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Hedge Magic

Page history last edited by TC STs 5 months, 3 weeks ago

Hedge Magic

 

What is it? Sorcery, known to mages as linear magic or more dismissively as hedge magic or hedge wizardry, is the form of magic used by mortal non-mages in the World of Darkness.

 

Why do we have rules for this in a werewolf game?

 

While the Garou themselves rarely concern themselves with sorcery, many of their Kinfolk do in order to support their relatives in their protection of Gaia. Some Garou think that this gives them an unnecessary degree of power and endangers them, others encourage it, seeing that everyone who knows of the Wyrm should have the tools to fight it. The Bastet tribes of the Qualmi, Bubasti, and Ceilican also study their own versions sorcery and often practice it themselves. Some Kitsune are also able to learn their own versions of Paths of Sorcery. Some Uktena Garou with a specific camp can learn it as well.

 

The Wyrm and its banes teach the willing their own sorcerers arts as well.

 

How do garou view Hedge magic vs Awakened Magic?

 

In general, most Garou tend to view sorcerers as being no different than Awakened.

 

Kinfolk and Hedge Mages Advancement Rules

 

Per guidelines for this chronicle, Kinfolk with Hedge Magic may learn 2 paths without any restrictions. When they finish learning their second path, they must wait a year and a day to learn a third path. When their third path is completed, they must wait a year and a day to learn a fourth path. We do not utilize the Freeform Spells Optional Rule from Laws of the Hunt.

 

No paths may be learned beyond the fourth path without ST approval. 

 

Kinfolk with Psychic based Hedge Magic are limited to 1 path beyond their psychic abilities

 

Demi supernatural (hedge magic, psychic, etc) are not permitted gnosis on top of the hedge-magic

 

 

Hanging Spells

 

For those capable of hanging a spell for later use, perform a simple chop with an ST to determine how much time is required to get the spell prepared. On a win, the spell is ready within 1-round, on a Tie the spell takes 30-seconds, and on a Lose the spell takes 1-minute. This simple chop is performed per each instance of a spell being saved for later, regardless if it is the same spell multiple times or different spells each time. Take the total amount of time to sit aside on the game floor once "Game-On" is called, or promptly after making these chops during gameplay, to represent preparation of the spells. Additionally, write an item card listing the hung spells, number of uses, and what effect the spell will have when released.

 

When a hung spell is released at a later time, it is cast successfully (follow-up effects, such as hitting a target, may still require a chop to determine results).

 

For every 2 Spells hung in this manner (round up), the character is down 1 Social and 1 Mental trait in all challenges. This represents the concentration required to keep the prepared spells at-the-ready. 

 

Paths

 

The diverse forms of sorcery can include Roma curses, high school Wiccans' spells, voodoo and folk magic. However, specific effects can be codified into various Paths, each representing a fairly narrow category of magical effect. Two sorcerers may achieve the same effect with very different methods and use very different terminology, but they are still on the same Path.

 

Rituals

 

Rituals are specialized things that hedge mages can create in order to make their magic more personalized. Rituals are usually more powerful and more perfected then a usual path spell. It is assumed you have a specialized understanding and formula that makes the ritual more tightly composed then a normal spell. They do take a bit longer to cast but have a lower difficulty for casting.

 

samples:

 

Others are more specialized (using Alchemy as the path)

Basic

*A drug that lets the user ignore wound penalties up to the Injured level until wounded again. 

**An energy drink that lets the user go an entire week sleeping one hour per night. 

Intermediate 

***A dust that reveals invisible objects or creatures and disrupts illusions. 

****A metabolic accelerator that raises Strength and Stamina by one each. 

Advanced 

*****A potion that mimics the physical prowess of a vampire. The user gains an extra action, an retest on Strength , and an extra soak retest for the scene. They also have quite a temper and thirst for blood. Resisting provocation or the opportunity to feed on an open wound requires a Willpower roll (static v 8).

 

All rituals require ST approval before purchase so that they can be added to the wiki. hedge magic rituals

 

Casting Times

 

In order to do a spell or a ritual on the fly, you have to cast your it. Casting time is dependent on the level and type of power you're using. You have to spend the whole time casting, just like a garou using a ritual would.

