Hedge Magic

Among the more common Numina learned by mortals are the various paths of Lesser Thaumaturgy, more commonly known as Hedge Magic.
Unlike Vampiric Disciplines or the rotes of True Magick, any application of these arts requires significant preparation. The rituals necessary to perform even Basic powers take a full five minutes, while Intermediate rites take fifteen minutes to enact, and Advanced workings can require up to an hour of effort. Note that the magician may do most of the work ahead of time, readying a few preset spells which can be activated later as needed; up to one spell may be held in readiness for each Mental Trait possessed by the magician
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Alchemy
Alchemy is concerned with the creation of substances which convey magical affects when used. Alchemical workings come in many forms: Potions which take affect when consumed; paste-like Salves, which must be applied to the target; Incense, either in solid form or as a liquid applied to something else which is burnt; or Perfume, worn on the skin. The form given an Alchemical creation must be decided upon before work begins. Note that these substances normally only affect those who are alive; certain versions may be prepared which affect Kindred, or Wraiths/Spirits, though this is subject to Storyteller approval.
The character may know with specific three Alchemical recipes for each spell that she allocates to this path during character creation. Additional formulae may be learned at a cost of one experience point for Basic workings, two for Intermediate effects, and three for Advanced concoctions.


Basic
Basic Alchemical formulae take one hour to prepare.

Blood of the Snake: This reduces the damage done by Poisons by one category.

Drink of Seven Days Rest: This draught restores all personal Attribute Traits in one category (Physical, Mental, or Social).

Eyes of the Spirit: Those affected may see and hear events in the nearby Shadowlands; this affect lasts for one hour.

Perfume of Longing: The wearer gains the Social Traits Alluring x2 and Magnetic x2 when interacting with members of the appropriate gender; the affects last for one hour.

Potion of Pain Tolerance: Reduces all wound penalties by one category (Bruised counts as Healthy, Wounded counts as Bruised, etc); the effects last for one hour.

Simple Elixirs: These may take the form of a Salve or Potion; they grant the user two Attribute Traits which must be assigned at creation. These Traits remain for one night or until used; note that a character may not benefit from more than one of these Elixirs.

Simple Philtres: Prepared as either a Potion or an Incense, this causes those affected to experience a specific emotion, determined when the substance is created; the effects last for a single scene and may be avoided if the target passes a Simple Test.

Simple Poisons: This inflicts one level of damage as a Potion, or an additional level when applied as a Salve to a weapon.

Simple Tonics: This restores one Health Level to the user.


Intermediate
All intermediate Alchemical works require an expenditure of one Willpower Trait when they are created, unless otherwise specified, and take a full day to formulate.

Complex Elixirs: Similar to Simple Elixirs, these grant the user four Attribute Traits in a single category which must be assigned at creation; these Traits remain for one night or until used, and cannot be combined with any other magical form of Attribute increase.

Complex Philtres: As with Simple Philtres, this causes those affected to feel a specific emotion; this feeling lasts for one hour, and require the target to win a Static Mental Test (Determined, Calm, etc.) to ignore the effects.

Complex Poisons: Like Simple Poisons, these may come as either a Potion or a Salve. The target must win a Static Physical Test (bidding a Stamina Trait), or fall to Incapacitated. Those who win the test suffer two Health Levels of damage, but not below Incapacitated. Alternately, the poison may do half as much damage, but it is considered to inflict aggravated wounds.

Complex Tonics: These substances restore two Health Levels, or heals a single aggravated wound.

Essence of the Spirit: Those affected may enter a trance-like state which allows them to project their consciousness into either the Umbra or the Shadowlands; their physical body remains behind in a comatose state.

Potion of Valor: The user may ignore all wound penalties for the next hour; each addition damage Level below Incapacitated reduces the duration of this Potion by ten minutes.

Tears of Power: For every two Willpower spent creating this potion, the user gains one temporary Willpower Trait; note that this is one of the few ways to raise a character's temporary Willpower total above their permanent rating. Rumors exists of versions which create draughts of Gnosis or Quintessence or Glamour or Sekhem, though these are up to the Storyteller's discretion.

