate with fowl is important.  Finally,

  certain body parts can be crafted into those of

  a chicken, such as claws or a razor sharp beak.

         Once we've hammered out vague levels, start

  building each with the five different factors. 

  How long will it last?  Can I do it to other

  people?  Based on these figures, arrange the

  steps into increasing levels of power.  Here is

  your 1, 2, 3, 4, 5.  If one seems too powerful,

  we can augment it by requiring a foci or

  increasing the difficulty of all rolls using

  that power.

         Finally, we see if any need an

  Attribute+Ability roll to better define the

  range of a power.  It's one thing to possess

  the ability to mind control chickens, but how

  swayed are they?  How many are really affected,

  and how many managed to resist?  Pick a logical

  attribute and a logical ability, but be

  creative.  Should you use Animal Ken, or

  Leadership to make this roll?  Since you're

  entering the minds of the chicken, maybe you

  understand their concepts of leadership, and

  leadership can then work.

         This is the number one spot for abuse, and

  most of it unwitting.  Don't let your players

  "stack" attributes or abilities if you can help

  it.  For instance, a player in the above

  example could claim that Animal Ken would work

  for all levels.  Wouldn't you know it?  He has

  Animal Ken 5!  Try to find more specific

  Abilities that add color to knowledge of the

  spell.

         Once a plan is delineated, however, it isn't

  created.  The hedge wizard needs to see if the

  spell works as she intended it to.  This is a

  time consuming excercise, to say the least. 

  Each level takes 1 month x Target Level to

  perfect.  Thus, a complete Path will take 15

  months of nothing but non-stop research, enough

  to make the average hedge wizard throw in the

  towel.

         At the end of the time period (1 month in the

  case of Level 1), the Wizard rolls

  Intelligence+Spell Theory, Difficulty 6. 

  Before she can move on to the next level, she

  must amass 5 successes.  If she did not, she

  must wait another time period (1 month /

  level), and roll again, with successes being

  cumulative.  This simulates that the Path has

  not only been created, but fully understood by

  the Wizard.  He must overcome the inertia to

  move beyond his current research.

         A botch on this roll indicates that the

  concept is lost, and the Wizard must try a new

  approach.  There are several Paths that only

  reach Level 3 or 4, remants of burned out

  wizards and dashed dreams.

  

  Translations:

  (Note:  The following Paths are Copyright White

  Wolf Game Studios.  They are listed here only

  as an aid in showing how to translate to the

  Hedge Magick system I propose.  The use of said

  Paths are in no way a challenge to the

  copyrights).

  

  The following is a brief summary of the

  Thaumaturgical Paths found in the various White

  Wolf products, with notes on how to convert

  them to my system.  In cases with random

  results, determined by a Attr+Ability check,

  the spell is listed as if minimal successes

  were gained.  You want more successes?  Buy

  this option with 2 power.  Also, any listing

  under Power lists the MINIMAL dice that can be

  rolled for a spell.  If a mage must roll

  Cha+Falconry, which totals 2 dice, he can

  instead roll his Power rating, 6.

  

  Path Name          Dist   Dur  AoE   Pow  Rit

  Path of Blood                          V:TM

  Taste for Blood    1      0    0     2    0

  Blood Rage         1      0    1     3    0

  Blood of Potency   0      4    0     4    0

  Theft of Vitae     4      4    1     2    0

  Cauldron of Blood  0      0    1     6    0

  Lure of Flame      4      Var. Var.  Var. 0

  Movement ot Mind   0      0    0     Var. 0

  Weather Control    4      4    4     Var. 0

  Path of Conjuring                         VPG

  S the S F          0      1    0     2    0

  Permanancy         0      5    0     2      

  Magic of the Smith 0      5    0     5    0

  Reverse Conjuration   4      3    1    5    0

  Power over Life    1      5    1     5    0

  Neptune's Might

  Eyes of the Sea    4      0    0     3    0

  Jail of Water      2      4    1     4    0

  Dehydrate          4      0    1     5    0

  Flowing Wall       0      5    1     5    0

  Blood to Water     1      5    1     5    0

  Spirit Thaumaturgy

  Evil Eye           3      3    1     2    0

  Spirit Eyes        3      4    0     2    0

  Spirit Slave       2      4    1     4    0

  Fetishes           2      5    1     5    0

  Elemental Mastery

  Elemental Strength 0      1    0     3    0

  Wooden Tongues     0      3    1     2    0

  Anim. t. Unmoving  4      1    1     2    0

  