 

Example:

 

Rituals

 

Level 1, 1 minute 

Level 2, 2 minutes 

Level 3, 3 minutes 

Level 4, 4 minutes 

Level 5, 5 minutes

 

Regular path magic

 

Level 1, 1 round 

Level 2, 2 rounds 

Level 3, 3 rounds 

Level 4, 4 rounds 

Level 5, 5 rounds

 

Hanging Magic

 

regardless of level 1 action

 

Casting in Combat

 

Rituals - Don't. A level 1 ritual takes 20 combat rounds to cast. It's not worth it. 

Spontaneous Casting - An unprepared magician is a vulnerable magician. Spontaneous cast spells take 1 round per level of the power you want to accomplish to cast.

Hung Spells - It's like Batman says: Be Prepared for Everything. Hung Spells take one action to cast regardless of the level of power.

 

PVP casting vs PVE casting

 

Most hedge magic is a static challenge to cast. When it becomes Player versus Player it will be a chop against the player you are casting it on.

 

XP rules

 

Check out the Experience Points 

 


 

Known paths

 

Alchemy

The user uses alchemical rites to perfect and combine material objects to eventually purify their own soul. People can practice it as a kind of advanced chemistry, traditional herbalism or as a mystical science.

Cost: 1 Willpower

Challenge: Static Mental vs Path level + 4

Retest: Alchemy (Occult Science)

Price of Failure: The created substance either does not work or has the opposite effect.

Basic

  •  *The Alchemist can create versions of pre-existing chemicals or concoctions that are simply more effective than its mundane counterpart.
  • ** The Alchemist can create substances that allow for a minor mystical change (for example, a powder that allows to exceed their normal physical limits)

intermediate  

  • ***The Alchemist can create substances that mimick the effects of low-level supernatural abilities, as well as begin to imbue metals and other materials with strange powers.
  • **** The Alchemist can create substances that can enhance a person beyond human limits. Lower level substances can now easily be created via a travel kit.

advanced 

  • *****The Alchemist can create substances that mimick the effects of mid-level supernatural abilities. However, these potions can have nasty side effects depending how potent the concoction is made, and require studying the supernatural subject as well as getting reagents from them. Materials such as wolf fur, vampire blood, fairy blood etc. in order to produce the potion. 
  • ******The Alchemist has reached the pinnacle, becoming able to create a Philosopher’s Stone, become immortal, or transmute one element into another. In theory, one could even create a concoction capable of turn one into a vampire, werewolf, or another being. This level also is capable of granting awakening to the Alchemist.

 

 

Conjuration

 

Also called telekinesis or apportation, Conjuration allows the user to move pre-prepared objects with the force of his magic. More complex actions of the controlled object demand the use of rituals. In Mage Revised, it has four aspects (Accuracy, Distance, Number and Weight).

Cost: None

Challenge: Static Physical vs Path level + 4

Retest: Occult

Price of failure: The objects either don’t move or the sorcerer summons something completely different at the wrong place. 

Basic

  • * The Conjurer can move one small object within the range of 10 feet for a few feet.
  • ** The Conjurer can move simple items or conjure them from another location within the range of up to 15 feet.

intermediate  

  • ***The Conjurer can move larger, more complex objects. In addition to conjuring it up, they may also levitate it within the air. The objects may not be heavier than 200 pounds and must be within 25 feet.
  • **** The Conjurer can move large objects like a piano, even as complex life forms with at least half the mass of a human being. Maximum range is 50 feet.

advanced 

  • *****The Conjurer can move or conjure a human, provided the subject is willing or unconscious. Objects can be summoned from 60 feet.
  • ******The Conjurer can conjure and move objects the size of a truck, as well as up to three human-sized lifeforms within the range of 100 miles.

 

Conveyance

 

Conveyance, also called the Path of Subtle Transportation, allows the user to travel with the help of a ritually prepared vehicle. At higher levels, the user eschews the vehicle, teleporting themselves instead. In Mage Revised, it has three aspects (Number, Range and Speed).

