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
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