A list of puns related to "Thaumaturgy"
Hi - bit of a insane concept but are there characters or concepts where a char has two or more of either necromancy, oblivion or thaumaturgy?
Personally I like the idea of a necromancer who also has access to oblivion especially now that they seem to both draw from the same realm.
What could be their background? What clan most likely and how old would they have to be?
Thoughts?
If you think druids should just be weaker, thatβs valid.
Hello, I'm trying to stamp out conflicts in a new load order but I've run into one between two of SimonMagus's mods that probably should be compatible.
Here's a screenshot of the conflict in xEdit
I've seen a few people asking about this on their respective Nexus pages, but no-one seems to have come up with a resolution. I'm a bit stumped here since the conflict doesn't seem to be one where I could just merge the records together. I don't have any of the addons for either of these mods nor any other conflicting mods. Any ideas?
Hey everyone!
I am very happy to announce the release of Thaumaturgy - An Enchanting Overhaul. This is the second collaboration between myself and Delta, and this time, we also had help from our friends Oreo and Hypebringer!
Features include
In addition to all of this, Thaumaturgy fixes some serious balance problems with enchanting by leveraging the slot mechanic to reduce power creep, encourage build diversity, and place more emphasis on underutilized enchantments--all while making sure that each individual enchantment feels meaningful.
Now that weβve finished Apothecary (including the Food & Drink module) and Thaumaturgy, Delta and I would like to work on an artifact overhaul next. However, this school year has really been really, really difficult for me, and Iβd like to take what little time I have available to work towards finishing Mysticism 2 (because how is it not done yet?), so we donβt have a release date in mind for it yet.
If you'd allow me to indulge in a personal note for a minute, I'd really like to thank Delta for his work--both on Thaumaturgy, and on Apothecary, and on all the other upcoming projects we haven't been able to help but brainstorm together. Teaming up with Delta is absolutely the best decision I've ever made as a mod creator. He's been a joy to work with, and I'm really grateful for him.
If youβd like to keep up with what Iβm doing, feel free to join my Discord! You can also support me on Patreon. Iβll match every dollar you give me and donate it to the National Center for Transgender Equality, an organization in the United States that is fighting for full civil rights and legal protection for trans people.
It says I need these two spells to progress? How, I cant progress anything without them and can't progress to get them?
What would be the plausible arcana requirements be for a Mage -with access to a werewolf for study- to replicate Uratha regenerative abilities with a spell? Life 5 + Spirit 5?
They are simple and versatile spells, but why do you choose to take them when you decide your character's cantrips?
This is the fourth post in the series about my magic systems. If you missed them previously, I recommend at least skimming the previous three posts before reading on. In this post I am going to explain the second of the three systems: Thaumaturgy.
--
Post Index
(This will be updated with links when new posts are up)
--
Before I actually begin, let me say that this is probably the strangest out of the three systems, less systemic and softer than the other two and more like an incoherent mess of different stuff. It is born out of my desire for a more ritualistic type of magic that doesn't involve direct communion with a spirit, something accessible to anyone. I wanted a dichotomy between this more occult system, and sorcery. Sorcery is fluid, spontaneous, flashy, and powerful. Thaumaturgy is rigid, subtle, and weak.
The main inspirations were two systems that happen to also be both called Thaumaturgy: The one in the Dresden Files novel series, and the one in the Exalted TTRPG. In my defense, I originally called this system Wizardry, but a friend suggested that people associate wizards with much greater power than I want thaumaturges to have, so I defaulted to the same term I was drawing from.
--
The use of sorcery has, over centuries and millennia, some unintended consequences. The world breaks a little bit. In very specific circumstances, causality doesn't behave as it used to, little glitches in reality happen. Thaumaturgy is the act of using those circumstances to achieve magical effects. Not by acts of will and directly channelling mana like sorcery, but with rituals.
I think of thaumaturgy kind of like metaphysical engineering. You can't create a river out of nowhere, but with the right blueprint and materials you can build a dam to redirect an existing one, or a bridge. The river doesn't care about your intent, it flows according to its surroundings.
For much of history, thaumaturgy was very poorly understood. Rituals were discovered mostly by accident and learnt by rote, or occasionally taught by spirits. Over
... keep reading on reddit β‘I give every Wizard Prestidigitation, every Cleric Thaumaturgy, every Druid Druidcraft etc.
These arent cantrips that break the game, they're just a fun option that players need to weight against more "optimized" choices.
The moon druid wants to produce a flower for the undercommon child? Of course!
The evocation wizard wants to magically style their partymember's hair? Yep!
The order cleric wants to make their commands boom with the power of their god? Go for it!
To me it just makes sense, it's practice magic. I figure nearly every magic user would know how to produce simple effects without sacrificing actual attack or support cantrips. In my experience it's always been a win-win. The players get an extra utility cantrip and I get to enjoy all of the fun roleplay opportunities that they come up with.
Edit - sentence structure
Is there any. Also where can i find them?