Tongue of the Scribe: For one hour after imbibing this (as a Potion), the character may speak and understand any language; if prepared as a Salve, it must be applied to the ears and tongue to take affect. Alternately, the Alchemist may make it specific to one language, but the effects last for an entire week.

Advanced
Advanced Alchemical preparations cost three Willpower to create, over a one week span.

Potent Elixirs: Similar to Simple Elixirs, these grant the user seven Attribute Traits in a single category which must be assigned at creation; these Traits remain for one night or until used, and cannot be combined with any other magical form of Attribute increase.

Potent Philtres: As with Simple Philtres, this causes those affected to feel a specific emotion; this feeling lasts for one hour, and can only be averted by the expenditure of a Willpower Trait.

Potent Poisons: Like Simple Poisons, these may come as either a Potion or a Salve. The target must win a Static Physical Test (bidding a Stamina Trait); if they fail, they die. Ties result in the character becoming Incapacitated; those who win the test suffer two Health Levels of damage, but not below Incapacitated. As with Complex Poisons, the Alchemist may instead choose to inflict half as much damage, but make it aggravated.

Potent Tonics: These healing draughts restore all Health Levels, including up to two aggravated wounds.

Potion of the Vile Body: The imbiber becomes a literal factory for poisons and corrosive substances; their blood and spit causes aggravated wounds, and corrodes non-living substances. As a side effect, the host becomes immune to all toxins. This condition lasts until the next dawn.



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Conjuration
This path allows the Hedge Mage to manipulate object, much as a stage magician does. The difference however is that rather than simple misdirection, reality is actually being altered right under the observer's nose. Objects being teleported from elsewhere to the magician must be prepared ahead of time, and once summoned, must be reset before they may again be called to hand; items being sent away require normal ritual times to teleport. Any use of this Path requires a Static Mental Test.

Basic
Nudge
The beginning conjuror may levitate or move small hand-held objects (up to 1 pound for each Mental Trait the character has); the force generated is not enough to cause damage, or even resist another character's efforts to stop the motion.

Thin Air
With more effort, the magician may cause small object to appear or disappear, seemingly into thin air. The distance the item is teleported may be up to 10 feet for each Mental Trait the conjuror has.

Intermediate
Unseen Object
At this level, the magician learns to hide medium sized objects from view, rendering them invisible to detection. An inanimate object up to the size of a steamer trunk may be masked, or a willing person hidden from view. This masking may last up to a single scene.

Grasp from Beyond
The magician may levitate small animals or other objects (up to 5 pounds for each Mental Trait the conjuror possesses), or even teleport these items up to a mile distant.

Advanced
Presto
Dramatic efforts are now possible for the conjuror; large items (up to 25 pounds per Mental Trait) may be cloaked or teleported significant distances (up to one mile per Mental Trait). Small hand-held items may be transported even further, to or from anywhere in the world that the conjuror knows well.


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Cursing
This ability has caused many a Hedge Mage to be burned at the stake, for it allows the character to cause trouble or harm to a target of her choice. As with all Hedge Rituals, the magician must prepare for 5 minutes, building up anger and malice towards the subject; this preparation is not necessary if the Curse is directed at someone bringing you to unconsciousness or death.
The character then expends a point of Willpower and makes a Mental Challenge with the target. If the challenge is successful, the curse will be inflicted and will take place at some point during the night.

Basic
Inconvenience
This level causes a minor inconvenience, such as dropping an object, saying something stupid, or suffering one level of damage (cutting oneself, tripping and spraining an ankle, etc.).
Intermediate
Misfortune
At this level, the magician may cause serious injury worth two levels of damage (gunshot wound, broken leg, influenza) or a misfortune that has lasting effects (breaking a friendship, house burning down, being convicted of a crime they are innocent of).
Advanced
Great Curse
This causes either a lasting, debilitating illness (heart attack, loss of a limb, insanity) or a terrible calamity (family murdered, permanently losing multiple Traits, losing all tests for one night) to befall the subject. If the magician intends for the subject's death, she may burn all her permanent Willpower in one grand final blow out. This must be done before the test, but the magician gets a number of retests equal to the amount of Willpower lost. Regardless of the outcome, the magician will either die herself or become a mindless husk.


