Classification: Union // Open

Everything

4676 records

Random
Name ▲ Kind Line Source
A Corrupt CourtshipFomorWerewolfBotW
A Garou Creation MythUmbral RealmWerewolfW20
A Matter of HonorRoteMageHDYDT
A Matter of PracticeRoteMageHDYDT
A Matter of SuccessRoteMageHDYDT
A Mechanistic CosmosParadigmMageM20
A New AnchorheadStory SeedWerewolfUVS
A Taste for BloodDiscipline PowerVampireV20
A Thousand Secret FacesGiftWerewolfCB
A Touch of DeathDiscipline PowerVampireV20
A Universe of LawsGiftWerewolfCW
A World of Gods and MonstersParadigmMageM20
Abilities of the New FormRoteMageHDYDT
Ability DeficitFlawSharedBoS, W20
AbliphetFomorWerewolfBotW
Absent-MindedFlawSharedBoS, W20
Absolute BalanceGiftWerewolfCB
Absorb the MindDiscipline PowerVampireV20
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Abyssal ThreadsRitualVampireRotB
AcademicsAbilitySharedV20, W20, M20
Acceptance RitusSabbat RiteVampireV20
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Accessing Tass or Periapt QuintessenceRoteMageHDYDT
Acclimation to the New FormRoteMageHDYDT
Acid TalonsGiftWerewolfBotW
Acidic TouchDiscipline PowerVampireV20
AcrobaticsSecondary AbilitySharedM20
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
AdaptationGiftWerewolfW20
Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
AddictionDiscipline PowerVampireV20
Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
Adolescent WerewolfNPCVampireV20
Adrian NewberryPentex SubsidiaryWerewolfBotW
AdvancedPentex SubsidiaryWerewolfBotW
Advanced TechMeritSharedLotB, V20
Aelida, Lady of FeathersNPCMageGaM
Aethera InamorataCampWerewolfW20
African Necromancy (style)SystemVampireRotB
AgingFlawSharedBoS
Aging the Night-FolkRoteMageHDYDT
Ahl-i-BatinCraftMageM20
AhrimanesBloodlineVampireV20
Ahriman’s WightRitualVampireRotB
Aid from SpiritsDiscipline PowerVampireV20
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
Airt SenseGiftWerewolfCB
Airts and Moon PathsUmbral RealmMageM20
AjabaFeraWerewolfCB, W20
Akashic Brotherhood (the Akashayana)TraditionMageM20
Akhu (Setite Sorcery school)SystemVampireRotB
al-Ghadib, the Mad WarriorNPCMageGaM
AlabastardCombination DisciplineVampireAU
Alamut (near Tehran, Iran)DomainVampireV20C
AlbinoTribeWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
All Are Equally Holy Before LilithPath of EnlightenmentVampireTBH
All that is not Forbidden is PermittedGiftWerewolfBotW
All the Right SpheresSystemSharedBoS
ALLIANCE?CaernWerewolfRAtW
AlliesBackgroundSharedV20, W20
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
Alsart OasisUmbral RealmWerewolfUVS
Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amazons of DianaCampWerewolfW20
AmbidextrousMeritSharedBoS, W20, V20
AmbushGiftWerewolfCB
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
AmnesiaFlawSharedBoS, W20, V20
Amount of Quintessence UsedRoteMageHDYDT
Amulet of MnemosyneRitualVampireRotB
An Hour AgoSpiritWerewolfUVS
Ana-gaminCampWerewolfW20
AnachronismFlawSharedBoS
AnalyzeDiscipline PowerVampireV20
AnanasiFeraWerewolfCB, W20
Anansi the Spider, Keeper of TalesNPCMageGaM
Anansi’s GuileGiftWerewolfCB
Anarch MovementSectVampireV20
Ancestor AllyMeritSharedW20
AncestorsBackgroundSharedW20
Ancestral RescueUmbral RealmWerewolfUVS
Ancestral Soil DependenceFlawSharedLotC
Ancestral WingsGiftWerewolfCB
Anchor PointsRoteMageHDYDT
Ancient Forest-Heart (Grand Natura)NPCMageM20
AndaBloodlineVampireV20
Andre BaptistePentex SubsidiaryWerewolfBotW
Loading further records
Classification: Union // Open Ref vampire/rule/system/hedge-magic

Hedge Magic

System · Vampire

Vampire

Entertainers have long thrilled audiences by sharing terrifying tales of gods and monsters. Parents still send their children to sleep nightly with thrilling tales of clever kids overcoming great obstacles.