Cost: 1 Willpower

Challenge: Physical vs Path level + 4

Retest: Occult

Price of failure: The spell either fails, the user ends up somewhere other than they wanted to or attracts the notion of dark entities. 

Basic

  • *The user may transport themselves across roughly 10 feet.
  • **The user may transport themselves, along with 20 pounds, across roughly 100 feet.

intermediate  

  • ***The user may transport themselves and one other person across roughly a mile.
  • **** The user may transport themselves and two other passengers across roughly five miles.

advanced 

  • *****The user may transport themselves and three other passengers across roughly ten miles.
  • ****** The user many transport themselves and five other passengers across roughly 100 miles.

 

Cursing

 

Cursing, also called the Path of Fortune, is the art of applying hexes and curses to a person. For the curse to work, the user must harness their hatred and spite against the target, preferably with some parts of them at hand. These curses activate themselves when coincidence would allow them to. Supernatural beings have a chance to notice and resist the curse. While not specified in Revised, Curses are divided in their potency between Severity and Relation. This path can also provide blessings.

Cost: 1 Willpower

Challenge: Social vs Path level + 4

Retest: Intimidation

Price of Failure: The curse or blessing either does not work or turns back on the caster. 

Basic

  • * A brief inconvenience or minor blessing targets one person.
  • ** A lasting injury, embarrassment, or blessing targets one person and a closely related person or friend.

intermediate  

  • *** A serious injury, illness, or blessing targets a person and two similar relations.
  • **** A lasting illness, injury, or blessing targets a person as well as of their relatives or friends.

advanced 

  • *****Death befalls a person as well as all of their relatives and friends or a powerful blessing that can stop death or grant great fortune that can last for years.
  • ****** A curse or blessing so powerful it can last for generations. If there is a fate worse than death or a way to cheat death forever, it would be a curse or blessing of this magnitude.

 

 

Divination

 

By using a certain style of divination, the user can see events in the past or the future. Before a divination session can take place, the user must meditate or pray in preparation. In Revised, it is divided into the aspects Time and Accuracy.

Cost: None

Challenge: Mental vs Path level + 4

Retest: Fortune Telling

Price of Failure: The divination either fails or shows a dangerously distorted image.

Basic  

  • * See one week into the past or future with an overall sense of accuracy.
  •  **See one month into the past or future with notable accuracy.

intermediate  

  •  ***See one year into the past or future with greater accuracy.
  •  ****See ten years into the past or future with remarkable accuracy.

advanced 

  • *****See the span of a lifetime into the past or future with enormous accuracy.
  •  *****See as far into the past or future as possible. Even when the divination is wrong, it contains elements of truth.

 

Dowsing

 

Dowsing is the practice of locating lost items with magical means. For this, the user needs a magical attuned implement to use. In addition, the Dowser becomes more keen to investigation and a general sense of deduction. Some practice Dowsing as a part of Divination, older traditions see both practices as separate.

Cost: None 

Challenge: Mental vs Path level + 4

Retest: Awareness

Price of Failure: The user does not find the object or is lead in circles. 

Basic

  • * The Dowser can find a small item of them within a radius of fifty feet. The Dowser also gets a general sense for yes-no-question pertaining themselves.
  •  **The Dowser can find any personal item within the radius of a mile. The Dowser also gets a general sense for yes-no-question pertaining others.

intermediate  

  •  ***The Dowser can find any personal item anywhere, while being able to locate other items and accumulations of elements (like air behind a false wall) within a mile. The Dowser also gets definite sense for simple yes-no questions pertaining themselves.
  • ****The Dowser can instantly locate personal items, as well as items belonging to someone else. The Dowser also can sense magic, hidden emotions and illnesses.

advanced 

  • *****The Dowser can instantly locate any item, as well as locate specific substances like gold.

 

Enchantment

 

Enchantment, also called Fetishism, allows for the creation of minor magical talismans. In contrast to magickal talismans, these have only one application and can only operate under certain circumstances.

