Mage/Creative Thaumaturgy

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Creative Thaumaturgy

We are starting with a clean slate as far as Creative Thaumaturgy goes. These are not always top priority for approval and are subject to staff vetting.

Overview

The following spells are non-canon Creative Thaumaturgy Spells that are approved for play on Fallcoast. These spells are available as an improvised casting to anyone who has the correct arcana. These spells are not rotes. The casting is Gnosis + Arcana. These items may be turned into a rote, following the rules from MtA p. 291.

Note: Spells are organized by their primary Arcana.

Death

Harm Ghost (Death ***)

The mage can damage a ghost’s Corpus.

Practice: Fraying Action: Instant; subtract target’s Resistance Duration: Lasting Aspect: Vulgar Cost: None

The attacking mage must be able to perceive the ghost, either once the ghost has manifested or using a spell such as Speak with the Dead (MTA 135). One point of lethal damage is inflicted per success. With Death 4, the damage may be made aggravated with the expenditure of one Mana.

Create Ghost-Touched Object (Death ****)

Though fetishes are more common, some mages are familiar with what the werewolves call "gazhdum", or "ghost-touched objects." The use of such items of power can be risky, and even owning them can invite trouble from other necromantically-inclined parties, but sometimes their capabilities are worth the price. This spell permits the necromancer to create a gazhdum by binding a ghost -- sometimes voluntarily, sometimes forcibly -- into an object that is somehow tied to the events of its life or death (typically, one of its anchors).


Practice: Patterning
Action: Extended (target number = ghost's Willpower) and contested; target rolls Resistance reflexively.
Duration: Prolonged (one scene)
Aspect: Vulgar
Cost: 1 Mana


This spell functions similarly to the "Create Fetish" spell (MtA p.252), except that it binds ghosts into "ghost-touched objects", as described in "The Rage: Forsaken Players' Guide", p. 139. Except as outlined below, ghost-touched objects are mechanically identical to fetishes, and their design and creation should follow the same rules outlined for fetish creation, with additional restrictions as noted.


Ghost-touched objects always have abilities that somehow related to Death, the grave, hopelessness, decay, and so forth. They are never cheerful, healing, nurturing, or the like. Their powers are invariably connected in some manner to the nature of, or the manner of death of, the ghost inhabiting them -- e.g., the ghost of someone who died in a fire might give an object the power to wreathe its user in terrifying flames; the ghost of a despairing suicide could provide an object the power to induce depression and despondency.


Such objects carry with them scents that are in some way associated with death; attempts to locate or track such an object (or its owner) by scent gain a +2 dice bonus. Ghost-touched objects are activated with a roll of Gnosis + Death rather than Gnosis + Spirit. A character lacking the Death Arcanum, or one who does not wish to risk failing the roll, can activate the object by spending a point of Willpower.

Fate

Murphy's Law (Fate *****; Opt: Time ***)

Practice: Patterning
Action: Instant
Duration: Transitory (1 Turn)
Aspect: Vulgar
Cost: 1 Mana

xxxxxMurphy's Law, what can go wrong will go wrong. With this spell a mage converges Fate upon an area and releases the tapestries from their keepers. For the duration, anyone in the area suffers a penalty of the caster's dots in the Fate Arcanum to any situation determined by the st once per round based on environmental factors. This could result in a person's defense being lowered because of stumbling over a cat in the alleyway, a penalty to their attack due to a fire alarm going off next to them, or even a penalty to an athletics check as it turns out someone didn't mop up the gym floor. Successes on this spell's activation roll are not contributed to potency, instead they determine the area with each success doubling the area starting at a 1 yard radius (2,4,8...). Additionally, a mage with time 3 may spend an additional mana to make this spell last an entire scene.

xxxxx Optional: Time ***
With Time *** and an additional mana expenditure the duration of this spell becomes Prolonged (1 Scene).

xxxxx Defense Clarification: If a person receives -Fate to their defense in one instance, they then revert to the cumulative -1 following that instance.