Psychologists dismiss such fairy tales as a psychological mechanism for the release of hidden anxiety about the dangers of the world through a shared release of pathos. Monsters are merely antagonists in a story that represent an uncomfortable element of reality.

A precious few know the truth. They have heard the stories and know them for what they really are: lessons on how to fight monsters. G.K. Chesterton once wrote that fairy tales are more than true, not because they tell us that dragons exist, but because they tell us that dragons can be beaten.

Hedge Magic is a loose collection of Numina Paths cobbled together from snippets of superstitions, old wives’ tales, and folklore. Practitioners of Hedge Magic believe in the lessons of these legends as fait accompli. A shared hearth lore across comparatively unenlightened human experience comprises the powers of these Numina Paths: They may have been called witchcraft, medicine, or juju in the myriad societies from which they’re drawn. Some practitioners employ this type of Numina to curse their enemies, to look into the future, to heal with a touch, or other such “folk” practices.

Hedge Magicians tend to be do-it-yourself individualists without a lot of obvious resources. Some are self-taught through personal research and experiments, studying old notes passed down from long dead ancestors. Others are the latest talent in a respected family tradition and belong to a community that supports their calling.

The symbology of Hedge Magic is often inelegant, and the execution is messy, but somehow, it works for the individuals who master it. Occultists are sometimes frustrated by Hedge Magic because they can’t quite figure out how it all comes together. The methodology is too flawed to manifest much power, but the collective expertise of generation after generation in these superstitions appears to have lent metaphysical validity to the practices of Hedge Magic.

Several Numen Theorem theorists believe that Hedge Magic is merely a psychological crutch used to explain an unknown latent psychic ability. For these skeptics (if they can be called such), it’s simply easier to explain such superstitions as “magic” than to accept the personal responsibility of controlling so much power.

Acquiring and Mastering Hedge Magic

Learning Hedge Magic is not a simple process. Hedge Magicians must accept superstitions and old wives’ tales as fact to give power to their Numina Paths. This requires a certain mental perspective that clashes with modern sensibilities. If you know that, with the proper gestures, you can curse an enemy, then you must also accept that the number 13 is unlucky, spilled salt must always be tossed over the shoulder, and a black cat should never be allowed to cross your path.

Characters who disregard the truth of that hearth lore find that Hedge Magic becomes more and more difficult. Storytellers are encouraged to monitor this attitude closely, raising the difficulties of cynical individuals who practice these Old Ways by 1 or more, where relevant.

Hunters who would be Hedge Magicians must either learn from a mentor with the proper knowledge or spend a quantity of time piecing together bits of lore from books and legends. Many Hedge Magicians come from old families that believe strongly in their cultural identities and the wisdom of the hearth. Some families have proud legacies of opposing monsters and have specialized “fairy tales” of their own to remember the deeds of ancestors.

Hedge Magic and the Hunter Outlook

Hunters may view Hedge Magicians as well-meaning rustics who have a weird way with the world. Hedge Magic Numina Paths tend to be quite subtle, lacking overt manifestations, and the effects can often be explained away as coincidences or freak occurrences by determined nonbelievers.

Hedge Magicians can be quite obsessive with their superstitions and may have strange habits. Some Hedge Magic Numina Paths require unusual components that might include animal sacrifice, common items used in uncommon ways, and foul-smelling ingredients. Imagine a “Gypsy fortune-teller” who partakes of a shot of vodka with a drop of her subject’s blood in it or who brandishes a “bewitched dog’s paw” that points in the direction of danger. Such trappings can prove unsettling to those who subscribe to a more “modern” view of the world.

Those who understand the power of these Hedge Magicians may well look askance at them. What sort of deals have these poor bastards made with the Devil to master such creepy gifts? What secrets might they hide from hunters?

## The Path of Curses

Report a problem