Cost: 1 Willpower

Challenge: Mental vs Path level + 4

Retest: Occult

Price of Failure: Either the item remains a mundane tool, breaks apart or it becomes cursed. 

Basic

  • * The Enchanter creates a minor item with limited use only and a tight area of influence.
  • **The Enchanter creates a more powerful talisman that is noticeable as magic.

intermediate  

  •  ***The Enchanter creates a talisman whose function is obviously magical.
  • ****The Enchanter creates a talisman that is able to defy several of the limitations of the Consensus.

advanced 

  •  *****The Enchanter creates talisman with almost miraculous powers.
  •  ******The Enchanter creates a legendary artefact.

 

Ephemera

 

The Path of Ephemera allows the user to interact with the spirit worlds. Effectively becoming a conduit for the entities of the Otherworlds, those that practice this path find themselves often overtaken by the creatures living there.

Cost: None

Challenge: Social vs Path level + 4

Retest: Enigmas

Price of Failure: The user suffers from the aftereffects of possession, has no control or is inhabited by Banes or Spectres.

Basic

  • *Feel the activity of spirits behind their Gauntlets.
  •  **Learn to distinguish between the different kinds of spirit behind the Gauntlet and try to bring them into the material world.

intermediate  

  • ***Learn to contact a specific spirit to address it.
  • ****Learn to perceive ephemera around you and see the spirits beyond the Gauntlet.

advanced 

  • *****Learn to command the spirits to do your biding.
  • ******Walk beyond the Gauntlet in astral form.

 

Fascination

 

The user can make a target fall in love with another person. The magic can either be casted on the user themselves or on an amulet or something similar to allow its effects to take place on others. In Mage Revised, it has three aspects (Duration, Level of Influence and Number).

Cost: None

Challenge: Social vs Path level + 4

Retest: Occult

Price of Failure: The spell either does the opposite of what it was designed to achieve, severely harms the victim’s mind or makes them deranged.

Basic

  • *Appear favorable to a target.
  • **Appear general likeable.

intermediate  

  • ***Make people go out of their way for you.
  • ****Make people actively seek your approval.

advanced 

  • *****Make people highly devoted to you.
  • ***** Cause people to become your literal servants.

 

Healing

 

The user can heal wounds, illnesses and similar ailments. While rarely a permanent treat, Healing often at least manages to ease pain. The user needs at least a minimum of medical knowledge to apply their treats correctly. In Mage Revised, it has five aspects (Bashing Damage, Lethal Damage, Pain, Toxins and Others). In the Dark Ages, it had a counterpart called Infliction, which worked the opposite and caused harm instead.

Cost: 1 Willpower

Challenge: Social vs Path level + 4

Retest: Intuition

Price of Failure: The healing either does not take place or is inverted. 

Basic

  • *Soothe minor injuries and debilitations for a limited period of time.
  •  **Heal wounds and illnesses like the flu.

intermediate  

  • ***Mend broken bones and get an incapacitated person going again.
  • ****Manage to fix compound fractures and severe trauma, speeding up the healing process and preventing infection, as well as healing chronic illnesses like asthma.

advanced 

  •  *****Cure near deadly wounds and heal maladies like AIDS or cancer permanently.
  •  *****Bring a person back that has recently died. However, if the person does not receive immediate medical attention, they will likely just die again.

 

Hellfire

 

Rumored to be the result of infernal dealings, Hellfire grants its caster massive destructive powers. While generally summoning forth fire, variants have been observed that call forth lightning, sleet, sandstorms, earthquakes or smoke. In Western societies, Hellfire is often regarded as black magic. In Mage Revised, it has three aspects (Area, Damage and Range). Similar to its thaumaturgic counterpart, the Path of Hellfire has no individual powers, further advancement only allows to call forth more destructive forces.

Cost: 1 Willpower

Challenge: Social vs Path level + 4

Damage: Basic deals 3 agg, Int. deals 4 agg, Advanced deals 5 agg

Retest: Occult

Price of Failure: The summoned forces turn against their summoner. 

