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Alarm

Ward Against (Creature), Lesser Ward Against (Creature), Dishonest (Creature)’s Rebuke, Ward Against
(Creature), Banish (Creature), Greater Ward Against (Creature),and the relevant Ward Maintenance and
Keyed Ward rituals.

Lesser Ward Against (Creature)(1, Manipulation, 1, one hour): Employing components antithetical to the
particular type of creature, the thaumaturge evokes an invisible magical barrier that discourages its
approach. A Lesser Ward acts as a deterrent rather than a physical barrier. A creature needs Dodge MDV
at least equal to the number of successes achieved on the thaumaturgy roll in order to ignore its
unnatural mental infl uence. A creature affected by the ward may spend 1 Willpower per scene to
ignore its effects, though doing so may incur Limit when applicable. Once cast, the ward lasts for
one day. The ward protects an area at most (character’s Degree in Warding x 20) feet in any direction.
If the thaumaturge limits the ward to blocking only a specifi c subtype of a particular class, such as
hungry ghosts or Solar Exalted, then he gains an extra die to roll for each Degree he possesses in the Art
of Warding. Procedures taken for this ritual are always limited to a specifi c subtype and do not gain this
bonus.

Elemental Sight (1, Perception, 3, fi ve minutes): Spreading a handful of carefully blended ash, fine sand,
powdered incense, wood shavings and colored dye throughout the target area and speaking the Mantra
of Gaia’s Eye, the caster can perceive the shape of immaterial elementals in the area for one scene.

Jade Extraction Method (1, Intelligence, 3, fi ve minutes): The magical materials naturally possess
greater than normal amounts of Essence. The elementalist can sublimate a bit of jade and thereby
extract Essence from it. With success in this ritual she destroys an obol’s worth of jade and gains four
motes of Essence. The thaumaturge must channel this Essence immediately. She might activate (but not
attune) an artifact, cast another ritual using far less resources, or replenish her Essence pool (if she is
enlightened or Exalted). The ritual may only target small bits of jade, and they cannot be part of an
artifact or enchanted object.

Dishonest (Creature)’s Rebuke (2, Intelligence, Diffi culty, 10 hours + miscellaneous action): The four
versions of this ritual deal with gods, demons, elementals and ghosts, respectively (with individual
Procedures covering specifi c subtypes). In the fi rst part of the ritual, the thaumaturge spends 10 hours
inscribing special prayer strips. In the second part, the thaumaturge casts the strips into the air and
mutters a quick prayer while expending the Willpower needed for the ritual. The caster may then
perform a single attack against a dematerialized spirit using a weapon or barehanded. For the rest of the
scene, he may attempt additional attacks at the cost of another Willpower point for each attack. This
rite doesn’t grant the ability to detect the spirit. That must be gained in some other fashion.

Summon (Species) (2, Charisma, 5, four hours): An elemental of the desired type is drawn along the
dragon lines of Creation to the caster’s location. Each ritual summons a different kind of elemental that
has Essence of 3 or less. Thaumaturges have no power to command summoned elementals, but they
may bargain with them. Some breeds of elementals perform specific services in return for specifi c
offerings. Others form private pacts in return for favors from the thaumaturge. For instance, a wood
spider might tell forest secrets in return for offerings of blood and a plot of cultivatedland allowed to
grow wild once more.
Lesser Ward Maintenance (2, Perception, 3, one day): As Alarm Ward Maintenance, but extending the
duration of any Lesser Ward.

Ward Against (Creature)(2, Intelligence, 1, one hour): This ritual works like a Lesser Ward, except that it
creates a physical barrier against the warded creatures rather than a mental deterrent. The strength of
the ward equals the number of successes the thaumaturge’s player gains during its creation. A warded
creature cannot pass through the barrier unless its Essence exceeds the strength of the ward, in which
case it may tear a hole in the ward through which other creatures may pass. A creature that is blocked
may also spend 1 Willpower to assault the ward, rolling its Essence in dice, with each success reducing
the ward’s strength by one. The assaulting creature suffers a number of dice of bashing damage equal to
the current strength of the ward, soakable only by Stamina and other natural soak. If the ward remains
strong enough to block the creature, it may choose to attack it again for another Willpower point.
The ward protects an area at most (character’s Degree in Warding x 20) feet in any direction

Beckon([Species) [3, Charisma, 5, four hours): A master of the Art can call elementals with Essence 4 to
5 and appeal for their help. These powerful elementals often have lesser elemental servants that they
may send in their stead to answer a summons. Conversely, a thaumaturge might be able to contact
mighty elementals such as the dragon Fakharu by working through elementalmessengers—but that is
probably a work of years.

