The Dracomancy Discipline



Known as Draconis or Dracomancy; all those embraced into the Order's bloodline have this powerful clan discipline, instead of Blood Thaumaturgy. Put simply, Dracomancers are capable of drawing magickal energy - quintessence - directly from the natural energy of the Earth Dragon.)

The Eldest members of the Order and their broods all use Dracomancy, although there are some Lay Members not born into the bloodline. It is used identically to Thaumaturgy, in that it allows access to Rituals equivalent to your level in the discipline.

 

Fundamentals

Unlike Blood Thaumaturgy where the adept uses the power (Vitae) of her own blood and vampiric nature to perform magick, Dracomancers works by tapping into the power of the Dragon.

He is visualised as a beast of raw Vis (natural energy) deep beneath the earth, upon which Draconi adepts - attuned to this energy by their blood inheritance - can draw.

Another crucial difference is that because the discipline does not use Vitae (vampire blood), it works best when used in places where the dragon is close, ie Nodes, which Dracomancers call "Dragon-Sites". These are places where the dragon is closest to the surface - places where the Gauntlet separating the Umbra from the Mundane World, is weak.

The discipline is more difficult to use the farther from a Dragon Site it is used, but its powers more than outweigh this disadvantage.

 

Dragon Vis

Like Thaumaturgy, each level of Dracomancy allows Rituals to be performed. Each level also has a distinct power of its own.

However with each level gained, there is an additional blood effect:

  • When on or near a Dragon-Line, the Dracomancer may draw up Dragon-Vis - the quintessence of the Dragon's blood. When using Dragon-Vis the Draconi's aura temporarily turns dark, and Garou will smell what they naively describe as "Wyrm-Taint".
  • System: The Draconi uses "Eyes of the Dragon" (Draconis 1) in one turn, to initiate contact with the Dragon.
  • In the next turn, he rolls [Wits+Dracomancy]. The number of successes are equal to the number of Vitae points that can be used to power disciplines in that turn.
  • Difficulty is modified depending on the site: 6 for a strong dragon-site (Caern, node, or Temple), 8 for a surface dragon-line, 9 for a very deep line or 10 for up to quarter of a mile (0.5 km) from a strong dragon-line.

Any Vis remaining at the end of the turn disappears - it can only be turned into Vitae using the Level Seven.

Blood Bonding: Dragon-Vis cannot be used to Blood-Bond, nor can it be transferred into another (eg to feed ghouls). It is not blood, it is only energy.

Celerity Note: Dragon Vis can only be drawn on in one whole turn, although the actual Vis energy can be divided amongst sub-turns. Eg A powerful Dracomancer might draw on 7 Vis points in a turn, but divided them amongst four actions in four celerity turns.


History and Theory of the Discipline

The Draconis discipline was particularly useful in the days of the Old Magic (see the Art of Magica), when Vis could be used to power Spells.

This power is another reason why Draconi were feared. Powerful Elders (of which few survive today) could be almost invulnerable within their dragon-sited Havens, although their power is useless at any great distance from a Dragon-line.

 

 

Draconis

[Author's Note: Many of these powers are inspired by the legendary magickal powers of Merlin.]

* In the following list, Powers marked with an asterisk are alternative abilities at the same level. Most Draconi will normally have the more common power, but this is an alternative. Which power you have often depends on the ancestry of the individual Draconi.

1. Eyes of the Dragon ·

Acts like Auspex except that it only affects the eyes. However it also allows the Draconi to:

  • See anything 'touched by the dragon'. Detects "Wyrm taint" in kindred and others
  • Seeing dragon-lines and nodes. Dragon-lines are seen as a wall of yellow-green fire rising out of the ground, and can be seen anywhere within line of sight. Dragon Sites are the intersections of these lines, and are a bright green.

When the Eyes are activated, the Draconi's eyes momentarily flash yellow and slitted, like a reptile's. Although the change is subtle, a sharp-eyed observer will notice this very disconcerting change.

Auspex rules apply with sensory overload - a sudden bright light in a dimmed environment will blind the Draconi for the remainder of the scene.

2. Summon the Dragon Fire ··

Summons a Slow-burning, all-consuming magickal flame which can only be seen by those with Draconis or Auspex (Perception+Occult, Diff 5).

The flame appears in the Dracomancer's hand and will ignite a normal flame if it touches anything flammable.

In combat, the hands will inflict burns to the skin (not aggravated).

3. Arms of the Dragon ···

Resembling earthmeld, sleeping in the arms of the dragon allows a Draconi to rest in ground lying on a Dragon-line for any length of time, without losing blood, with the ability to arise at will.

Wounds are also healed automatically, at the equivalent of one blood point per day.

  • System: Entering the Arms of the Dragon takes three full turns, and like Earthmeld the earth must be unobstructed by concrete or other structure. This cannot be accelerated by Celerity, and during the process the Draconi is vulnerable to attack. The Draconi must also spend a bloodpoint to arise at the beginning of another evening - hence it is of no great advantage for the Draconi to do this for just one night.

