FIRST CIRCLE Talents
Karma Ritual
Read and Write Language(D)
Read and Write Magic(D)
Spell Casting(D)
Spell Matrix
Spell Matrix
Thread Weaving(Thaumaturgy)(D)
SECOND CIRCLE Talents
Astral Sight(D)
Durability (4/3)
Heal Animal Servant(D)
THIRD CIRCLE Talents
*Heal(D)
Life Sight(D)
FOURTH CIRCLE Physical Defense: Increase the Thaumaturge's Physical Defense
by 1.
Talents
Willforce(D)
Melee Weapons
FIFTH CIRCLE Karma: The Thaumaturge may spend a Karma point on any
Willpower or Willforce test.
Talents
Cold Purify(D)
Spell Matrix
SIXTH CIRCLE Spell Defense: Increase the Thaumaturge's Spell Defense
by 1.
Talents
Enhanced Matrix
Sense Poison(D)
SEVENTH CIRCLE Karma: The Thaumaturge may spend a Karma point on any
Toughness or Recovery Test
Talents
Abate Curse
Life Check(D)
EIGHTH CIRCLE Spell Defense: Increase the Thaumaturge's Spell Defense
by 1.
Talents
Enhanced Matrix
Metal Ward
NINTH CIRCLE Social Defense: Increase the Thaumaturge's Social Defense
by 2.
Talents
Armored Matrix
Casting Pattern
Item History(D)
TENTH CIRCLE Recovery Test: The Thaumaturge gains an additional
recovery test per day. Spell Defense: Increase the Thaumaturge's Spell Defense
by 1.
Talents
Essence Link(D)
Sense Magic Weapon
ELEVENTH CIRCLE Recovery Test: The Thaumaturge gains an additional
recovery test per day. Spell Defense: Increase the Thaumaturge's Spell Defense
by 1.
Talents
Armored Matrix
Detect Influence(D)
|
TWELTH CIRCLE Pattern Sight: For two permanent damage points, a
Thaumaturge may empower Pattern Sight. When observing a person, object, or
place with Astral sight, a Thaumaturge with Pattern Sight may be able to
ascertain a key knowledge from the ebb and flow of the elements of the
True Pattern. An Astral Sight test must be made against the target's Spell
Defense. Success rewards the Thaumaturge with knowledge equivalent to a
key knowledge but costs two strain. Whether succeeding or not, the
Thaumaturge may not use Pattern Sight against the target again until the
knowledge is tested. Testing requires that a Threadweaving test be made against
the target's Spell Defense. If the Threadweaving test fails, Pattern Sight
has failed also and the knowledge is incorrect. If the Astral Sight test
failed, then the Threadweaving test automatically fails as well.
Karma: The Thaumaturge may spend a Karma point on any Perception test.
Talents
Armored Matrix
Empathic Sense
THIRTEENTH CIRCLE Consecrated Circle: The Thaumaturge can empower a
Consecrated Circle, similar to a Life Circle of One. For one strain, the
Thaumaturge can repel one being attempting to enter the circle per round by
making a spellcasting test against the target's spell defense. If additional
attempts to enter are made by any Spirits, Horrors, or Horror Constructs,
these may be repelled without limit for 2 additional strain each. All
Spellcasting, Threadweaving, and Effect Tests are made at +3 steps within
the circle. The Circle lasts six hours unless empowered by two points of blood
magic, which extends the life of the circle for one year and one day. Before
creating a new Consecrated Circle, however, a Thaumaturge must release the
previous at which time the blood damage may be healed. A Consecrated Circle
is a Major Pattern Item for a Thaumaturge.
Physical Defense: Increase the Thaumaturge's Physical Defense by 1.
Spell Defense: Increase the Thaumaturge's Spell Defense by 1.
Talents
Pattern Memory(D)
Share Matrix
FOURTEENTH CIRCLE Social Defense: Increase the Thaumaturge's Social
Defense by 1. Recovery Test: The Thaumaturge gains an additional
recovery test per day. Karma: Increase the Thaumaturge's maximum
Karma points by 40.
Talents
Effect Pattern
Multi-Weaving(D)
FIFTEENTH CIRCLE Earth Pattern: For one point of blood magic, the
Thaumaturge may draw from the Earth the Essence of one True Pattern belonging
to a name-giver, item, or place that no longer exists. The Thaumaturge must
meditate for 24 hours for each Key Knowledge and suffers two strain
for each day. This damage accumulates to cause wounds as no recovery tests
may be made. The Thaumaturge may also suffer from dehydration and hunger.
Once awakened, the Thaumaturge may never again attempt to draw forth the
same pattern. Any knowledges not learned must be extrapolated. The permanent
damage is a drop of blood placed on the ground within the circle the
Thaumaturge sits within during the attempt. The circle must be on actual Earth
with nothing obscuring the sky.
Talents
Extrapolate Pattern(D)
Share Matrix
|