Thaumaturgie

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The following are canonical and non-canonical Arts for Second Edition.

Most of the following formulas are from Oadenol's Codex. The canonical formulas not from this book can be found either on page 138 of the Second Edition Core, page 142 of Compass of Celestial Directions: The Wyld, page 75 of Wonders of the Lost Age, or page 19 of the Scrolls of the Monk. Any procedures which are not canonical are explicitly declared as such. Most represent adaptions of Exalted first edition materials, some are fanmade.


General Formulas[edit]

Essential River Channeling (3, Intelligence, 5, 24 hours): Channel ambient Essence into a character's pattern

Non-Canonical Formulas

Ritual of dedicated Purification (0, Intelligence, 1, one hour): Cost:Res 1; Prevents next Botch to Ritual or Sorcery

Maiden’s Prayer (0, Wits, 2, one scene): By burning a prayer strip to the Maidens (and spending a point of Willpower or one mote), this Ritual is believed to make a person unable to conceive or sire children for 24 hours.

Wanderers Blessing (0, Intelligence, 1, one scene): Performing a sacrifice of salt to the least gods of certain foodstuffs, that food will not spoil or decay for next 24 hours.

Rite of the Thrice Warded Gateway (1, Wits, 1, one scene): Warded door will act as if stoutly barred to any who try to pass it in the next hour.

Calling the Earth Dragon's Benefice (2, Intelligence, 1, one scene): Characters subject to the Earth Dragons Blessing recieve one extra die to resist knockback, or knockdown.

Calling the Fire Dragon's Benefice (2, Intelligence, 1, one scene): Characters in benefit of the blessing of the Dragon of Fire are especialy hard to burn. They recieve an additional Hardness of 5 against fire dmg.

Calling the Water Dragon's Benefice (2, Intelligence, 1, one scene): The recipient of the Water Dragons Blessing may hold his breath for up to a minute longer and gains +1 yard / tick bonus to his movement in the water.

Calling the Wood Dragon's Benefice (2, Intelligence, 1, one scene): The last of the five Dragons Blessings grants the target an additional die to resist the effects of plant-based poisons and to resist infection.

Kimberley's Lament (2, Intelligence, 1, one scene): Corrupted Lintha version of the "Water Dragon's Prayer" that lasts for one month, but requires a human sacrifice drowned in the ocean.

Light as a Feather (2, Wits, 5, one scene): The thaumaturge reduces his effective weight (though not mass or strength) by half. All suc. on jumping rolls count double, the dif. of any swimming or climbing attempt is reduced by 2, and the thaumaturge will travel twice as far if he suffers knockback.

Puissant Force of Will (3, Wits, 2, instant): Unleashes a burst of power against a single target within [Essence * 5] yards. The thaumaturge spends 1 WP (or 3 Essence) rolls Wit + Occult with a dif of the target's Sta. If successful, the target suffers knockback.

Weary Traveller's Guide (3, Intelligence, 4, 10 hours): If a traveller paints its footwear with this special lacquer in the appropriate pattern, he will be able to sleep on his feet, while walking trough the night for up to a week (may also be used on animals, but requires a seperate specialized formula).


The Art of Alchemy[edit]

Some formulas of the Art of Alchemy consume a certain ammount of raw materials in the production of the intended result. The consumed materials my be found in an appropriate workshop (Res 4 maintainance) and have a resources value as stated with the formula.


Alchemical Touchstone (0, Per, 1, 1 action): Detects the presence or absence of a single specified substance or quality.

Life's Little Luxury Blends (0, Int, 1, 1 h): Minor simple formulas, such as creating alcohol, vinegar, deodorants, soap, etc.

Blood-Staunching Compress (1, Int, 3, 1 h): Bandages that instantky stop blood flow.

Draught of Blessed Respite (1, Int, 2, 1 h): Sleep Potion (Tox. Level 2) at full dosage, or halves Per, Wit & Dex at half dosage. Creates 5 full doses.

