Difference between revisions of "Certámen"

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Latest revision as of 19:05, 3 January 2014

Level 3.

Inherited from the days when the Tremere were still a house of mortal magi, certámen stands as one of the oldest means of settling disputes between Hermetic wizards. Each combatant stands in a circle of blood two paces across, set at opposite ends of another circle ten paces wide. The challenger declares his grievance to all present, while the defender announces three strictures (mystical or ceremonial) that both parties must observe. the duel begins when both participants intone the actual ritual.

Traditionally, each certámen combatant brings along a second who serves him much as a knight's squire. However, instead of handing him fresh lances and weapons, the second stands behind and to the right with ritual components at the ready. In the event of frenzy - which results in automatic loss - the second must also aid any attending guards in subduing the challenger. A neutral arbiter stands outside the circles and judges the duel. He may end the battle at any time and declare either party the victor regardless of outcome, though overt favoritism attracts unwanted attention from superiors - and perhaps a second certámen challenge from the wronged party.

During certámen, vitae quickens like the vis of mortal magic. Spells grow in grandeur, their forms expanded to the will and design of the caster. The very air crackles with power as bolts of flame change into burning dragons and summoned winds flicker with pale screaming phantasms. Barring interruption by the arbiter, certámen continues until one party yields or perishes. Although the ritual itself cannot compel the terms of challenge, the clan rigorously enforces the sanctity of the duel. Although such duels are all but unknown, certámen even functions when living Hermetic magi observe the rituals in a duel with Tremere thaumaturges. Magi of other Fellowships and blood sorcerers who do not practice Hermetic thaumaturgy cannot take part in certámen.

System: For the duration of certámen, a thaumaturge may spend an additional number of blood points per turn equal to his Occult rating to increase the potency of his magic. For every point spent in this manner, the difficulty of one Thaumaturgy roll decreases by one, to a minimum difficulty of 4. Certámen confers no additional capacity to spend blood for other purposes. Additionally, Thaumaturgy effects assume whatever cosmetic changes their caster desires, though truly awesome evocations may require vitae expenditure at the discretion of the Storyteller. If a sorcerer augments tan effect, his opponent can make a reflexive Intelligence + Occult roll to identify the spell before it takes form. The difficulty of this roll depends on the obscurity of the power and the knowledge of the observer. If a living Hermetic magus engages in certámen with a Tremere, he may spend as many points of Quintessence per turn as his Font Background (see Dark Ages: Mage) indicates or his occult rating (whichever is higher) and may similarly roll to identify magic as it forms. All benefits of certámen end as soon as either party steps outside of his respective circle.