Basic

  • * A single target and by touch only. The sorcerer must make a successful hand-to-hand combat attack in order to deliver damage.
  • ** A small area; 3 square feet or so, or at less than 10 feet distance.

intermediate  

  • *** No more than a couple of square yards or so, or at a distance of less than 25 feet.
  •  **** 10 square feet (which can be arranged as a wall, circle or whatever), or at a distance of about 50 feet

advanced 

  •  ***** 20 square feet, or at any target within 150 feet.

 

Herbalism

 

Similar to Enchantment and Alchemy, herbalism deals with the assembly of powerful brews from natural elements. While not as powerful as the Path of Healing, Herbalism has the advantage of being readily available once created. Its effects are slower, but are perceived as more natural and are less likely to fail once brewed. 

Cost: None

Challenge: Mental vs Path level + 4

Retest: Herbalism

Price of Failure: The potions either does nothing or is actually poisonous. 

Basic

  • * Cure minor aches and similar effects that would not be considered magic.
  • ** Create potions whose effects are seen as miraculous, but not outright magical in and of themselves.

intermediate  

  •  *** Create concoctions whose effect are obviously unusual.
  •  **** Create brews that manage to be miraculous while still working under the Consensus.

advanced 

  •  ***** Create obviously magical potions, whose effect might not be instantaneous, but works slowly and subtly for healing.

 

Necromancy Path

 

The user has the ability to interact with the spirits of the dead for purposes of magically revealing the future or influencing the course of events. Though some view this as evil nothing about this practice gives any amount of wyrm taint.

Cost: 1 Willpower

Challenge: Static Mental vs Path level + 4

Retest: Occult

Price of Failure: Sometimes Dead is better. Failure to do the spell sometimes causes the user to bring something else back that wants nothing more then to bring ruin and pain.

Basic

  • * "The Sensing" - At this level, Necromancers can perceive the dead with all their senses, as they could anyone else, for both better and worse. As they can interact with the dead, so can the dead interact with them. Fun times 
  • **"The Knowing"- Touching an Undead allows the Necromancer to immediately gain intimate knowledge of that creature, knows them better than they would their own brother. Sometimes small dead creatures will reanimate in their presence, not realizing that it's dead anymore.

intermediate  

  • ***"The Calling"- The amount of Entropic Energy that a Necromancer produces at this point starts calling out to the dead in the area, drawing them nearer to them.
  • ****"The Making"- Mastery at this level allows a Necromancer to create items out of the Shadows of the Shadowlands. He can also manipulate the form and abilities of the dead.

advanced 

  • ***** "The Unmaking"- A True Necromancer at this level. They can take away abilities from the dead, and even bestow some onto others.

 

Oneiromancy

With the use of Oneiromancy, the user can visit other people’s dreams. With their powers, they can reshape them, banish nightmares or address subconscious turmoils. In Mage Revised, it has one aspect (Distance).

Price of Failure: The user becomes lost in dreams or is banished into a nightmare realm resembling a Harrowing. 

Basic

  • * Touch the dream of another.
  • ** Learn to temporarily become a part of another’s dream.

intermediate  

  • *** Learn to observe another’s dream without becoming a part of it, while still being able to manipulate it.
  • **** Learn to take control of another’s dream.

advanced 

  • ***** Learn to merge several dreams into one.
  • ****** Make a creature from a dream real for a limited period of time.

 

Shadowcasting

Shadowcasting, also called the Path of Shadows, concerns itself with the control over darkness. In the western world, it thought to have some relationship to the Infernal, but no definite proof has been provided. The shadows brought forth are vulnerable to sunlight.

Cost: None

Challenge: Social vs Path level + 4 

Retest: Stealth

Price of Failure: The users’ sight becomes distorted or shadow-demons emerge to hunt the user. 

Basic

  • * Manipulate light to darken and deepen shadows.
  • ** Manipulate shadows to bend soundwaves, making yourself more easily hidden. When cast on another, that persons’ mind begins to play tricks on them.

intermediate  

  • *** Manipulate shadows to drown out colors. When cast on another, that person’s mind falls into panic.
  • **** Manipulate shadows to cause electronical devices to fail. Others that see the shadows fall into terror.

advanced 

  • ***** Manipulate shadows to hide yourself completely from mortal sight. Others that see the shadows can become insane by the experience.
  •  ****** Manipulate shadows into a physical form or snuff out any lights within a radius of 50 feet.

