I'm not sure if i should put this here or in the mage tag, but ill ask here anyway. Can a mage with sufficient enough power break the curse and turn a kindred mortal again?
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The Kindred Curse
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Yes, but it's complicated. Mages can do just about anything under the Sun, and then some. The catch is that it not only wouldn't be easy, but also very likely to get the mage killed. Not only from vampires trying to avoid a masquerade breech, but also the paradox that'll likely kill them in one go.
The minimum spheres needed, from my limited mage knowledge, would need ALL of the following:
● Life 5. To remake the body into a living form.
● Entropy 5. To deconstruct the idea of vampirism for the target. Also to remove the curse upon this individual.
● Matter 5. To change the properties of the body the kindred has.
● Prime 5. To infuse them with new life.
● Time 5. To bring the person back to a perfect form of how they were before the curse.
To top this off, you'll like need anywhere between 10 to 20+ success on an extended magic check to succeed. Lastly this magic is vulgar and may invoke paradox, although the vampire will never count as a witness even after being cured.
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Originally posted by CajunKhan View Post
Sure, you just need to roll more successes than God.
Edit: BTW God-Like feats with magic require a minimum of 20 successes.Last edited by Vilenecromancer; 12-27-2021, 03:27 PM.
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Originally posted by TheMastigoseQueen View PostI'm not sure if i should put this here or in the mage tag, but ill ask here anyway. Can a mage with sufficient enough power break the curse and turn a kindred mortal again?
P.S.
In truth there's a whole module dedicated to this very topic in Revised: "The Red Sign". In short, there are obscure and EXTREMELY powerful and difficult rituals that possibly CAN revert the curse... none of those is easy to acquire and cast and even then there's a very real risk the vampire will be turned to ash (getting rid of the Curse should be the focus of a whole Chronicle not something you "solve" by casting dice).
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I never understood that "more successes than God" thing.
If - and it's not 100% sure - the creator is truly omnipotent and not "just" a powerful demiurge, and if the cosmology of Werewolf is wrong about the issue...
in short, even if the Curse is truly the will of the Only God...
so is gravity. And all the laws of physics and biology.
Laws that are routinely violated by supernaturals of every kind.
So, if both the moral and physical laws of God are routinely violated, why should the Curse of Caine be any different?
Beside that, powerful demons can remove the Curse with a level 10 Investment.
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Mages don't deal with the same consequences as other supernaturals when violating the laws or realty; whatever their source. One of the things mages struggle with is permanence. Turning a vampire into a human for a night is exceedingly easier than making it permanent. Mages can violate laws left and right, but those laws try to reassert themselves and fill back in.
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Originally posted by Solomon Draak View PostI never understood that "more successes than God" thing.
If - and it's not 100% sure - the creator is truly omnipotent and not "just" a powerful demiurge, and if the cosmology of Werewolf is wrong about the issue...
in short, even if the Curse is truly the will of the Only God...
so is gravity. And all the laws of physics and biology.
Laws that are routinely violated by supernaturals of every kind.
So, if both the moral and physical laws of God are routinely violated, why should the Curse of Caine be any different?
Beside that, powerful demons can remove the Curse with a level 10 Investment.
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Originally posted by Solomon Draak View PostI never understood that "more successes than God" thing.
If - and it's not 100% sure - the creator is truly omnipotent and not "just" a powerful demiurge, and if the cosmology of Werewolf is wrong about the issue...
in short, even if the Curse is truly the will of the Only God...
so is gravity. And all the laws of physics and biology.
Laws that are routinely violated by supernaturals of every kind.
So, if both the moral and physical laws of God are routinely violated, why should the Curse of Caine be any different?
Beside that, powerful demons can remove the Curse with a level 10 Investment.
Since all beliefs are, kinda, real then so are all spirits and gods. Mages can interact with these powerful individuals, and in some cases replace them. It is literally insane, but werewolves are correct. Although so is literally everyone else.
Also as beliefs change so does the gods and spirits. The best example is during the dark ages when countless spirits became demons, not fallen...I think, because of the massive surge in the catholic church and its inquisition.
Edit: Mage lore is insane, fascinating, and frustrating all at the same time. The phrase "it's how the ST wants it" is so very true in WoD because of these insane lore. Also I personally understand little of it atm, as I am still trying to get into mage and have barely scratched the surface on the iceberg.Last edited by Vilenecromancer; 12-27-2021, 06:53 PM.
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Originally posted by Vilenecromancer View PostYes, but it's complicated. Mages can do just about anything under the Sun, and then some. The catch is that it not only wouldn't be easy, but also very likely to get the mage killed. Not only from vampires trying to avoid a masquerade breech, but also the paradox that'll likely kill them in one go.
The minimum spheres needed, from my limited mage knowledge, would need ALL of the following:
● Life 5. To remake the body into a living form.
● Entropy 5. To deconstruct the idea of vampirism for the target. Also to remove the curse upon this individual.
● Matter 5. To change the properties of the body the kindred has.
● Prime 5. To infuse them with new life.
● Time 5. To bring the person back to a perfect form of how they were before the curse.
To top this off, you'll like need anywhere between 10 to 20+ success on an extended magic check to succeed. Lastly this magic is vulgar and may invoke paradox, although the vampire will never count as a witness even after being cured.Originally posted by CajunKhan View PostSure, you just need to roll more successes than God.
Turning 1 Person back into a human would take Much less effort.
You aren't Creating Life, so Life 5 is unnecessary. Life 3 would do.
You'll need Matter because the vampire is dead, but you aren't Creating matter, so Matter 3 is enough.