Eagle's Eye Potion (1, Wit, 3, 1 h): Adds 1 extra dice to all vision related Perception rolls for 5h.

Fox's Ear Potion (1, Wit, 3, 1 h): Adds 1 extra dice to all hearing related Perception rolls for 5h.

Bloodhound's Nose Potion (1, Wit, 3, 1 h): Adds 1 extra dice to all smell related Perception rolls for 5h.

Exquiste Chef's Palate Potion (1, Wit, 3, 1 h): Gives 1 extra dice to all taste related Perception rolls for 5h.

Blind Courtesan's Caress Potion (1, Wit, 3, 1 h): Gives 1 extra dice to all touch related Perception rolls for 5h.

Hero's Recovery (1, Int, 3, 1 h): Lets a mortal recover like an Exalted for 0.5 x Sta days.

(Type) Venom-Allaying Draught (1, Int, 2, 1 h): Allows a mortal an additional Sta + Resistance roll against Toxins as if he was an Exalted. Each Toxin is a seperate formula.

Wound-Cleansing Unguent (1, Int, 1, 2 h): Prevents infection of wounds after surgery. Reduces dif of rolls to resist infection by 1.

Craft Sleep Grenade (1, Int, 2, 6 h): Creates enough powder for one Sleep Grenade. Materials cost Res 2 in the East.

Craft Smoke Grenade (1, Int, 2, 8 h), or (2, Int, 3, 12 h): Creates enough powder for one Smoke Grenade. Materials cost Res 1 but require Firedust for the 1st grade version.

Age-Staving Cordial (2, Int, 3, 1 h): Anagathic; Increases Lifespan by 25% on regular usage.

Alchemical Weapon Fuel (2, Intelligence, 4, 3 h): Creates enough ammunition to fully refuel a personal alchemical fire weapon of any type.

Ardent Embrace Resin (2, Intelligence, 2, one hour): Creates a sticky goo, that bursts into flame on contact with air or water; bonfire environmental dmg for 1 min.

Stabilize Moonsilver (2, Perception, 3, one hour, Res 3 (raw Moonsilver not included)): Produces a pound of refined Magical Material from raw Monsilver.

Distill Orichalcum (2, Stamina, 3, one week, Res 3 (raw Orichalcum not included)): Produces a pound of refined Orichalcum from raw Orichalcum ore.

Smelt Starmetal (2, Wits, 3, one day, Res 3 (raw Starmetal not included)): Produces a pound of refined Magical Material from raw Starmetal.

Alloy Soulsteel (2, Manipulation, 3, one day, Res 3 (raw Soulsteel not included)): Produces a pound of refined Magical Material from raw Soulsteel.

Final Vengeance (2, Wits, 3, one hour): Powerful painkiller and euphoric. Ignore Wound pen and auto-succeed on all Val rolls for scene; When effect ends Sta drops to 1; regain 1 dot/day.

Munificent Antivenin (2, Int, 3, 1 h): Heals all natural poisons within 5 unactive ticks. Imbiber takes -2 penalty on all rolls for next 4 hours thereafter.

Philtre of Desire (2, Int, 2, 1 h): Conveys either +2 to social rolls against target (without arcane link dif +1; for non-spcific target dif +2), or reduces imbibers MDV by 2.

Tiger's Heart Elixir (2, Wit, 3, 1 h): Grants the a temporary bonus of +1 to Valor for (creator's Essence rating) Scenes.

Valiant Warrior Formula (2, Wit, 2, 1 h): User does not count as Extra for one day; Mortal gains full HL track, and may act like Heroic.

Deathlord's Breath (3, Int, 4, 20 h): Magical dust that cannot be passed by ghosts & undead without Val roll dif 3; Deadly toxin for living (Dmg 7L/day, Tox 4L, Tol -/-, Pen -3). Illegal in most countries.

8-Scream Devil Powder (3, Int, 4, 1 h): Red powder that causes extreme agony on skin contact (-4 int pen). Throwing the powder ignores all non-airtight armor.

