--- title: Diedne Magic --- **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.