Entropy 5 isn't needed what-so-ever.
The person's body was preserved by the curse, so Time is also unnecessary.
Prime 5 is still needed. You're still breaking someone free from a powerful curse not unlike a permanent paradox flaw, so magic powerful enough to overcome paradox itself is needed.
You also wouldn't need to roll more successes than God unless you were curing Caine Himself, and I'm sure the big man upstairs will be fine with a few less vampires in the world. Especially if it was just some poor sap that got mugged.
I'd say successes required should be (16 subtracting the vampires generation) squared, plus 1 for every century of un-life. If the person is a new, 14th-gen thin-blood, then only a few successes should be required, but the elder vampire lording over southern france is out of the question.
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It terms of how difficult magic is, all that matters is the highest Sphere, any other spheres are just XP barriers, rather than how hard the spell will be to pull off once you hit all the requirements. If you accept that it's a Master level effect, you're already accepting a very high degree of difficulty.
There also isn't anything in Mage that supports the idea of the number of successes being variable based on a combination of Generation and the vampire's age. It's not a horrible concept, but it doesn't fit into how mage constructs itself. As long as it is otherwise mundane, the success need to snuff out a flame don't care if it's a candle that was mass produced worth a couple cents at a dollar store, or an oil lamp that's been burning for five hundred years as a group of monks have been dedicated to tending to it religiously since their monastery was founded. To a mage, it's just a flame.
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Originally posted by Heavy Arms View PostIt terms of how difficult magic is, all that matters is the highest Sphere, any other spheres are just XP barriers, rather than how hard the spell will be to pull off once you hit all the requirements. If you accept that it's a Master level effect, you're already accepting a very high degree of difficulty.
There also isn't anything in Mage that supports the idea of the number of successes being variable based on a combination of Generation and the vampire's age. It's not a horrible concept, but it doesn't fit into how mage constructs itself. As long as it is otherwise mundane, the success need to snuff out a flame don't care if it's a candle that was mass produced worth a couple cents at a dollar store, or an oil lamp that's been burning for five hundred years as a group of monks have been dedicated to tending to it religiously since their monastery was founded. To a mage, it's just a flame.
Age was kind of an afterthought, but I included that into the calc because it effects diablerie rules. The diablerie rules in the v20 black hand supplement suggest that the curse also gets stronger with time, not just blood-purity.
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At least pre-V5, thin-bloods aren't actually tied to any given Generation. A 4th Gen could develop it, while a 14th might not. It's just a condition that tends to show up more the higher the Generation of the era is, and more in the highest Generations by those standards. Long enough ago 10th Gens were very high Gen vampires and prone to being thin-bloods, and being 11th or 12th Gen would have the effects of V20 flaws for the higher Generations.
The curse isn't as simple as just diluting with distance from the progenitor, as there is also an odd strengthening of the former weakest as a new weakest takes their place.
In any case, there's still a lot of people that would feel like outright curing the curse - even in just an individual target - is about fighting the curse itself, not the strength or weakness of how it impacts the vampire the mage seeks to help.
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Originally posted by Prometheas View Post
If they were trying to remove the Idea of the curse of vampirism forever and have all vampire everywhere start turning into mortals, yes.
Turning 1 Person back into a human would take Much less effort.
You aren't Creating Life, so Life 5 is unnecessary. Life 3 would do.
You'll need Matter because the vampire is dead, but you aren't Creating matter, so Matter 3 is enough.
Entropy 5 isn't needed what-so-ever.
The person's body was preserved by the curse, so Time is also unnecessary.
Prime 5 is still needed. You're still breaking someone free from a powerful curse not unlike a permanent paradox flaw, so magic powerful enough to overcome paradox itself is needed.
You also wouldn't need to roll more successes than God unless you were curing Caine Himself, and I'm sure the big man upstairs will be fine with a few less vampires in the world. Especially if it was just some poor sap that got mugged.
I'd say successes required should be (16 subtracting the vampires generation) squared, plus 1 for every century of un-life. If the person is a new, 14th-gen thin-blood, then only a few successes should be required, but the elder vampire lording over southern france is out of the question.
Second, Time and Matter 5 is needed to change the body to state in which it was before the embrace. Unless this is right after the embrace, the body quickly breaks down DNA and removes all non blood related liquids. Matter 5 is to alter the properties of the body into a living form, and give them more then just blood to work with. Matter 3 is just changing matters form and such, you can't breath life into it at that level. So you are in fact creating new matter, or altering existing matter into how it was before. Accurate knowledge of Anatomy might actually remove the need for time, otherwise Time 5 is needed still.
Entropy 4 or 5 is especially needed to undo the fabrics of the original curse/infection. If the original form of the curse was from a god, then this is very much needed. Ultimately this one is the more subjective of the spheres needed so I could give you that one.
The high number of successes, 20, is needed is because, vampirism is suppose to be impossible to cure! All vampires are supposedly vampires forever, and their own hope is often rumors and conjecture. The fact a mage can do it, doesn't change the fact that it's still close to impossible even if there is no god involved. Now that said, High generation thin-bloods would likely require less successes...maybe.
Ultimately, M20 is complicated and mind numbing. The answer is yes if you ask can a mage do it, but it'll spark debate and hours of research on all sides. I will stand by the 20 minimum successes needed, as vampires should be almost impossible to cure. I'll also stand by Life 5 at least with my spheres. Everything else is subjective, tends to be the problem with mage.Last edited by Vilenecromancer; 01-05-2022, 01:45 PM.
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