Site hosted by Angelfire.com: Build your free website today!
Psycho-Thaumaturgy

The highest of the lost arts. The most powerful of powers. Psycho-Thaumaturgy is whispered with reverence among historians, Guilds, and the ancient Gaunts. They talk of the miracles it performed, the tragedies it caused, the way it shaped the history of the Shadowlands. Charon himself practiced this art; it was said to be a gift from the Lady of Fate herself. Others among the ancient ones learned how to use it, but none were as powerful or as gifted as Charon.

However, Psycho-Thaumaturgy is not only the most powerful of the arts, but the most rare. Very rarely, a wraith blessed with the gift of this Arcanoi has shown up from time to time, but they have never had higher than level four. The only other wraith in recorded history who was as gifted in this art as Charon was a former child psychologist by the name of Alexander Lenore who miraculously gained this art. Whatever he could have done with it never reached its full potential; Lenore disappeared shortly after reaching the highest levels of this ability. Some think he fled from the Legion, others think he wanted to explore his powers elsewhere, and many think he accidentally destroyed himself with his newfound abilities.

Rumor has it if work of any gifted in Psycho-Thaumaturgy turn up, the Hierarchy will immediately “press them into service.” The fact remains that in the power struggle between the Legion, Heretics, and Renegades, this most powerful art, even in its weakest forms, could be what they need to break down the enemies in their path.

Level One: Higher Self
This ability allows the user to tap into their “Higher” self; this higher self is the exact opposite of the player’s Shadow. By temporarily embracing their higher self, the user becomes more resistant to damage and makes it easier to use other Arcanoi abilities.
System: Roll Perception + Psycho-Thaumaturgy (difficulty 7). For each success, the user gains +1 soak until the end of the scene. In addition, the difficulty of any Arcanoi related roll (including Psycho-Thaumaturgy arts) is reduced by the number of successes divided in half and rounded up.
This art costs 2 Pathos to use.

Level Two: Withering
With this power, the user can take a target’s body and convert it into energy for their own purposes. Unlike the applications of Usury, the users of this ability may temporarily be above their normal energy levels.
System: Roll Stamina + Psycho-Thaumaturgy (difficulty the target’s WP). For each success, take one Corpus level from the target, and add one Pathos level to the user. The user may add more Pathos levels than they have spaces for. However, if they do not use the extra Pathos by the end of the scene, then it deals damage to the user’s Corpus for each Pathos above normal.
This art gains the user 2 Angst when activated.

Level Three: Personal Exile
This art allows the user to create a dimensional barrier immediately around him that keeps out all negative influences, Arcanoi, telepathic abilities, and so on. The user is completely isolated from the world around them. The range of this isolation can last anywhere from a few minutes to several centuries. Those who practice this art must be wary, though, since they occasionally are stuck in the quiet they have created and eventually go mad.
System: Roll Stamina + Psycho-Thaumaturgy (difficulty 7). One success is all that is needed for the user to completely isolate themselves from the world around them. To get out of the isolation, they must roll again and have one success, but do not need to spend Pathos. If there is a botch either going into or coming out of Personal Exile, the user becomes stuck in isolation for longer than anticipated.
This art costs 3 Pathos to activate.

Level Four: Negative Lightning
A deceivingly simple power, this art causes bolts of negative energy to come from the user’s hands. These bolts can destroy or injure things around the wraith.
System: Roll Charisma + Psycho-Thaumaturgy (difficulty 8). One success activates the ability; damage is dealt by rolling Stamina + Psycho-Thaumaturgy (difficulty 5) and is unsoakable.
This art costs 1 WP and gains the user 3 Angst.

Level Five: Astral Walk
One of the most powerful abilities to exist, this ability allows the user to travel back and forth through time, anywhere from a few seconds to a few eons. The user can go into the future or past with this power. This power can also be used to merely transport the user anywhere they desire in the current time.
System: Roll Intelligence + Psycho-Thaumaturgy (difficulty 9). The number of successes determines how much success the user will have traveling. One success will put them within a century of their desired time, while four allows them to choose the very minute of their arrival.
Each use of this art costs 3 WP and 4 Pathos, and gains the user 4 Angst.

Level Six: Time Stop
This art allows the user to stop time within a radius of 15 feet. The only thing that moves as normal in this area is the user themselves.
System: Roll Intelligence + Psycho-Thaumaturgy (difficulty 9). For each success, time is stopped in the area for one turn. Botches may backfire and injure a character.
Each use of this art costs 5 WP.

Level Seven: Planetary Empathy
The greatest of the Arcanoi arts, the user of this ability can become in tune with the entire planet. They can see, hear, or smell anything they want to, they can harness planetary energies and cause things like hurricanes, earthquakes, or volcano eruptions, or they can use one of their other Arcanoi to affect a large area, like a continent.
System: Roll Manipulation + Psycho-Thaumaturgy (difficulty 10.) One success is all that is needed to affect the planet in any way the user desires.
This art costs 7 WP to use and gains the user 2 permanent Angst.

"Wraith: The Oblivion" and other publications owned by White Wolf are trademarks of White Wolf Publishing, Inc. This page is provided as a free resource; we do not make a profit from this page in any way.

All original materials and concepts are copyrighted J & K Productions. Resources may be borrowed for personal use, but may not be sold or distributed without our permission. You may not reproduce any original material on this page on another website or forum without asking our permission first; we will take action if there is such an occurance.