 

Shapeshifting

The user can manipulate their own physical form. Shapeshifting demands intense study of both the bodies of animals as well as your own. In Mage Revised, it has two aspects (Subject and Disparity).

Cost: 1 Willpower

Challenge: Physical vs Path level + 4

Retest: Occult

Price of Failure: The shapeshifting goes awry or the user is stuck in his animal shape or their mind becomes

animalistic. 

Basic

  • * A minor cosmetic change, like hair color.
  • ** A major cosmetic change, like height.

intermediate  

  • *** A replacement of a body part with that of an animal.
  • **** A replacement of several body parts with that of an animal

advanced 

  • ***** A full transformation into an animal.
  • ****** A full transformation into a mythical animal.

 

Spirit Chasing

The user creates a bond between themselves and the spirit of a type of plant or animal. By strengthening their connection to the spirit, the Spirit Chaser gains abilities that mirror the chosen type.

Basic

  • * Gain full nutrition from the type’s chosen food.
  • ** Match your sensory levels to that of your type.

intermediate  

  • *** Manage to fall into a regenerative sleep to cure your wounds.
  • **** Gain insights from other exemplars of your type (i.e learn from a tree what happened in its surroundings)

advanced 

  • ***** Gain some of the abilities of your chosen type.

 

Summoning, Warding and Binding

The complex path that consists of both summoning, warding against as well as the binding of creatures is among the most dangerous to practice. With summoning, the user calls the creature forth. With Warding, they defend themselves against it. With Binding, they exhort obedience from it in exchange for a price and at greater levels can even command it. With dismissal, they cause the creature to leave. Each of these steps demands a different ritual to be used. While the first levels target mundane creatures, higher levels manage to compel even supernaturals. Technomancers have developed a variant called Coiling which targets mechanical devices instead of creatures and binds them instead. In Sorcerer Revised, it has five aspects (Duration, Creatures Affected, Number, Binding Intensity and Warding Strength).

Summon

Cost: None 

Challenge: Social vs Path level + 4

Retest: Occult

Bind

Cost: 1 Willpower

Challenge: Social vs Path level + 4

Retest: Occult

Dismiss

Cost: None

Challenge: Mental vs Path level + 4

Retest: Occult

Ward

Cost: None

Challenge: Mental vs Path level + 4

Retest: Occult

Price of Failure: Either nothing appears, or the creatures summoned turn against the summoner. 

Basic

  • * Simple creatures, like birds, as well as basic technological devices can be summoned and commanded.
  • ** Larger creatures, like wolves, as well as more complex technological devices like televisions can be summoned and commanded.

intermediate  

  • *** Humans, as well as computers, can be summoned and commanded.
  • **** Minor supernaturals, like ghouls and kinain, as well as technological devices, can be summoned and commanded.

advanced 

  • ***** Major supernaturals, like mages or werewolves, as well as large technological devices like airplanes, can be summoned and commanded.
  •  ****** Celestial entities, like angels, gods or demons can be summoned and commanded.

 

Weather Control

Also known as Weathercraft, with this Path, the user manipulates weather patterns for their own benefit. As such a manipulation of reality is very difficult, such effects are slowly to become active. In Sorcerer Revised, it has four aspects (Duration, Intensity, Speed and Scale).

Cost: 1 Willpower

Challenge: Social vs Path level + 4

Retest: Occult

Price of Failure: The weather either does not change or becomes wildly erratic. 

Basic

  • * Create a small sudden disturbance in the weather patterns in a limited area.
  • ** Create a small sudden disturbance in the weather patterns in a larger area.

intermediate  

  • *** Cause drastic changes in the climate of an area.
  • **** Alter the climate on a limited area.

advanced 

  • ***** Alter the climate on a larger area.
  •  ****** Call on destructive forces of nature like hurricanes.

 

 

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