Has anyone seen any Homebrew for thaumaturgy the includes using blood to make weapons? Like something from Dead Man Wonderland? If no one has seen anything how about some advise on making it myself. I want something for a player I have. We are using V5 but I'm good with something for V20.
I had the idea that one of my Tremere NPCs might be a sort of terrorist, one who would not be adverse to killing themselves if it meant fulfilling a greater ideological goal.
As such, I'm looking for any sort of thaumaturgy/ritual/spell for mass destruction with no regard to the caster's safety; say, exploding oneself in a fireball to take out the Prince or something along those lines.
Any idea? I'm perfectly happy hand-waving it and/or just making up something but I thought I'd explore the available options first. Are there any examples of in the vast established lore of characters having done this?
I plan on rolling a Wizard for an upcoming game and was reading through Thaumaturgy to check my Foci options and bonuses.
All seems nice (extremely nice at some points) but I'm confused about Specialization. YS280 says Crafting Specialization applies to Strength of Frequency, or as an extra limit to Foci and how many bonuses they can have. What does that mean exactly?
Does this mean I have to pick Focus Specialization as a Specialization option for Crafting?
If I just go for Crafting(Strength) does the Strength bonus apply to both Enchanted Items AND Foci?
If I get Specialization(Foci) does it just allow to place more types of bonuses? It says it increases the limit, so just the Lore limit of the bonuses? I still have to provide extra slots to reach it?
If I go for Crafting(Frequency) do I get more uses out of potions? (brew them in pints or smth?)
If I craft an item that stores an Evocation (kinda like Harry's rings), do I get to add bonuses from Evocation Specializations to it when I use it?
Thanks in advance
Hello everyone! I recently started playing VtM again after many, many years and I decided to try the Tremere clan. Main path Blood, and I have Movement of the Mind and will probably soon take Focused Mind. But I have a question about MotM.
- I can't find anywhere how fast a manipulated object moves. For example, if you want to grab an object from the other end of a room, how fast it will reach your hand? Specifically during a combat scene, when each second counts.
- "Detecting" Magic. As a thaumaturgist (with enough occult and stuff) you obviously have knowledge over magic and magical items, however, how can you identify and detect magic? Would Auspex 2 be useful on that? (detecting auras etc)
- Also, since we are here, do you guys have any suggestions on generally useful rituals? (The campaign includes a lot of travelling, so probably stationary rituals like protecting haven etc won't be of much use).
I read on the wiki that thaum exp is gained when you βabsorb mindsβ, so on kills. Does this mean that I lose the exp when enemies kill each other like when I confuse them?
Hi all, I know SimonMagus' mods are generally pretty good compatibility-wise. But does anyone know if his enchanting overhaul is compatible with loot overhauls like OWL?
Any help is much appreciated!
Player is saying the Roll is with Total Willpower, because in other situations the books writes "current willpower", and here it just says "willpower";
Storyteller says he thinks it is current willpower;
Storyteller asks me to ask here if the casting rolls for Thamathurge in V20 is made with total willpower or current willpower
Are there rules for creating new thaumaturgy rituals in V20?
I've found rules for previous edition in VtM: Blood Magic - Secrets of Thaumaturgy (pg86), but I can't seem to find it in V20 (DA or otherwise).
Iβve always been curious about which one of these abilities are more powerful than the other or if they could be equally strong.
What are your thoughts?
https://bethesda.net/en/mods/skyrim/mod-detail/4238542
Thaumaturgy is a complete overhaul of Skyrimβs enchanting system designed to balance existing enchantments and add powerful new weapon and armor enchantments to the game. By leveraging Skyrimβs slot restriction mechanic, Thaumaturgy is able to fix several of the problems with Vanilla enchanting (such as 100% cost reduction) while still ensuring that each individual enchantment feels meaningful. Thaumaturgy also removes some useless or bugged enchantments, eliminates the crafting loop, adds missing generic items to the loot lists, and ensures that generic items are equal in strength to player-created enchantments.
Thaumaturgy does not require my other mods, but it is designed to be consistent with them. For instance, Thaumaturgy adds weapon enchantments for several of Mysticismβs Alteration and Illusion archetypes, and some of the new armor enchantments mirror the potion effects added by Apothecary.
------------ Check out the Nexus Page for more information! https://www.nexusmods.com/skyrimspecialedition/mods/57138
Author :: SimonMagus616
https://discord.com/invite/uVPYXAPKP6
So a question from a newbie wanting to understand the lore better, roughly how long does it take for a vampire to learn a path? For example a young tremere has just started staying at a chantry and begun learning the basics how long would it take them to get good at (around 5 dots) a specific path like path if the Levin bolt or alchemy?
So, I've recently come to grips with the fact that I'm not a huge fan of the various FATE incarnations of the Dresden Files world and i'm trying to translate the setting into Savage Worlds. Boy, there's more work than I thought!