  Elemental Form     0      5    0     5    0

  Summon Elemental   3      1    1     4    0

  Corruption

  Contradict         0      3    1     2    0

  Disfigurement      0      5    1     2    0

  Change Mind        3      2    1     3    0

  Cripple            2      1    1     5    0

  Corrupt Soul       3      2    1     7    0

  Perception Spells            Hunters Hunted

  Scent of the Vamp  0      3    0     1    0

  Esc. Und. Eyes     3      0    0     2    0

  Voices of t Dead   1      3    1     2    0

  Cloak of Shadows   0      0    0     5    0

  True Sight         3      1    3     2    0

  Intelligence Spells

  Gift of Psyche     1      0    0     2    0

  Return of Light    0      3    0     2    0

  Confess            2      1    1     3    0

  Grasp of the Mind  0      3    0     5    0

  Heart of Evil      3      0    5     4    0

  Wits Spells

  Bring To Body      1      0    1     2    0

  Light ot Tr. Sp.   1      3    1     1    0

  Soul of the Tree   0      2    1     4    0

  Shield ot Thinker  1      3    1     3    0

  Flash              4      0    3     4    0

  Gift of Morpheus                       PGttS

  Cause Sleep        3      1    1     2    0

  Mass Slumber       3      1    3     2    0

  Enchanted Slumber  3      1    1     5    0

  DreamScape         1      3    1     4    0

  Master of Dreams   1      3    1     5    0

  Dark Thaumaturgy (Note:  To gain these powers,

  a player must accept as a foci:  Soul Contract)

  Chains of Pleasure                   StGttS

  Ecstasy            0      0    1     2    0

  Overstimulation    0      0    1     3    0

  Wave of Pleasure   3      0    Var.  2    0

  Writhing Delights  0      3    1     4    0

  Glow 1000 Embr.    1      0    1     7    0

  Hands of Dest.     0      0    1     3    0

  Gnarl Wood         0      0    1     3    0

  Acidic Touch       0      0    1     3    0

  Atrophy            0      0    1     4    0

  Turn to Dust       0      0    1     7    0

  Fires of Inferno   2      Var. Var.  Var. 0

  Path of Pestilence

  Sickness           0      5    1     1    0

  Vampire Sickness   0      5    1     2    0

  The Swarming       4      2    3     2    0

  Diseased Breath    2      0    4     4    0

  Cause Plague       0      5    1     3    0

  Path of Phobos

  Induce Fear        4      1    1     2    0

  Spook              4      3    1     2    0

  Terrorize          4      1    1     3    0

  Fear Immersion     5      1    1     4    0

  Leech of Fear      4      1    1     5    0

  Path of Secret Knowledge

  Whispers           1      0    1     1    0

  Secrets i t Dark   1      0    1     3    0

  The Hidden         1      1    1     4    1

  Dark Prophecy      0      1    0     5    1

  Unlock the Heart

         of Mystery         5    0     0    5    2

  Path of Torture

  Hurt               1      0    1     2    0

  Hunger           1    0      1    3    0

  Torment            1      1    1     3    0

  Agony              1      1    1     5    0

  Pangs of Hell      1      1    1     7    0

  

  Rituals:

         Often a very powerful spell will survive, or

  the fragment of a potent path, lost to time. 

  These Rotes are exceedingly powerful, some so

  powerful that the cost in vis to cast them

  normally prevents their use.