
Cerberus
The Hunter Faction of the Hounds of Hell MC
This art deals with the creation of substances that provide special benefits or enhance the recipient’s inherent qualities.
Alchemical products come in many forms: potions that take effect when consumed; pastelike salves, which must be applied to the target; perfume worn to give off a scent or incense, either in solid form or as a liquid applied to something else to be burned.
Modern sorcerers have developed spells to interact with and control technology, including electronic devices such as radios, computers and even most modem appliances.
Sorcerers who practice Coiling are not technowizards - that is a distinction of practices, not semantics.Technowizards prefer to work their “magic” through devices of science, usually of their own creation, and disdain the idea of magic altogether. Coilers are sorcerers through and through.
Whereas Conjuration deals with the relocation of objects, this path allows the sorcerer (or other willing targets) to move quickly from place to place. This includes both direct flight and teleportation. The nature and manifestation of these effects must be specified when this path is learned. Some practitioners employ a vehicle, such as a broom or flying carpet, and others use more flashy means, including the infamous “puff of smoke.”
This Praxis allows the sorcerer to manipulate objects much as a stage performer does. Unlike simple misdirection, reality is being altered right under the observer’s nose. Any objects you wish to affect with these arts must be prepared in advance according to the style of magic practiced, such as consecrating a blade to the Goddess or hypnotizing a human subject
Sorcery & Praxis
Regardless of how strong your ties are to the rest of humanity, your ability to work magic also sets you apart. There are two modes of sorcery covered in these rules.
- Hedge Wizards are the most common practitioners of sorcery, covering mystical societies from Kabbalism to Aboriginal. The Praxes available to these character also cover the broadest range of powers, limited only by your interests and experience.
- Priests rely upon True Faith and the paths of Theurgy, matching their spiritual strength against supernatural lore. The focus here is not personal knowledge, but rather reliance upon the divine. Those who chose this option are limited to those paths taught within their ecclesiastical framework.
Starting Praxis:
The spells and rituals of sorcery are grouped together by
common function and intent. These paths are referred to
as either Praxes or Viae depending upon your chosen
mode of practice. Sorcerers must learn each path in
order, first mastering all the Basic effects before any
Intermediate arts may be purchased. You must also know at least one spell of the appropriate level before acquiring any rituals at that level of complexity. Thus a Hedge Wizard must already have at least one Intermediate spell of a Praxis before learning any Intermediate rites for that path. However, the special rituals available to Priests are an exception to this rule. These rites may be learned at any time, as long as your True Faith rating is high enough. If the Storyteller has informed you that you may create a character with praxis, then you may pick 3 basic spells from the praxis paths of your choice.
There are many paths of sorcery. Each follows a set course of study, delving further into the mysteries of one particular art. There are two types of powers found in each Praxis: spells, which are cast directly, and rituals, which must be performed according to time-honored traditions. Spells happen quickly, with Basic effects taking but a single action. Intermediate powers require one additional turn of prior concentration, whereas Advanced applications can take a minute or more to cast. However, the sorcerer may reduce the time requirement for any spell to a single action by spending a temporary Willpower Trait.
Rituals take significantly longer to perform and require extensive props or a carefully prepared site. Basic rites may be performed in about a minute, and the material components can usually be carried in a pocket or purse. Intermediate ceremonies take between 10 to 15 minutes before their effects are felt, and Advanced workings require an hour or more, depending upon the specific circumstances and desired results. Each sorcerer’s personal style determines the specific format of the working, from the formal liturgies of Theurgy to the dances and chants of tribal shamans to the inscribed circles and tools of high hermetic workings.
A number of spells can have their affects extended if they are performed as full rituals. For a sorcerer to work a spell as a full ritual, she needs greater preparation and performance. Time requirements for such rituals may be considered the same as regular rituals, although she may not spend Willpower to reduce her spell to a single action.
Praxis (‘prak ses) n. [pl. praxes] 1 : the exercise of an art, science or skill; 2: practical application of rules, as distinguished from the theoretical; 3: accepted or ritual practice, custom or behavior.
Counterspells:
All sorcerers have the ability to resist hostile forces. When you witness (or are affected by) another spell, you may bid a Mental Trait in an attempt to counter the offensive rote. This may take the form of a Static Test or it may be used when defending against a challenge. However, because you are working to deny the power in question, you are considered to have relented to the original challenge if your attempt fails. In addition, you may only attempt to counter powers you understand, such as powers covered by an appropriate Lore Ability. This does not affect vampiric Disciplines (except Thaumaturgy), Garou Gifts or wraithly Arcanoi. A sorcerer may attempt to counter cantrips if the changeling has called upon the Wyrd or the sorcerer is enchanted.
Unweaving:
Though counterspells only work against powers while they are being cast, you may also attempt to disrupt existing magical effects when you stumble across them later. Unweaving takes the same amount of time as a ritual of the same level as the effect (Basic, Intermediate, Advanced) you are attempting to dismantle. You must also pass a Static Mental Test, its difficulty determined by the relative strength (vampiric generation, Garou rank, etc.) of the original caster and the familiarity you have with the effect. The restrictions on counterspells apply to Unweaving.