4. Flesh of the Dragon ····

Grows a tough protective scaley skin. It requires 1 BP to activate, and effects last for one scene. Skin becomes very obviously reptilian: dark, mottled and scaley (ST Note: The player is encouraged to choose a skin experience, which lasts permanently.). Effect is cancelled at will, but takes one turn to revert.

  • System: On every attack the Draconi rolls Stamina+Draconis, difficulty the same as with Dragon Vis rolls (ie depending on proximity to a Dragon Site). Each success can soak a point of damage.
  • Complications: There are some curious effects. If a character possessing Flesh of the Dragon Frenzies after losing a Self-Control roll, they will automatically transform into the dragon state - automatically spending a BP. (If they have none this will cause a point of damage.)

 

*4. Dreaming of the Dragon ····

Allows the Dracomancer to enter the dreamscape of sleepers.

System: Perception+Empathy roll to enter the person's dream, Diff Willpower of subject. Difficulty is modified by proximity - +0 line of sight/ten feet, +1 >10'/next room, +2 100 yards, +3 half mile. Also, user gains one automatic success for skin contact, and one for each stage of blood-bonding (ie number of times the subject has drunk, so up to 3 automatic successes). This gives the bonus effect that a Draconi can enter the dreams of anyone blood-bound to him, whenever they sleep.

Dreaming: Draconi uses Manipulation+Leadership to modify the dream and create their own image, as determined by the sleeper's Willpower and the ST's choice.

The individual can psychically attack the sleeper using Mental skills (see Auspex, "Astral Travel") which are here equivalent to physical - ie Intelligence=Strength etc. Physical disciplines obviously cannot be used.

NB The Draconi cannot drag information from the sleeper's mind, but if he is clever, he can manipulate the dream to make the sleeper reveal hidden secrets.

5. Breath of the Dragon ·····

Resembles the Protean power "Form of Mist", except that the transformation takes three turns. The Draconi gradually exhales himself into a thick mist, in which he can confuse others who are enveloped within the mist, creating vague illusions - shadows, sounds, voices - similarly to "Dreaming of the Dragon".

The mist can only move slowly, and can be affected by winds although a simple physical roll (Strength, Stamina) counters this. (This can, for example, lead to attack by Magi using Weather Control.) Whatever the weather outside, inside the mist, all is still.

 

*5. Stir the Dragon Slumber ·····

The Draconi can momentarily touch the sleep of the Dragon, and awaken it for a short period, causing the earth to shake and even crack.

System: the Draconi acts as a focus for the Dragon, using a Willpower roll for which they set their own Difficulty. This determines the scale of the earthquake. No resistance causes great localised upheaval, depending on the local geostructure.

6. Mind of the Dragon ······

Allows the Draconi to touch the mind of the Dragon further, providing an additional source of Willpower when attempting willpower rolls - for example, to resist Dominate powers. The power cannot create points to spend on automatic successes.

System: Doubles the number of dice on any Willpower roll. However, this does not affect the Draconi's underlying willpower pool, so that with Willpower of 0, Mind of the Dragon will be of no help.

7. Blood of the Dragon ·······

With this level, the Dracomancer can instill any Vis drawn from the Dragon directly into his own blood Vitae.

  • System: Immediately after the Dragon Vis roll, in the same turn, the Draconi rolls willpower Diff 7. No other action can be taken in this turn, unless the Draconi has Celerity.
  • Each success on this roll converts one point of available Dragon Vis into Vitae. No other use of this energy is allowed before it distills into the Draconi's blood.

If botched, the Vis burns through the blood, destroying an equal number of real blood points within the Draconi's blood pool. If the pool is exhausted the Vis burns into his health levels, inflicting normal damage, but seven points of damage will lead to torpor.

  • Important Note: Those with Dragon-Vis in their blood are in danger of permanently acquiring Wyrm-taint. As with ghouls, this potent blood "sinks to the bottom", so that the only way to get rid of it is to be completely exsanguinated, then replenish oneself with real blood. Those with permanently high levels of Dragon Vis (ST note: keep track of this) will acquire the flaw "Taint of Corruption".

8. Paths of the Dragon ········

Similar to the Earthmeld powers of swimming beneath the Earth, except that the Draconi does not need to merge in bare earth. Once in the Arms of the Dragon, the Draconi can quickly swim the flow of energy which is the pulse of the dragon, and arise anywhere around the world, very quickly.

  • System: After sinking into the "Arms of the Dragon" (Drac3), roll Stamina+Occult Diff 6.
  • Successes x 10 = speed in mph. (eg 3 successes is 30 miles per hour).

The Draconi must pass along dragon-lines, as determined by the ST. Travel is unhindered by the position of the sun above, but when in sunlit zones, the Draconi must make additional Stamina rolls to stay awake.

If any of these rolls are failed, the Draconi comes to a stop and must rise, or stay still. Travel can only be recommensed by rising and sinking in a new place.

