Thaumaturge


The Thaumaturge uses magic that deals primarily with fortification and bolstering natural effects or abilities. Thaumaturges concentrate on the energies of pure magic and True Patterns, and are capable of creating truly miraculous feats of magic. Trained to isolate the magical workings of the world's aura, they can give power to any natural or magical occurrence or effectively combat purely magical beings.
Important Attributes: Perception, Willpower, Toughness
Racial Restrictions: None
Karma Ritual: The Thaumaturge draws a large circle(not necessarily visible) on the floor, then draws another within, and repeats until the last is just large enough for him/her to stand within. There must be at least ten circles. Each circle is empowered with fortification magic and the Thaumaturge then proceeds to unweave the magics within each circle while slowly advancing to the outermost circle, reabsorbing the magic of each one. The ritual is complete when the last line fades away completely.
Artisan Skills: Robe Embroidery

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
(D) denotes Discipline Talents
* denotes New Talents

TALENTS
Essence Link

Step Number: Rank + Perception Step
Action: Yes
Requires Karma: Yes
Skill Use: No
Strain: Variable
Discipline Talent Use: Thaumaturge
Essence Link allows a character to mentally attune to the pattern of another namegiver. A successful Essence Link against a target's Spell Defense offers the opportunity to learn about the target's true pattern. A Failed test costs the Thaumaturge an amount of strain equal to the difference between the test result and the target's Spell Defense, which does not cause a wound if the damage exceeds the Thaumaturge's wound threshold. Once each day, after spending one hour observing the target, the Thaumaturge makes another Essence Link test against the target's Spell Defense, costing strain equal to the number of the target's Key Knowledges that the Thaumaturge has not yet uncovered. Success yields one key knowledge. The target is aware of the connection and may use it to affect the Thaumaturge or break the connection by making a perception or threadweaving test against the Thaumaturge's Spell Defense.

Pattern Memory

Step Number: Rank + Willpower Step
Action: No
Requires Karma: No
Skill Use: No
Strain: 2/Variable
Discipline Talent Use: Thaumaturge
Pattern Memory allows a character to retain patterns in memory for one year and one day. The number of patterns memorized may not exceed Pattern Memory's rank. It costs two strain to recall all key knowledges unless some key knowledges remain unknown, which increases the cost to one strain per knowledge known.

Extrapolate Pattern

Step Number: Rank + Perception Step
Action: Yes
Requires Karma: Yes
Skill Use: No
Strain: Variable
Discipline Talent Use: Thaumaturge
Extrapolate Pattern allows a character to envision a True Pattern from limited knowledge where more information is unavailable or cannot be obtained. An Extrapolate Pattern test must be made against the Spell Defense of the target for each unknown key knowledge at a cost of one strain per test. The character must possess one pattern item or key knowledge from which to draw the True Pattern. If the information is minor, an Extraordinary result is needed on each test, if major, excellent, and if Core, merely a good success. Failing any test invalidates the entire attempt, although the character will believe that the pattern obtained is correct. The character must roll for all knowledges, even known ones.


Thaumaturge Spells

Thaumaturges strengthen and weaken natural or magical abilities and effects, but also generate powerful magical effects. Their primary concern is the construction and re-construction of magical patterns to remove taint and corruption.