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title: Diedne Magic
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**Warning** Players may not want to read this!
However, some PCs are likely to know this, so there would
be no great harm.
# Overview
Diedne is a Mystery Cult, and over the years, they had
acquired a large number of very powerful mysteries.
This is what scared the Tremere so much.
In the aftermath of the War, it is extremely important
for the Quaesitores to destroy all sources of their
Cult Lore and Initiation Scripts, to prevent abuse.
At the same time, there are bound to be clandestine
groups trying to salvage the knowledge for their own
ends. This includes both the theoretical researchers
with good intention and malevolent and power-hungry magi.
# Mysteries
## Most important mysteries
The canon virtue is in fact two major virtues.
+ Major focus with spontaneous magic (Major, Hermetic).
The weakest art is doubled when casting fatiguing
spontaneous magic.
+ Non-fatiguing spontaneous magic (Major, Hermetic).
The magus can cast spontaneous magic without fatigue,
and still divide the roll by two instead of five.
Another important major virtue is the beast magic from
*The Tempest*, albeight partially forgotten by the Schism
War in 2ed canon.
+ Beast Magic (major, hermetic).
The magus can harness a beasts essence to control it.
Mechanics to be invented.
## Minor mysteries
Puissant art is common for Herbam, Mentem, and Animàl.
## Common Ordeals
Rigid Magic and flaws with formulaic magic are very common,
athough some lineages have invented scripts that avoid them.
## Initiations
The *wicker man* ritual is used in one or more of the major
mysteries. This needs to be elaborated.