Heavenly Transmutation Processes (3, Per, 7, 1 h per Res 4 quantity of material): Turns base materials into more noble ones (lead to gold, iron to steel, etc.).

Internal Alchemy (3, Sta, 3, 2 misc. actions): Enables character to produce another Alchemy formula within his own body; requires usual raw materials and 1 WP.

Seven Bounties Paste (3, Int, 4, 1 h): Disease cure-all; allows 7 Sta + Resistance rolls on 7 successive days to overcome sickness.

Sweet Cordial (3, Int, 4, 1 h): Narcotic healing potion; automaticaly heals one HL, but can bes used only once per month without side-effects.

Wind-Fire Potion (3, Wit, 4, 1 h): Mortal warrior gains the effect of Vailant Warrior Formula and +1 to all physical Attr., Wit and Val, but looses one dot of Int, Com and Tem for one scene.


Non-Canonical Formulas

River Dragon Tablets (1, Intelligence, 2, one scene): Made from the dung of river dragons, each tablet may be broken down into five dosages. They purge toxins from the body, allowing a second Sta roll against poisons, and instantly cures all cases of mundane parasites.

Elixir of Immaculate Sobriety (1, Intelligence, 1, one hour): Imbiber compresses the sensation of an entire day’s hangover into one scene, where he is at -4 penalty to all rolls.

Maiden Tea (1, Intelligence, 1, one hour): Contraceptive and abortifacient. Requires exotic material: Maiden Flowers (Res. 2).

Spirit Flower Tea (1, Intelligence, 2, one hour): Allows the imbiber to perceive immaterial Spirits for two scenes after consumption. Requires exotic material: Spirit Flowers (Res. 4).

Craft Flash Grenade (1, Int, 2, 4 h): Creates enough powder for one Flash Grenade that produces bright, blinding (-2 int pen) flash. Materials cost Res 2 in the South.

Godstrike Oil (2, Int, 3, 1 h): (Autochtonian/Mountainfolk formula) Creates one batch of Godstrike Oil (see Scrol of Lesser Races p. )

Synthetic Leather (2, Int, 2, 8 h): (Autochtonian/Mountainfolk formula) Creates one 4x4 foot sheet of Synthetic Leather (see Scrol of Lesser Races p. )

Nymph's Blood Perfume (2, Intelligence, 4, 3 hours): Aphrodisiac, Victim must succed on Sta + Resistance (dif. 2), or engage in erotic action at -6 to do anything else.

Five-Treasures Mixture (3, Intelligence, 5, 1 h): One of the highest prized tea-mixtures of Creation. This rare remedy of herbs an exotic spices restores a fracture (max. 50% at Storytellers discr.) of the consumers Essence, if player suceeds on Essence roll.

Elemental Firedust Conversion (3, Intelligence, 5, 50 h): Transforms a batch of Firedust into Gunpowder attuned to one of the other four elemental Aspects.

The Art of Astrology[edit]

Compile Chart (0, Wits, 2, 1 hour): Create an astrological profile.

Varangian Casting (0, Intelligence, 3, one hour): The astrologer learns a single important future Ability of the child.

Lesser divination (1, Intelligence, 4, 3 hours): Make a no better than vague prediction, accurate for no more than a season.

Predetermined Attributes (1, Intelligence, 4, one hour): Enables the astrologer to determine whether Physical, Social or Mental Attributes will be primary.

Reactive Planning (1, Wits, 5, one hour): The astrologer's client can reduce the difficulty of a single roll by 1.

Reverse Birth Engineering (1, Intelligence, 4, one day): This explicitly helps gather information for a Compile Chart action.

Brighter Star (2, Perception, 5, one hour): This shows a person as "favored" if she is Exalt or possesses the Destiny Background. Also determines primary Virtue.

Divination (2, Intelligence, 4, 3 hours): Make a no better than somewhat accurate prediction, accurate for no more than a year.

Greater divination (3, Intelligence, 4, 3 hours): Make a no better than accurate and detailed prediction, accurate for no more than a year.