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Divination
This is the art of fortune telling, and requires that the magician use some sort of focus; while Tarot cards, rune stones and Ouija boards are common, any tools can be deemed acceptable by the Storyteller.
Basic
Query
At this level, the magician can only learn basic information; by winning a Static Mental Test (difficulty determined by a Narrator), the character can gain the answer to a simple yes-or-no question.

Dowsing
By opening her senses to an object's presence, the magician may allow herself to be led in the direction of what she seeks. This requires a Static Mental Test, and the caster must either know the target intimately, or have some item closely associated with the person or object being sought. If the target being sought is not located within an hour, the ritual fades.
Intermediate
Insight
By this level, the magician can gain answers to more complex questions; By winning a static Mental challenge, she may gain general information about a specific subject. Note that information about the future will be vague and uncertain, though simple cause-and-effect relationships can be revealed.

Premonitions
The magician may now turn her sight forward, sensing important future events. This takes the form of Narrator clues as to upcoming events; note that the magician may not seek out such warnings, or they will cease to come. The Narrator may provide the information free, or require a Static Mental Test to see if the magician can correctly interpret the visions.
Advanced
True Visions
The magician has mastered the art of pulling information out of thin air, and can read details about the subject of her inquiry. By passing a Static Mental Test, the character may gain one specific piece of information, such as a name or date, or even a brief vision related to the question. Each additional Simple Mental Test (same difficulty) allows the magician to garner one additional piece of information; it's all a matter of asking the right sort of questions.


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Dwoemercraft
This Path governs a Hedge Mage's ability to make magical items, similar to the works of Alchemy. The particular style of the creations will depend upon the character's heritage and culture, and are normally only used by members of that magical system. Any other character attempting to use the item must pass a Static Mental test to figure out how to activate the enchanted. Alternately, the magician may design an item specifically for another character; such a dedicated item may only be used by the creator and the intended recipient, but does not require any sort of test on the part of the user to activate. Needless to say, any items created are subject to Storyteller approval.

Basic
Create Token
At the lowest level, the magician may create simple magical tokens, usable once. These tokens may heal a single wound, provide one Attribute Trait for a single scene, or facilitate a character's efforts (allow for a free retest). These items take an hour to prepare, and require the magician to pass a Static Mental Test to see if the item will work. A Storyteller who wishes to keep his players on their toes may make this a blind test, with the outcome only known when someone attempts to use the creation. The token will hold it's power for up to a week before shedding its enchantment.
Intermediate
Enchant Item
The magician may now create more potent items; weapons may be enchanted to do aggravated damage for a scene, or talismans which grant up to two Attribute Traits which last for an hour. Any item of a reasonable power level can be created, subject to Storyteller discretion. For each Mental Trait spent during its creation, the item may be used once per game session, and for each temporary Willpower point spent when making it. These items take an entire day to create, as well as the expenditure of one Willpower Trait for each month the talisman is expected to retain its power before needing to be re-enchanted. The same sort of Static Mental Test is required to see if the magician succeeded at her efforts.
Advanced
Infuse Artifact
This level of power allows a magician to create artifacts of significant power. They may heal any injury or disease, make the user fly or become invisible, or add up to three Attribute Traits for a the remainder of a game session. These artifacts are too various to list all of their powers here; examples can be found in various White Wolf source books, as well as any other compendium of magical items. Each temporary Willpower point spent during the final hour of its creation allows the item to be used once during any given game session. These potent items require a week to properly formulate, during which time a permanent Willpower Trait must be spent. In this case, the Static Mental Test will determine if the creation is permanent, or if it will crumble to dust after its charges are used up.