Forces

Life

Physical Restructuring (Life ****; Opt: Mind *)

Practice: Perfecting (Patterning?)
Action: Instant
Duration: Prolonged (One Scene)
Aspect: Covert
Cost: 1 Mana

A more advanced version of the "Physical Reconfiguration" spell (p. 198, Silver Ladder), this allows the Magus in question to expend mana to structure their Pattern into holding the Restructuring for an extended period of time. However, a mage's pattern may not:

-Hold a number of physical merit dots in excess of their natural Stamina
-Hold a number of mental merit dots in excess of their natural Resolve.
-Hold a combined number of physical and mental merit dots in excess of the mage's Gnosis.


Body Supremacy (Life ****)

This spell enhances the target's health, boosts the speed of their healing and lengthens their lifespan.

Practice: Perfecting
Action: Instant
Duration: Prolonged (one scene)
Aspect: Covert
Cost: 1 Mana

Like Body Mastery (p 196, Mysterium) before it, the mage is able to invigorate the target's body, causing all forms of damage to heal more rapidly. Each success allows the target to halve the time (round down) it takes to heal bashing, lethal and aggravated damage. Two successes allows a mage to heal one lethal wound in 12 hours and one aggravated wound in a little over a day and a half (to a maximum of one health level healed per turn; more severe wounds heal first). To gain this beneft, the mage must either cast this spell with the required Duration or recast the spell whenever the Duration expires. This healing is compatible with the Quick Healer Merit. Each success also acts as one automatic success on all extended and instant rolls to resist diseases, poisons or drugs. Finally, characters who spend most of their time under the influence of this spell lengthen their lifespans by 25 years for every dot of the Life Arcanum the caster possesses. Decrease this latter bonus proportional to the amount of time the character spends using this spell.

Matter

Mind

Borrow Expertise (Mind ***)

Not all knowledge is equal; some knowledge is so detailed, requires such refinement to use, that just pulling it from the Oneiros is, while possibly not all out impossible, far too difficult for any but a true master. The best way to gain access to these sorts of expertise is to pull it from somebody elses mind, someone who has already done all the work required to attain that level of experience.


Practice: Weaving
Action: Instant and contested; target rolls Resolve+Gnosis
Duration: Prolonged
Aspect: Covert
Cost: 1 Mana


This spell allows the caster to gain access to a mundane mental merit possessed by someone else for the duration of the spell. They can gain one dot of merits per level of potency, up to a maximum of their mind, and they must meet all the normal requirements for the merit. At Mind three touch is necessary for the mage to draw from the "donor", at Mind 4 it works at sensory range. The donor does not lose access to the merit.

Digitize Object (Mind ***, Forces **)

The mage creates an object in the digital world space accessed through the Mind 4 spell Virtual Voyage. In doing so, she must destroy the physical object and cast this spell, creating a digital replica available to be used in that space, much like the Death 3 spell Ghostly Object

Practice: Weaving
Action: Instant; Destroys Physical Object
Duration: Lasting
Aspect: Covert
Cost: None

Sculpt Digital Form (Mind ***, Forces **)

The mage shapes non-animate digital constructs in the space accessed by the Mind 4 spell Virtual Voyage. One success is needed to re-shape an object. Penalties may be levied for particularly complex shapes. Alternatively, one point of durability may be added per success. Weapons and armor may be assigned equipment bonuses or additional protection to armor. This functions much like the Death 3 spell Sculpt Ephemera.

Practice: Perfecting or Weaving
Action: Instant
Duration: Lasting
Aspect: Vulgar
Cost: None

Siphon Will (Mind ****, opt Death ** or Spirit **)

The mage, through the use of this spell, can steal the very will of another to use for their own purposes and in so doing also denying their subject the use of the same.

Practice: Unraveling Action: Instant; subtract target’s Resolve Duration: Lasting Aspect: Vulgar Cost: None

Each success siphons one willpower point from the subject. At four dots in Mind the spell requires that the caster touch the target, at five it can be performed at sensory range. To use this power on spirits or ghosts the mage requires two dots in the appropriate Arcana. The mage cannot regain more willpower points than his natural total, nor can he take more willpower from a target than the target's current willpower.