The Fallen Star (3, Perception, 5, one minute): This ritual allows the caster to sense whether anything that he can see is partly or wholly composed of starmetal.

Excellent Orrery Design (3, Intelligence, 5, one year): Player may use it to gain bonus dice to other astrological rituals. The device is constructed using normal item creation.


Non-Canonical Formulas

Plot Navline Route (1, Intelligence, 2, one scene): Navigate a ship on a course along coastal regions, or one of the great sealines. Requires Navline Chart or other appropriate map (Res 2).

Determination of Precise Position (2, Perception, 3, one day and night): A method to pinpoint a ship's position trough observation of the celestial bodies

Plot Free Course (2, Intelligence, 5, one scene): Navigate a ship on a course trough open sea. Requires Seacharts or other appropriate maps (Res 3).

Navigating the Frozen Seas (3, Perception, 5, one scene): By studying the patterns of clouds, a master navigator is able to safely steer his ship throught the ice-fields pf the northern sea.

Navigating the Sargasso (3, Perception, 8, one scene): This formula is one of the greatest secrets a Lintha may be initiated in. It enables the user to navigate the Sargasso fields to reach the secret Isle of Bluehaven.

Track Callibration Gate (3, Wits, 8, one day and night): Secret Formula to determine the current location of the Callibration Gate; extra succ determine the number of hours the Gate will remain in this location.

The Art of the Dead[edit]

There are Art of the Dead versions of the following Art of Warding and Exorcism rites: Alarm WardAgainst (Creature), Lesser Ward Against (Creature), Ward Against (Creature), Greater Ward Against (Creature), and the relevant Ward Maintenance and Keyed Ward rituals. These wards only work against ghosts, zombies, necromantic beasts and the like. The Art of the Dead’s versions of Dishonest (Creature)’s Rebuke, Expulsion and Banish (Creature) only work against ghosts.

Pierce Shadowland (0, Wit, 2, 1 min): Enables caster and additional targets (add 1 min per add. target) to leave Shadowland into Creation or Underworld at any time.

Summon Ghost (0, Wit, 2, 15 min): Summons Ghost that manifests visibly before caster; dif -1 if cast in Shadowland, dif +1 for every 100 years ghost is deceased.

Blood Magic (1, Sta, 3, 5 min): Generates 1m Essence per L dmg the caster inflicts to himself or sacrifical victim, that must be absorbed or used immediately.

Body Preservation Technique (1, Int + Medicine, 1, 1h): Prevents cadaver from decaying for one day per success; may be performed as extended action.

Deathsight (1, Per, 3, 5 min): Percieve immaterial Ghosts for rest of Scene.

Speak with Corpse (1, Per, 2, 1 min): Requires whole skull of corpse; Caster may ask and recieve answer to 2 questions plus one per extra succ; corpse can only answer what it saw since its death.

Raise Corpse (2, Int, 3, 1h): Reanimates a corpse a zombie (see Exalted p. 314) for one week per extra succ.

Three Days of Hun and P'o (2, Cha, 5, 1h): Compels the spirit of a person to remain in body for one additional day per succ. (min 5 days); often results in Ghost

Summon Nephwrack (3, Wit, 4, 1h): Summons one of the Neverborn's Specter servants; Requires eating of mixture made of dust from Underworld and blood of several rare creatures dried in jade crucible and mixed in mortar made of human skull.

Non-Canonical Formulas

Garotte and Murder Mansion (2, Int, 2, 30 mn): Animates a corpse, that will repeat the last actions before it died until the sun rises, or the ritual is ended.

Obstinate Crumbs (2, Int, 2, 3h): Zombies created with this ritual last for 20 days before they must be re-imbued, but lose a dot in all Attributes each time they're imbued.

Restoration of the Graves Repose (3, Wit, 3, 1h): Thaumaturge lays zombie to rest by applying prepaired prayer strip to its forehead; requires successful touch attack and the expenditure of 1 WP. On success the undead loses all animation until strip is removed.