This Praxis has caused more than one sorcerer to be burned at the stake, for it allows you to use magic to bring harm to your opponents. A sorcerer may only bestow one curse upon a given individual at a time, though you always have the option to override any prior use of this path. Other sorcerers skilled in this Praxis may attempt to break an existing curse, as long as their knowledge equals or exceeds that of the original caster.
Believing themselves secure in their powers, mortals have long sought to command the forces of the otherworld.
No sorcerer with half a brain performs these spells lightly or carelessly. This sort of summoning demands plenty of ritual tools, days of preparation and all senses working on full thrusters when - or if - the summoned creature appears.
The art of fortune telling has long been amainstay of sorcery, from Tarot cards and tea leaves to rune casting and the I Ching. The specific set of tools or method used will depend upon your chosen style and is subject to Storyteller approval.
The counterpart to Alchemy, this path deals with the creation of magical items. These artifacts take many forms, from rings and amulets to enchanted weapons and cloaks.
The particular style of the creations will depend upon your character's heritage, and anything you create may normally be used only by members of your particular magical tradition
Many sorcerers earn a good living using this Praxis, brewing the common love-spells of unrequited suitors and forging more potent chains of dominion over political rivals. This art skirts the border between the light and the dark, bending the will of the people affected to the desires of the caster. Bewitchment takes many forms, from the subtle attraction one person has toward another to the feelings of fealty or submission that turn people into playthings.
This Praxis covers the treatment and care of living creatures, from small animals to humans. Like other paths, the specific style of practice must be specified when this art is learned. Some common examples include acupuncture, laying on hands or naturopathic herbalism.
This Praxis deals with summoning destructive energies, either in direct elemental form or manifested through the environment. The sorcerer who controls these powers often commands a great deal of respect, suspicion and fear. There’s a good chance that people will suspect her of trucking with the infernal if she throws around such power.
This Praxis enables you to control others’ perceptions to a greater or lesser degree. Legends of sorcerers with cloaks of invisibility or shoes of silence have been stock in trade for centuries and were no doubt fueled by this art. Some say this Praxis was developed during the Burning Times to allow sorcerers an escape from the witch-hunters’ torches.
Often used as a form of punishment, this art allows you to drain the very life and spirit from a being. Whereas the lesser effects are merely harmful to the target, the higher-level applications may be used to your benefit or to help some other willing recipient. Sorcerers who employ this Praxis must be clear in their intentions, for feeding off the life force of others has been known to taint the soul.
This Praxis deals with common forms of mental communication and control. It enables you to reach into the mind of a target (willing or otherwise), observing what is there or altering the fabric of his thoughts. Sorcerers skilled in this art may detect its use by other characters, but likewise, those characters skilled in similar applications (vampiric Auspex or Numinae like Telepathy) may be aware of unwanted visitors in their minds.
This dark Praxis moves beyond the scope of mere communication or mental influence and instead allows you to play upon the weaknesses that pervade your opponent’s subconscious. Those sorcerers in league with darker powers usually study this art, though some other disturbed individuals have been known to possess it.
Similar to the Praxes of Spirit Calling or Summoning, this path allows you to control the spirits of the dead, including wraiths and Spectres. Wise necromancers know that the Restless Dead, ghosts in common parlance, make very bad enemies and use this ability with care. In some cultures, dealing with the dead in such a fashion is akin to black magic, and a necromancer who does not take care may find herself in a great deal of trouble.
This Praxis concerns itself with manipulation of the elemental form of darkness, tangible shadows. Darkness does not always imply evil; those sorcerers closely allied with the spirit world also practice this art. Just as day and night must balance each other, so too is darkness as potent as light. Even so, people who display this power are often suspected of infernal workings.
Native shamans long ago discovered how to shift their own bodies in much the same way that they affect external reality, and this Praxis is still in use today by shamans and witches of primitive cultures. Some Kinfolk and kinain also practice the art to keep up with their cousins. Shapeshifting allows you to transform your physical self, from simple cosmetic alterations to completely changing shape.
Whereas most of us live out our lives in the physical world, mostsorcerers are at least aware that other layers of reality exist. This Praxis concerns itself with the inhabitants of the Middle Umbra, including elementals and nature spirits.
This Praxis is often followed by tribal cultures familiar with the necessary means to appease the spirits and show them respect. Umbrood do not think like humans, and communicating with them can be a chore even in the best of circumstances.
This Praxis enables you to summon and control other living things, from small animals to supernatural creatures. However, these arts have no effect on incorporeal beings or spirits. Those entities are the province of Daimonis, Necromancy and Spirit Calling. Also, be aware that there are very few defensive applications of this path; thus, you must be very careful about what you summon.
This Praxis allows a sorcerer, most commonly a Kinfolk or shaman, to enhance her bond with her chosen totem. Unlike the Gifts granted to the Garou, these powers come purely from the study and dedication of the sorcerer. Only shamans or characters with the Merit: Totem may study this path.
Magic has many purposes, not the least ofwhich is the continued survival of the practitioner. Many say that the best offense is a good defense, and sorcerers who follow this Praxis are likely to agree. warding is entirely passive. It may not be counterspelled, though it is subject to normal Unweaving.
One of the main purposes of magic throughout history has been to gain control over the environment. There is no better example than the power to summon the elemental forces of nature. From the rain dances of the Native Americans to the weather-witches of medieval times, this Praxis has been both a blessing and a weapon for those sorcerers who study it.