I've got some of the races (various baby vampires, civilized ghouls, changelings, scions; I'm avoiding the full-born supernaturals) I've got some cool ideas for how Evocation will work, and vampire powers, fey magic, and even thresholds.
I'm having a lot of trouble with two things - Thaumaturgy and Shape Shifters. Thaumaturgy is going to likely take a lot from ETU's ritual casting (the caster can do almost anything, provided they are willing to get what the GM says they need for the spell, and they have lots of help and time). However, there's nothing else in Savage Worlds that really accurately mimics how the dresden files does Lycanthropy.
In the Dresden Files universe, most player-character-level lycanthropes are humans who've learned to change into a particular beast-form. They can stay in this form as long as they want, and change as much as they want - but they are limited to a particular form. Sure, you have wizards like Injun Joe who can change into whatever they want, but Billy and the Pack are JUST wolves. Other role playing game transitions of DF imply that you have Werecrows, Werebears, and even joke about a Weredonkey.
It would be easy to say that you have a edge that allows you to change into a beast form indefinitely - but how do we go about balance? There's a massive difference in a dire wolf and a bear in stats. There aren't even stats for something like a crow in the book. How could we balance that? What's more - how do we allow character growth? Savage Worlds characters improve over time. A beast-changer would be built around their animal form's tricks, and having that animal keep the same stats the entire campaign would be foolish and boring. Eventually the human-form would be stronger and there'd be no need to shift.
Do any of you have any advice or ideas for how to make Thaumaturgy feel more like the Dresden Files, or to make a single-form shapeshifter like Billy and his packmates?
So I recently was checking out the stats for cantrips, and was reading about thaumaturgy. It has an ability where it can fling open and slam closed unlocked doors. That got me wondering how much a door could be stuck to prevent this. For example, if the was a simple wooden door that was stuck, could thaumaturgy open it, if it could, then what are the limits of its strength? I couldnβt ding anything specific online he limit it can open, and wondered if anyone here knew.
As well as a home, the town of Eastwicken functions also as a place for Thauma-related education and training. Every thaumie could use some practice with their abilities, and there is no better opportunity for practice than the training sessions set up by the activities committee.
These training sessions are open to thaumies of all ages, and are often hosted by experienced thaumaturges (and sometimes young volunteers) who can offer advice or hands-on demonstrations to help people hone their abilities.
Today's session is run by Leonard Barker, owner of The Green Magnolia restaurant. Armed with a bright smile and his heartwarming ability to inspire good feelings in those around him, he is supported by fellow activities committee member, Gracie Beller; owner of the needle and thread clothing shop.
The training itself is taking place in the town hall training facilities, where various dummies have been set up. The floors and walls are covered with mats and volunteers can be seen wearing bright protective clothing scattered around the room.
Anyone wanting to participate in the event need only show up. Everyone is welcome to come and train their abilities. Anything less physical in nature may be practiced on the volunteers, so long as the volunteers are okay with it.
Anyone showing up is free to work with their fellow thaumies in order for a hands on approach, though volunteers will step in before anything gets too dangerous.
OOC: If you would like to interact with Leonard Barker, tag the u/EastwickenRP account in your comment. If you would like to interact with Gracie Beller, tag u/Herbsnmangos in your comment. You can also just describe your character's training, and other people may interact.
This is the fourth post in the series about my magic systems. If you missed them previously, I recommend at least skimming the previous three posts before reading on. In this post I am going to explain the second of the three systems: Thaumaturgy.
--
Post Index
(This will be updated with links when new posts are up)
--
Before I actually begin, let me say that this is probably the strangest out of the three systems, less systemic and softer than the other two and more like an incoherent mess of different stuff. It is born out of my desire for a more ritualistic type of magic that doesn't involve direct communion with a spirit, something accessible to anyone. I wanted a dichotomy between this more occult system, and sorcery. Sorcery is fluid, spontaneous, flashy, and powerful. Thaumaturgy is rigid, subtle, and weak.
The main inspirations were two systems that happen to also be both called Thaumaturgy: The one in the Dresden Files novel series, and the one in the Exalted TTRPG. In my defense, I originally called this system Wizardry, but a friend suggested that people associate wizards with much greater power than I want thaumaturges to have, so I defaulted to the same term I was drawing from.
--
The use of sorcery has, over centuries and millennia, some unintended consequences. The world breaks a little bit. In very specific circumstances, causality doesn't behave as it used to, little glitches in reality happen. Thaumaturgy is the act of using those circumstances to achieve magical effects. Not by acts of will and directly channelling mana like sorcery, but with rituals.
I think of thaumaturgy kind of like metaphysical engineering. You can't create a river out of nowhere, but with the right blueprint and materials you can build a dam to redirect an existing one, or a bridge. The river doesn't care about your intent, it flows according to its surroundings.
For much of history, thaumaturgy was very poorly understood. Rituals were discovered mostly by accident and learnt by rote, or occasionally taught by spirits. Over
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