Digital Domain (Mind *****, Opt Forces ** and Mind **)

Practice: Making
Action: Instant
Duration: Determined at Casting
Aspect: Vulgar
Cost: None

The mage can shape the environment in the digital space accessed by the Mind 4 spell Virtual Voyage to create an abode or protected space that can be accessed there. While inside this structure, the mage is protected. Anyone who wishes to attack him must first breach the abode, which only he can enter at will. Durability is equal to the caster's Mind arcanum, and structure is equal to his Gnosis. This structure can not be moved once made. Mind 2 can ward against conscious entities and other users, while forces 2 can ward against unwanted digital constructs. Duration is based on successes, and this spell uses Advanced Prolongation Duration factors. This spell functions like the Mind 5 spell Twilight Temple.

Prime

The Charm of Making (Prime *****)

Since the times before, when man and beast were one and death was but a dream, inheritors of supernal magic have used the substance presently known as tass as both source of power, barter, objective of quests, cause of shadow wars. When power is made manifest, everybody wants a piece of the pie. The conventional means by which mages can create tass are either painfully impermanent or slow and arduous. For some time, the art of making pattern-stable tass in the fallen world has been elusive, but rumors spoke of the practice. Yossarian has reassembled it, much in the manner that modern craftsfolk study old notes and re-create lost practices in their arts. His interpretation is more scientific, involving condensing both ambient and internal mana reserves, but the function is applicable to all mages, and after doing so, he provides his notes to the consilium, for all the mages to benefit, as well as submitting it to the magisterium for distribution at conclave.

Practice: Making
Action: Instant
Duration: Lasting
Aspect: Vulgar
Cost: 2 Mana (minimum)

Unlike more temporary tass creation, this art is not lossless, nor is it fine-tuned. Tass created by Making can not be made into useable items, though they may be decorative. The process is rather like growing crystals on a string, the mage effectively taking the role of a hallow and providing ambient mana to seed the process and then pouring mana into the emerging pattern. The drawback of this is that each roll made, whether instant cast or in a ritual, requires one additional point of mana spent that is not converted, instead spent to enable the process. Each point of potency requires another spent mana and convert directly into tass. The form of the tass is decided at the time of making the imago, and may be a single piece holding several points, or multiple smaller pieces.

Space

Spirit

Twilight Gate (Spirit 3)

Much like their Moros counterparts, Thyrsus and other Spirit Mages are able to become twilight by stepping through a gate. In this case aimed towards the interaction of twilight bound spirits rather than vengeful shades.

Practice: Weaving
Action: Extended
Duration: Prolonged (One Scene)
Aspect: Vulgar
Cost: 1 Mana

The mage creates a gateway that transforms anyone who steps through it into a Twilight state of existence. They become Twilight beings until they exit the gateway. While Twilight, they can touch spirits and interact with items hidden there. They can also engage in physical or magical combat with spirits, damaging their Corpus. Conversely, wrathful spirits might physically lash out at visitors, causing them harm. One person of Size 5 or less can pass through the gate per turn (larger people can spend two turns squeezing through). Each success on the casting allows the mage to widen the gate so that one additional person can pass through per turn. With Spirit 4, the mage can cast this spell as an instant action and can also limit who can enter (or exit) the gate.

Time

All Hours Wound (Time ***-*****)

Practice: Fraying
Action: Instant
Duration: Lasting
Aspect: Vulgar
Cost: None
Pool: Gnosis + Time - Stamina

It's said that all hours wound and the last one kills. This use of Time magic proves the axiom. By manipulating time for a particular subject, the Time Mage may bring about injury as the subject's future years compress down on them in a single instant of time. The target takes damage according to how the press of years would affect them - mortals grow older and infirm, vampires might get lethargic and desirous of Sleep, etc.

For each success rolled, the target takes 1 Bashing damage at Time 3, 1 Lethal at Time 4, and if Mana is paid 1 Aggravated at Time 5.