Certamen is the ritual by which two magi voluntairly compete against each other. Within the old Order of Hermes, it served as a non-lethal way for magi to resolve disputes [- but today both magi and Tremere sometimes use it as a non-destructive way of battling over deeply entrenched grievances. It also serves as a method for demonstrating ones power, and hence is a way of advancing up the Pyramid. It is an accepted custom that] no magus may challenge another to Certamen more than once, [though he may be challenged again in return, by the other. This custom came about so that differences between Magi would only be fought over when severe, and only once, with one outcome. Some lower-level Tremere do engage in mock-Certamen to improve their skills, but this does not count.]
[Certamen is therefore the only valid means by which Tremere Magi may legitimately fight each other magickally, without being considered in breach of the Code of Tremere. However, today many younger magi who do not remember the Old Days do not use or even study Certamen, and it is severely on the decline. It is rarely if ever used in the New World, but amongst the old and higher-level magi of Europe it is well practiced.
[Note: As Certamen derives from the days of the Order of Hermes, when the Tremere were mortal magi, it uses the Ars Magica techniques and forms. So, it is expected that if a Magus is going to be successful in Certamen, she must have knowledge of these. However if not, the combatants may use their levels in Paths, or Blood Thaumaturgy, or even Dracomancy. Phantasms generated by these will take appropriate forms.]
Traditionally, the aggressor chooses the technique, while the defender choses the form. The two must agree on this, as the ritual is impossible unless both can use the technique and form in question. [This choice can add spice and drama to the upcoming battle.]
They must then cast the level two Certamen ritual, which must be cast by both magi (MuVi 2). Each inscribes a circle around where they are standing (certain High Chantries maintain permanent circles). The circles may be of blood, gold dust, white stones, iron nails, or anything which reflects the nature of the duel to come. Then the two combatants meditate to prepare themselves, until both are ready. [Prolonging the meditation is obviously seen as cowardice, and can result in dropping Status. However, some Certamen can be made more poignant by occurring outside, in the short time before dawn.]
Note that if at any time during Certamen regular magic is used, if the circles are broken or either magus is physically attacked, then the ritual is disrupted and the energy dissipates.
When the duel comences, these meditations take the form of phantasmal representations of the form of battle. For example, if the ground is Muto Animal, the phantasms may take the form of two mythical animals, who change shapes to win advantages in combat. A duel in InAq [Intelligo Aquam] would look less impressive: probably two streams of water entwined, trying to make their way across the field.
System: The battle itself is an extended struggle. Each combatant makes two rolls: first Tech+Form and then Int+Certamen (a secondary skill). Both have a difficulty of 6. The first roll determines the magick power of the phantasm. The second roll is treated as the attack. The winner of the second roll has [the Initiative, and has] two choices: take an Advantage or Attack.
NB: Both willpower and quintessence may be used [at all stages] in the combat, with each bloodpoint used adding one dice to the roll[, and each Willpower point an automatic success, as normal]. Blood used in this fashion lasts only for the one round. [However when Vitae is used for the initial roll it creates a much more powerful phantasm for the duration of the Certamen. However, no more Vitae can be transferred into the Phantasm, after the initial ritual. This, if nothing else, prevents the magus from torporing herself by pumping all her blood into it during the battle.]
If the winner elects to take an Advantage, then her phantasm has gained a superior position over the other. In game terms, this translates as the number of net successes [in this turn] being added to next round's Int+Cert roll.
If the winner elects to Attack, then he rolls for damage, using his phantasm's power, plus number of successes. The defending phantasm rolls phantasmal power. The difficulty is 6 (Standard combat rules: no botches on these two rolls). Each net success here reduces the defendant's phantasmal power by one.
If at any time a magus' phantasm is reduced to 0 power, then she has lost. The defeated magus takes any excess damage as non-aggravated wounds. These may be soaked normally. In addition, the vanquished magus [is unable to heal past Incapacitated for 10-stamina minutes]). By tradition, [during this time] the victor is normally allowed to cast one spell upon the defeated (which cannot be resisted). [Remember that normal political rules apply here, including the Code of Tremere (ie no affecting the losers magickal ability). The winner is similarly not allowed to kill the loser, any more than she would normally be.]
At the end of any round, a magus may ask to surrender, but the other magus is not obliged to accept.
The ST is encouraged to add bonus dice for good roleplaying, imagination and tactics. [Instilling fear in the opponent, for example.] If at the end of any round, there is no winner, the whole process is repeated.
It is said that the Tremere invented Certamen, to help organize and create the fledgling Order of Hermes. They are also said to be its masters...
* | Apprentice, Initiate of the first circle |
** | Novice, what most Tremere of the 2nd circle know |
*** | Adept, what most Tremere of the 4th circle know |
**** | Master, minimum level for a Tremere regents |
***** | Grandmaster, minimum level for a Tremere Lord |