Shadow Princes Visage (3, Int, 6, 200 hours): This crafts a death mask for someone already dead. The mask fades from Creation and appears upon the face of the corpse's ghost. Whenever the ghost is wearing the mask in the Underworld, it may spend a mote of Essence to see and hear into the living world for a scene.

The Art of Demon Summoning[edit]

There are Art of Demon Summoning versions of the following Art of Warding and Exorcism rites: Alarm Ward Against (Creature), Lesser Ward Against (Creature), Dishonest (Creature)’s Rebuke, Expulsion, Ward Against (Creature), Banish (Creature), Greater Ward Against (Creature), and the relevant Ward Maintenance and Keyed Ward rituals. These wards only work against demons.

Demonsight (1, Per, 3, 5 min): Percieve immaterial Demons for the rest of the Scene.

Banish the Faithless Servant (2, E + WP, 2, misc. action): Banish a self-conjured demon; roll is contested with difficulty of the other contestants E.

Summon [Species] (2, Int, 5, 6 h): Summons a specific type of First Circle Demon not under direct control of summoner, services must be bargained for; ritual must begin at sundown.

Beckon [Unique Demon] (3, Int, Demon's E, 6 h): Summons a specific Second Circle Demon not under direct control of summoner; services must be bargained for; ritual must begin at sundown on new moon, or Calibration.

Five Days Foresight (3, Man, 5, 6 h): Opens mystic connection to Malfeas to ask a Demon about events in the near future; contacted Demon may not know or give dishonest answer.

The Year and the Day (3, Man, 5, misc. action): If banisher ha sucessfully repelled First Circle Demon for period of at least 381 days he can enact this ritual to banish it to Malfeas.

Non-Canonical Formulas

Mass Summon [Species] (3, Int, 8, 6 h): As Summon [Species], but summoner may conjure up to his Occult score First Circle Demons of the same species at once.

The Art of Elemental Summoning[edit]

There are Art of Elemental Summoning versions of the following Art of Warding and Exorcism rites: 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. These wards only work against elementals.

Elemental Sight (1, Per, 3, 5 min): Percieve immaterial Elemental Spirits for the rest of the Scene.

Jade Extraction Method (1, Int, 3, 5 min): Destrution of Res • worth of Jade extracts 4m that must be used or absorbed immediately.

Summon [Species] (2, Cha, 5, 4 h): Summons a specific kind of Elemental with E3 or less; summoner does not control Elemental but may bargain for services.

Beckon [Species] (3, Cha, 5, 4 h): Summons a specific kind of Elemental with E4 or E5; mighty Elemental may send proxy; summoner does not control Elemental but may bargain for services.

Invoke the Elemental Benediction (3, Int, 5, 6 h): Cost 1WP; ritual must begin at dawn; infuses single Object with the effects of Elemental Benediction (see The White Treatise p. 57).

Non-Canonical Formulas

Elemental Firedust Conversion (3, Int, 5, 50 h): Transforms a batch of Firedust into eruptive powder attuned to one of the other four elemental Aspects.

Mass Summon [Species] (3, Int, 8, 6 h): As Summon [Species], but summoner may conjure up to his Occult score Elementals of the same species at once.

The Art of Enchantment[edit]

Analyze Talisman (0, Per, 1, 5 min): Reveals if object is enchanted; 3 succ. reveal objects basic nature; 5 succ. reveal function.

Fading Color Treatment (0, Int, 2, 5 min): Alter's an objects surface to give it a paticular color in a desired pattern that changes to gray when set time limit expires.

Ghost-Smiting Salt Weapon (0, Int, 1, 5 min): Weapon is able to stike spirits, as if they were solid; effect lasts max 1 week; enchants add. weapon per add. mote invested in ritual.

[Least Wonder] (1, Intelligence, 3, 50 hours): Give a specific type of object the properties of being exceptional for a decade.

Least Wyld Talisman (1, Intelligence, 3, 50 hours): Provides +1 bonus to Vision Questing and rolls against mutation and Wyld addiction.

