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Praxis: The Supernatural in Us

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.

 

 

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.

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