If any of these rolls are botched, the Draconi is thrown off the dragon-line into the surrounding earth, and must dig himself out! (This can be extremely dangerous, although it is assumed that a Level 8 Draconi will be strong enough to do it.)

 

Note for Higher Levels

There are no known Draconi alive tonight powerful enough to achieve any higher levels in this discipline. Only the Great Grand Master knew of and may even have achieved these levels. From various charred scraps of notes recovered from the burned Madrid Chantry, research magi of our Order have speculated that the following are likely to be the higher powers:

9. Servant of the Dragon

This is a very, very scarey power, turning the user into a vast dragon-monster that is all but unbeatable, when cleverly combined with all the other Draconi powers.

Summons the Dragon's spirit to the Dracomancer, transforming his body into a grossly inflated Wyrm form. The Servant transforms over three turns into the form, developing dragon-like features: pale skin-scales (obviously depending on the Draconi's own skin-tone), reptilian eyes, membranous wings (useless for flying without other powers) and talons (these do not do aggravated damage without Protean). He retains his own recognisable body and facial features except that he is grossly swollen to at least twice normal size and height, and can further spend blood to increase his body bulk.

System: Only a roll for Eyes of the Dragon is required, after this the transformation begins at will as the spirit surges into its Servant.

Blood can be spent to increase body mass - 10 points per turn multipied by the degree of increase (eg four times normal body size equals 40 blood points, the transformation taking four turns). The limits to this increase are not known, but there is probably some power-to-weight ratio involved! (Something Gozilla-sized is probably not impossible.)

[NOTE: This may seem like a lot of blood, but someone with Level 9 Dracomany is capable of gaining a maximum of 14 points of Dragon Vitae per turn!]

With a larger body physical Stats can be increased - one additional level for every incremental increase in body size. (ie If your body is four times as large, you get 4 extra levels! Scarey.) Damage done by physical combat is increased according to Strength - the potential points are increased, and can be boosted by blood/Vis.]

Reverting to Normal: If the Draconi has stayed at their normal size, they can make a Self-control roll (Diff 7, 3 Successes needed although generous STs might make this cumulative) to return to normal.

Otherwise, it takes one sunrise for every increment in size. (eg If four times normal size, it takes four days to return to normal).

 

Dramatic Note: Use of this power starts a minor earth-tremor (see "Stir the Dragon Slumber") as it is the first stage of Wakening the Dragon.

Once this power is fully engaged, it temporarily weakens the Gauntlet in this location. The Dragon's presence warps reality, for a short time making it into a Dragon Site. This can be made permanent using the ritual "Temple of the Dragon God", although the ritual would have to be performed by other Draconi in the area.

As a Dragon Site, rituals for entering the Umbra (eg generating Blood Paths) are hereafter much easier, but remember that the site, if abandoned or undefended, can also act as a doorway for various Umbral nasties.

 

Complications: Like "Flesh of the Dragon", an interesting side-effect of possessing this discipline is that whenever the possessor fails a Self-Control roll and Frenzies, they are in danger of beginning the transformation!

Once they Frenzy, the first turn of Transformation begins. To stop it, in the second turn they must make a second Self-Control roll to stop the Frenzy. Only if this succeeds can they make a willpower roll (Diff 8) in order to spend a Willpower point to stop the transformation.

DANGER: If at any stage any of these rolls in Botched, the Draconi will stay in this form (although they will still be able to modify their size) - for ever!

10. Unleash the World Dragon!

This power finally and completely awakens the World Dragon! Vast earthquakes, floods, rains of fire, the earth is broken open and Gehenna, the Day of Judgement, dawns.

The first Draconi to use this power gains access to all levels of all disciplines, and access to an unlimited pool of Dragon-Vis as his reward - essentially limitless power!

Additionally, all other Draconi thereafter can use the entire world (whatever is left of it) as if it were the strongest Dragon Site - the Gauntlet is weakened so much that it almost disappears. Mundane reality is destroyed - the barriers between all layers of reality disappear, and all kinds of Wraiths, fey, Garou and any creature of the Umbral imagination is free to roam the world.

Note: This is perhaps the reason why the Order was, or even still is, feared, and its members hunted down and destroyed.

The Council of Seven, the Camarilla and all the Elders feared that the Draconi might one day gain the ability to unleash the Gehenna, no matter how bizarre and unorthodox their world view might be.

In our Order's defence, I should point out that as Disciples of the Dragon, our Members would almost certainly come out on the winning side - so it is in our best interests to persuade other members of Clan Tremere, and indeed, the whole vampire community, to join us in worship of the Dragon, so that they might be spared when he eventually returns to his glorious vengeance.

 

Rumour: Tremere himself may have been interested in the Order, or even founded it himself. As such it is whispered within the Order that he may have become permanently trapped in the "Servant of the Dragon" form (Level 9), hence his worm-like appearance. Knowing this secret might be another reason for prejudice against the Order.

 

"Order of Draco", (c) Robert D How, 1998