Least Wyld Watch (1, Intelligence, 3, 50 hours): Gives and auditible warning when the Wyld comes within 100 yards.

Strengthen Ironwood (1, Int, 2, 3 h): Secret Eastern technique to enchance the natural qualities of Ironwood.

[Lesser Wonder] (2, Intelligence, 4, 100 hours): Give a specific type of exceptional object the properties of being perfect for a decade or more.

Enchant Lucky Rock (2, Int, 3, 25 h): Enhances the powers of a found Lucky Rock, or transfers its properties to a weapon.

Lesser Wyld Talisman (2, Intelligence, 4, 100 hours): Provides +2 bonus to Vision Questing and rolls against mutation and Wyld addiction.

Lesser Wyld Watch (2, Intelligence, 4, 100 hours): Gives and auditible warning when the Wyld comes within a radius of half a mile.

Process Steelsilk (2, Int, 3, 25 h): Technique required to work Steelsilk.

[Talisman] (3, Intelligence, 5, 200 hours): Create a specific type of artifact with a rating of •.

Aegis-Inset Amulets (3, Int, 5, 200 h): Creates a single set of Aegis-Inset Amulets (Artifact •).

Bordermarcher's Talisman (3, Intelligence, 5, 200 hours): Provides complete protection against Wyld effects within the Bordermarches unless the wearer botches the mutation or addiction roll.

Ghost-Cleaving Salt Weapon (3, Int, 3, 10 min): Like Ghost-Smiting Salt Weapon, but Weapon deals A dmg to spirits; formula also costs 1L HL; add. Weapons cost 3m each.

House of Refuge (3, Intelligence, 7, one week): Blocks effects of Middlemarches, and reduces Deep Wyld exposure to Demon-Scorcing Celestial Weapon (3, Int, 3, 5 min): Enchanted Weapon deals A dmg to Demons; ritual works only on weapons covered with or made from silver or gold; enchantment lasts for max. 1 week.

Warding Talisman (3, Int, 3, 50/100/150 h): Creates Talismans like Good-Health-, or Good-Luck Talismans as well as talismans warding against specific types of creatures or spirits; see Exalted p. 379.

Wyld Talisman (3, Intelligence, 5, 200 hours): Provides +3 bonus to Vision Questing and rolls against mutation and Wyld addiction.

Wyld Watch (3, Intelligence, 5, 200 hours): Gives and auditible warning when the Wyld comes within a radius of half a dozen miles. Bordermarches level within fixed location of max (Creators Essence x 100) square feet.

Non-Canonical Formulas

Barkcloth Weaving Pattern (1, Intelligence, 2, 30 hours): Creates a fabric of living vines used for clothing, or light armor. Dragonking-Formula.

Water Shoes (1, Intelligence, 2, 25 hours): Exceptional Equipment; Bulky, buyoant, ponton-like shoes used in the western isles for off-board repairs, or sometimes recreation.

Ice Skater Blades (1, Intelligence, 2, 25 hours): Exceptional Equipment; Blades, that are attachable to shoes with leather bands. Used by northern people to move over icy surfaces and exotic Martial Arts weapons.

Haltan Hunter's Shirt (1, Intelligence, 1, 50 hours): Exceptional Equipment; Grants the wearer a 2 dice bonus to Survival rolls when hunting.

Haltan Ground Charm (2, Perception, 3, 50 hours): Same effect as "Warding Charm" against Fair Folk. Warns if approached by fey. Requires exotic material: Ironnut Shell (Res. 2)

Heliographic Reflection Principle (2, Perception, 3, varies): Knowledge about optical technologies. Required to program, repair or construct a Heliograph.

Process Chiaroscuro Glass (2, Wits, 4, 150 hours): Hardens Glass into armor- and weapon-grade Exotic Material. Weapons made of this material gain +1 Acc and Dmg, Armors add 2 to their L soak and substract 1 from B Soak and Fatigue Rating.