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Ephemera
This Hedge Magic Path covers the ability to interact with spirits, including Wraiths. For any of the Mental or Social Challenges that this Path calls for, the magician may spend a Willpower Trait for an auto-success; however, the spirit may also spend a Willpower Trait to force the Challenge.
Basic
Spirit Contact
With this power, the character may enter into a trance to contact the Spirit World. She will be aware of any nearby presence in the Umbra, and may even speak with them, assuming the spirits are willing. In addition, by passing a Static Mental Test, the magician may identify any spirit she can see. This is equivalent to the Merit Medium, and while hazardous, is a necessary part of the magician's training.

Ward
The Rom may protect an area or person from passage by spirits; any such that wish to enter (or possess) the subject of the Ward must pass a Mental Challenge with the magician; the ward lasts as long as the magician is present to support it. By spending a Willpower Point, the ward may be empowered for an entire game session, even if the magician leaves the area.
Intermediate
Spirit Call
Through this affinity, the magician may place a call into the Umbra, asking for a particular (or sometimes just any of a certain type) spirit to appear. The magician must win a Mental or Social Challenge with the spirit to force it to come, and may engage in an additional Mental or Social Challenge to compel the spirit to perform one service.

Forbiddance
The magician may use this affinity to force a Mental or Social Challenge with any spirit in the area. If successful, the spirit must leave for one hour.
Advanced
Dolor
In times of need, the magician may direct her powers against spirits who displease her. This may be used to inflict damage against the spirit (one aggravated wound per Mental Challenge), or bind the spirit into performing a single service; this latter application requires a Social or Mental Challenge, as well as the expenditure of a Willpower point on the part of the magician if the service would take more than a day to perform.

Pierce the Veil
The magician's attunement to the Umbra is such that she may automatically sense the presence of nearby spirits, and communicate with them freely. In addition, the magician has learned to pull their own spirit from her body, and travel into the Umbra (or Astral Plane, or Shadowlands). This is done as a standard ritual, and leaves the body behind in an unconscious state while she walks the spirit world.


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Healing
This path covers the treatment and care of living creatures, from small animals to humans or even supernatural beings such as Werewolves or Changelings. Note that because they are no longer alive, Vampires and Wraiths, including Risen, are unaffected by these powers. Spirits may be aided if and only if the healer is physically present in the Umbra to lay her hands upon the subject.
Basic
Soothing Touch
The healer may easy minor aches and pains with a few minutes of attention, and through extended efforts may cut the recovery times for major injuries or illnesses in half. At this level, Stun damage may be cured completely, normal damage at wound levels down to Bruised restored, or a character at Incapacitated may brought to consciousness though the actual injury would remain; any of these applications requires the a Static Mental Test.

Intermediate
Cure All
Even life threatening diseases and injuries are not beyond the healer's care; although some cures may take hours or even days to bring about. All of the powers available at the Basic level may now be applied to Aggravated wounds, though in that case a Willpower Trait must be spent in addition to winning the Static Mental Test. In addition, the healer may restore one normal Health level of damage, even if the subject of her ministrations is Incapacitated; injuries beyond this point will still take a long time to heal.

Advanced
Hands of Healing
Such is the power of the healer that she can remedy even the seemingly incurable illnesses: AIDS, cancer, strokes. By passing a Static Mental Challenge, she may heal up to three normal Health Levels or one aggravated wound, though the latter also requires bidding a Willpower Trait against a difficulty equal to the total number of wound levels her patient has suffered. In addition, the powers available at the Basic level of this path may be performed remotely, as long as the healer has a clear sense of who she is attempting to aid; this last application also requires the expenditure of a Willpower Trait.


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Summoning
This Hedge Path enables the magician to call up and control other beings, from small animals to supernatural beings or even demonic forces, though the latter requires proper information to have any chance of success.
Basic
Beckoning
The magician begins by summoning and controlling lesser animals. A Mental Challenge is required to call the beast, and a Social Challenge to control it once it arrives.