Invoke the Elemental Benediction (3, Intelligence,5, six hours): Beginning this ritual at dawn and
continuing until noon, the thaumaturge invests a single object weighing five pounds or less with one of
the five elements, at the cost of 1 Willpower. In the future, someone holding the object can spend 1
Willpower to activate the appropriate Elemental Benediction (see The White Treatise, p. 57) upon the
object for a single scene. Once the scene has passed, the effect is gone, and the object can no longer
invoke the benediction unless this ritual is performed again.

Banish (Creature) (3, Manipulation, special, one minute per roll): A thaumaturge forces a spirit to vacate
her presence, at least for a time. Each version of this ritual works similarly against a god, demon, ghost
or elemental. The players of the exorcist and her target engage in a contested roll, the thaumaturge’s
(Manipulation + Occult + Degree) against the spirit’s (Willpower + Essence), with each roll costing the
exorcist 1 Willpower and a minute of work. The target must reflexively expend 3 motes of Essence for
each roll or forfeit the contest. If the exorcist achieves a number of net successes equal to (the spirit’s
Essence + highest Virtue), then the spirit must leave the area immediately and stay away for a time.
Gods are banished for an hour, demons for a night and a day, and elementals for a week. Extra
successes double the banishment period (one hour, two hours, four hours, etc.). Ghosts must return to
the Underworld, but if the exorcist gains twice the number of requisite successes, then the ghost is
usually laid to rest permanently. Unfortunately for the thaumaturge, the target entity may perform
whatever actions it might normally albeit as part of a fl urry, with resisting the exorcist as its first
Action while she must devote her entire concentration to the ritual. Wise exorcists perform this rite
behind powerful wards or a screen of defenders. Celestial Incarnae, powerful elementals (such as lesser
elemental dragons or better), demons of the Second and Third circles, and Deathlords may only be
banished by a thaumaturge who has a permanent Essence at least equal to their own, with the
banishment lasting for only one scene, and the prospect of success in these situations is dim indeed
Greater Ward Against (Creature) (3, Intelligence,1, two hours): This ritual works like a Lesser Ward,
except that it creates a mystic shield rather than a mental deterrent. The strength of the ward equals
the number of successes the thaumaturge’s player gains during its creation. A warded creatures cannot
enter the warded area, launch physical attacks of any type into it, or make any type of magical attack
(including mind infl uencing Charms and spells) into it, unless its Essence exceeds the strength of the
ward, in which case it may tear a hole in the ward through which other attacks may pass. A creature that
is blocked may spend 1 Willpower to assault the ward, as per Ward Against (Creature) rituals. By itself, a
Greater Ward is not damaging, but if it is cast in conjunction with a Ward Against (Creature), then the
damage caused by that ward becomes lethal and equals the strength of both wards added together. An
assault against a target protected by both wards damages both wards equally and only requires 1
Willpower point.

Keyed Ward (3, Wits, ward difficulty +2, one hour): Sometimes, it is inconvenient to have a ward affect
every member of the group it is designed to restrict. This ritual is always cast in conjunction with
another warding ritual and limits the scope of the other rite. The casting time adds to that of the other
ritual, and the thaumaturge must succeed in a roll at (the other ritual’s difficulty + 2). With success, the
thaumaturge specifies a condition where the other ward lets creatures through. The condition described
must be something objectively defi nable that could be deduced through mundane means. “Those who
have my sigil tattooed on their back,” “my honored ancestor ghosts,” “those who say the word
‘hallelujah’ while passing through the door,” or “the Dragon-Blood named Sesus Nagezzer” are all
valid conditions. “The person who is telling the truth” or “followers of the Bull of the North” are not—
the ward cannot read minds or otherwise probe a creature to determine truthfulness or loyalty.

Ward Maintenance (3, Perception, 3, one day): Works as Lesser Ward Maintenance except it applies
to an Adept-level ward. Alternately, the thaumaturge can use this ritual to restore a damaged Adept-
level ward to full strength.

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