[Material] Refinement Procedure (2, Intelligence, 4, 50 hours): Clears material of impurities; used to provide exceptional quality materials. The Res. value of the material is raised by one dot.

Spirit Blessed Fetish (3, Intelligence, dif 5, 200 hours): Create a specific type of artifact with a rating 1, like the Spirit Charm "Blessing".

Cat Claw Talisman (3, Wits, 3, 200 hours): Grants the bearer a 2 dice bonus to Join Combat actions and +1 Dex.

Fivefold Harmonic Regulation (3, Wits, 5, one scene): May facilitate attunement to Magical Material normaly non-resonant to the thaumaturge.

Golden Flame Talisman (3, Intelligence, 5, 150 hours): Warms the character wearing, or sleeping on it, when activated with 3 motes, or 1 WP. Requires Magical Material: Orichalcum.

Band of the Loyal Servant (3, Intelligence, 8, 250 hours): Artifact 1; Holds one mote recharging every sunrise, for the wearer to use like Personal Essence. Requires Magical Material: Orichalcum

The Art of Geomancy[edit]

Essence Sense (0, Perception, 1, one minute): Perceive the presence of Essence on or in a being or thing.

Blessing (2, Intelligence, 3, three hours): Prevent a single botch for a target.

Curse (2, Intelligence, 3, three hours): Cause a single botch for a target.

Wyld Blessing (2, Intelligence 3, six hours): Prevents Wyld mutation and cures addiction to Bordermarches


Non-Canonical Formulas

Spot of the lying Cow'' (0, Perception, 1, one scene): The thamaturge makes out a spot, where pet animals lay down to rest. This indicates a building place with good fortune for homes, stables, etc.

Draw Geomantic Map (1, Intelligence, 2, one hour): The thaumaturge is able to create a geomantic profile of an area.

Walking the Dragon Line (1, Perception, varies, varies): The thaumaturge is able to percieve and follow geomantic essence flows.

Binding the Twigs (1, Intelligence, 3, one hour): Influences the growth and shape of a plant, but does not speed up its growth. Must be performed regularly for full effect. Used to grow Bonsais, shaped hedges, etc..

First Principle of Resplendent Architecture (1, Intelligence, 3, 50 hours): As the Enchantment formula "Least wonder", but for architecture. Each success imbues except. properties for one decade upon the building.

Placing of the Gate (1, Perception, 3, 50 hours): Gives the specifics on how to errect a Portal that blesses passing Travelers with good fortune. Required as safe gates into uncapped Demesnes, or Spirit Sanctums.

Blessing of Good Fortune (2, Intelligence, 3, 3 hours): Like the Formula "Blessing", but the target is not a person, but a house, or single terrain feature (one hill, field, lake, etc.).

Curse of Ill Fortune (2, Intelligence, 3, 3 hours): Like the Formula "Curse", but the target is not a person, but a house, or single terrain feature (one hill, field, lake, etc.).

Blessing of Fertility (2, Intelligence, 3, 3 hours): May also be casted on a single terrain feature. Crops on a field, or other plants will produce good yields, even in bad seasons; People within a household, or Cattle in a stable will coceive healthy offspring.

Curse of Barrenness (2, Intelligence, 3, 3 hours): Crops on a targeted field, or other plants will produce bad yields, even in good seasons; People within a targeted household, or Cattle in a stable will have problems to sire, or conceive offspring.

Blessing of Good Health (2, Intelligence, 4, 3 hours): Reduces Virulescence-, or Morbidity Levels of diseases by one. -10% chance of wound infection in the area of the targeted terrain feature.

Curse of Ill Health (2, Intelligence, 4, 3 hours): Raises Virulescence-, or Morbidity Levels of diseases by one. +10% chance of wound infection in the area of the targeted terrain feature.

Blessing of the Air Dragon (2, Intelligence, 4, 1 hour): A home blessed by the Dragon of Air relays its inhabitant one additional die to resist the effect of harsh climates, may it be extremely hot or cold.