Entrancement
By winning a Social Challenge, the magician may make any being that she summoned friendly to her for a single scene. While this does not allow her to command the being in question, it will at least be open to suggestion.

Intermediate
Banishing
Before the magician extends her powers any further, she must learn how to banish those that she calls. Winning a Social Challenge will force a being to leave the area for an hour; by spending a Willpower Trait, she may compel them to not return for an entire day.

Summon Being
By extending her powers to call beings, the magician may now summon humans, or even supernatural beings. By winning a Social Challenge, a target may be called from any distance, though if the person being summoned is not in the immediate area, some personal connection or intimate knowledge on the part of the summoner is required.

Advanced
Binding
The magician has by this point learned to control those she encounters. By winning a Mental Challenge, she may force a target to perform one service, though a Willpower Trait must be spent in addition if this service would last longer than a single hour.

Capture Soul
At the greatest levels, the summoner has the power to call forth the very soul of a being, trapping it in a specially prepared prison. The target of this ritual must first be defeated in a Mental Challenge, and will likely never forgive or forget what was done to them.


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Weather Control
This Hedge Magic Path is identical to the Vampiric Thaumaturgy path practiced by the Tremere.


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Soul Stealing
While originally listed as a Psychic Phenomenon, this power was moved here for broader access. This dark art allows the character to invade the inner core of a person. Note that these powers only work on living beings, not Vampires, Wraiths or Risen.
Basic
Dream Walking
By winning a Static Mental Test, the sorcerer may enter and observe the dreams of her target. The target must be well known, or the sorcerer must have some item to create a link.

Will Sapping
If the sorcerer can defeat her opponent in a Mental Challenge, this art allows her to dampens the will of a target, prevent him from spending any Willpower for the remainder of the scene. Alternately, by using a Willpower Challenge rather than a Mental one, the sorcerer has the additional potential to cause her opponent to forfeit a Willpower Trait for the remainder of the game session, assuming she wins the Challenge. Of course, if the sorcerer loses the Challenge, she is the one to forfeit the Willpower Trait.


Intermediate
Drain Life
By winning a Mental Challenge against the victims Physical Traits, the sorcerer can elimiante one Physical Trait from her target. This may be turned into an Extended Challenge in the normal manner (bidding an extra Trait on the inital test). By spending a Willpower point, the sorcerer may instead choose to inflict one Health Level of normal damage for each success.

Steal Life
At the peak, the sorcerer is able to drain the life force from a target and use it to heal themselves. By entering into an Extended Mental Challenge against the victim's Physical Traits, the sorcerer may drain one Physical Trait from her opponent and use that to heal one Health Level. Once she is fully healed, the extended Challenge ends. However, even when fully healed, the sorcerer may spend a Willpower Trait and enter into another Extended test -- every two successes (for each two Traits drained from an opponent), the sorcerer gains one additional Bruised Health Level. These extra Health Levels last until used.


Advanced
Power Theft
This dark art allows the sorcerer to steal the mystical energy (such as Quintessence, Gnosis or Glamour) from her target, transerferring it to themselves. This requires a Willpower Challenge against the target's Gnosis (or Glamour or Avatar or Mana Pool). If successfull, the sorcerer steals one Trait of that energy, plus one additional Trait for each Mental Trait she expends. Of course, you can only ever steal as much as the target has to begin with. In addition, the sorcerer must either have the innate potential for that sort of power (due to being Kinfolk or Kinain for example) or have at least two Traits in the appropriate Lore Ability. Even then, if the sorcerer has no way to spend the energy, the act has little more effect than spite.



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Shapechanger
Some rare beings have the power to change their physical form, taking on one or more alternate shapes. This power is extremely uncommon, and Storytellers should require extensive explanation in a character's history before allowing it. Unless the Merit: Extreme Size Change is taken, any form taken is limited to a range from half to double your normal size and mass.
Basic
Doppleganger
This power allows you to take on the appearance of any other individual. To accurately duplicate the identity of another character, you must pass a Static Mental Test.