Blessing of the Earth Dragon (2, Intelligence, 4, 1 hour):

Blessing of the Fire Dragon (2, Intelligence, 4, 1 hour):

Blessing of the Water Dragon (2, Intelligence, 4, 1 hour):

Blessing of the Wood Dragon (2, Intelligence, 4, 1 hour):

Second Principle of Resplendent Architecture (2, Intelligence, 4, 100 hours): As the Enchantment formula "Lesser wonder", but for architecture. Each success imbues perfected properties for one decade upon the building.

Pot of [Terr. Direction] Climate (2, Intelligemce, 3, 50 hours): Provides a mystically sealed microclimate for growing plants in climatic zones normally not suited for them. The plant still needs sufficient water and sunlight, as well as one mote invested into the pot per day.

Bending the Dragon Line (3, Wits, varies, varies): Allows the reallignment of a single Dragon line within an uncapped Demesne. Difficulty is the Demesne rating +3. Time is 100 hours x Demesne rating.

Garden of [Month] (3, Perception, 5, one season): Creates a masterpiece of landscaping, which reaches its glory in the appropriate month (Ascendant/Resplendent/Descendant [Element]) after at least half a year. Then one batch of Exotic Material may be harvested.

Third Principle of Resplendent Architcture (3, Intelligence, 5, 200 hours): As the Enchantment formula "Talisman", but for architecture. Imbues the building with special properties. Requires at least one appropriate exotic material. Prerequisite for Manse construction.

Fountain at the Dragon's Nest (3, Perception, 5, 250 hours): Structure made from Magical Material pierces Dragon lines at a nexus point. Provides 1 mote of elemental aspected Essence every 2 hours.

Monumental Capping Provisorium (3, , , ):


The Art of Husbandry[edit]

Non-Canonical Formulas

Warmth of the smoldering Heart (0, Intelligence, 1, one scene): The thaumaturge heats a small stone or earthenware object to the boiling point of water.

The Sailor's Spoon (1, Wits, 2, one hour): Certain herbs and spices are rubbed into the material of a spoon made from wood or horn. The spoon then lends flavour to foods without much taste, when used to eat them.

White Crane Tea Ceremony (1, Wits, number of participants, one hour): This tea ceremony is the most common within the Realm and the civilized East. The host spends 1 WP to instill his guests with a sense of calm and serenity. For the rest of the day all participants gain a temporary dot of Temperance.

The Shepherds Whistled Tune (1, Wits, 3, one scene): Summons all animals, that have been marked in a special way as part of the herd previously.

Vigilant Drum (2, Intelligence, , one scene): Before laying to night's rest the clever hunter sets up a small drum and chants a prayer to the Lord of the Lions. No mundane animals will bother the camp untill well past the next sunrise.

The Huntsman's Call (2, Wits, control rating of animal, 3 hours): Summons a special kind of animal. There are as many different versions of this formula as there are types of animals in Creation.


The Art of Spirit Beckoning[edit]

Non-Canonical Formulas

Sealing the Ink (0, Perception, 1, one hour): Sanctification and Protection of Ink from being posessed by Spirits at Calibration.

Rite of Exodus (1, , , ): Summons the spirit of a Guild caravan when leaving a major city.

The Plank (1, , , ): There also is a corrupted Lintha version of this formula.

Walking with the Gods (3, , , ): The thaumaturge spend two Willpower points (or 5 Essence) and rolls Willpower against a difficulty of 4. If the roll succeeds, then his spirit leaves his body and he is treated as dematerialized. He can see and hear spirits, converse with them, and be seen in turn.


The Art of Warding and Exorcism[edit]

Non-Canonical Formulas

Ward against (Aspect) [Species] (2, Intelligence, 5, six hours): Protect a person against certain summoned entities. May also be bought as Enchantment or Geomancy formula with same effect on a warding charm, or a terrain feature, area, or household.

Exorcise (Aspect) [Species] (2, Intelligence, 5, six hours): Banish a certain summoned entity, or force a materialized Spirit to dematerialize.


The Art of Weather Working[edit]

Non-Canonical Formulas