Alter Self
This level enables you to make changes in your basic structure. Thus you could grow claws which inflict aggravated damage, gills that allow you to breath water or similar changes. Each such change costs one Physical Trait and lasts for a scene.

Intermediate
Second Form
You may take one other shape, chosen during character creation. If this form possesses other inherent capability, such as wings or the ability to breathe water, these are gained as well. Note that most avian forms are significantly smaller than humans, and most aquatic creatures will die if left on dry land. As with the other levels of this power, your Attribute Traits do not change when you assume an alternate form, unless you have the Icon Background or the Merit: Variable Traits.

Lesser Range
You may shift within a range of forms, either selecting a specific category or describing an enumerated set of alternate shapes. For example, you may become any bird or shift within the spectrum from human to wolf. Note that each time a given shape is taken, your appearance will remain constant. Thus every time you change into hawk form, you will look the same. However, if you have the Merit: Alternate Seeming, you may alter the details of your appearance each time you change form. However, the physical structure and facial features of your original form are not yet malleable.
Advanced
Greater Shifting
You may now take on any you can conceive of, though some identifying mark will be common to each form. This may be a shock of white hair, or that your eyes consistently come out golden. Again, the Merit: Alternate Seeming will bypass this limitation.
Special Merits
These advantages are available only to those who purchase this Innate Power, and represent variations and refinements to that ability.

Extreme Size Change (3 Point Merit)
While the above powers permit a significant range of sizes, there are still limits. This Merit allows you to bypass such restrictions. You may now select forms as small as a mouse or as large as a grizzly bear, though it does not permit you to take additional shapes beyond your normal capabilities. While the smaller targets do not convey any benefits beyond the obvious, the larger forms taken also grant one additional Health Level. Of course, you may also purchase the Merit: Huge Size to increase your upper range even more.

Variable Traits (2 Point Merit)
Normally, the Attribute Traits you have in any given form are constant. However, if you purchase this Merit, you are able to exchange one Trait for another when shifting, though the total number of Traits in each category (Physical, Social, Mental) must remain constant. In addition, you may select Negative Traits and Flaws that apply only to one alternate shape, and can be used to purchase additional Attribute Traits and Merits also applicable only to that form. If you also purchased the Icon Background, you may apply the bonus Traits granted differently for each shape taken.


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Umbral Travel
This allows the custos to interact with ephemera and even to journey from one spiritual plane to another. This ability is normally found only in those beings who are native to the Umbra, though some wise souls may be able to learn the Basic powers in this art.
Basic
Medium
You have a natural ability to perceive and communicate with spirits, including wraiths. Note that this power does not grant you any control over these ephemera, nor does it guarantee that those you speak to will be friendly, or even talkative. Use of the Spirit Lore Ability will permit a Static Mental Test to identify the basic nature and type of spirit being contacted.

Single Realm
At this level, you may travel from the physical world into one layer of the spirit world or vice versa. If you are native to the Umbra, you may cross over to the physical world, materializing in a specific form. If the Tellurian is your home, you may "step sideways" into one (and only one) of the Umbral realms. It takes one turn per level of the Gauntlet (or Shroud) to cross from the material world into a spirit realm, or vice versa. However, by spending a Willpower Trait, you may cross as a single action.

Intermediate
Thin Veils
Once in the Umbra, you may move freely between the different layers of the spirit world, crossing from the Penumbra into the Shadowlands. You may even step into the Near Umbra or navigate the Tempest, though this requires a Static Mental Test to prevent becoming lost. It requires one turn to move from one spirit realm to another near the Tellurian, and you may cross out of any Periphery realm back into the physical world.
Advanced
Deep Travels
In addition to being able to traverse the spirit world where it nears the Tellurian, you are able to venture into the more remote reaches of the Deep Umbra. This includes the Labyrinth and the Far Shores of the Underworld. You would be wise to learn one or more Traits in the Cosmology Ability, as these realms can be treacherous to the uninformed. A Narrator will determine how long it will take to reach any given location.

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