Blood Magic


Thaumaturges do not forget that Caine could, or so the stories say, create entire Disciplines by an act of will. Blood magic aims to recreate that state of mastery over self and the night. For the dedicated magician of the blood, true triumph consists of removing every barrier between will and result.

Practitioners of Thaumaturgy force their will upon the world, changing the behavior of their environment to match their own desires. Some assume that the magic of the blood is a watered-down version of what the still-living call "hedge wizardry" or "true magic" or something similar. However, Thaumaturgy in all its forms is a distinctive art, and while some of its effects echo of other sorceries, its very essence depends on the vampiric condition. Without vitae there is no Thaumaturgy. It starts with blood.

The Basics of Blood Magic

The roots of blood magic run deep. As long as vampires have prowled the earth, some Kindred have sought to gain powers through the blood that they couldn’t create any other way. Almost every generation of vampires active in the modern nights includes some practitioners of Thaumaturgy in various forms, and the oldest known blood magicians allude to still older magicians now destroyed, inactive or disappeared. The Tremere brought organization and visibility to blood magic; they codified it, but didn’t invent it.

Blood magic isn’t pleasant. The thaumaturge burns through his very essence – and that of other vampires – in an effort to make the world into what he wants. This requires enough ego to feel worthy of imposing one’s will upon the world, enough discipline to master the intricacies of arcane formulae, and enough ruthlessness to ignore the moral costs of harvesting so much blood for personal ends. Humanity tends to wither in the face of the thaumaturge’s willingness to exploit his own kind for the sake of power. Disregarding others as moral concerns makes the blood magic so much easier, after all, and it frees the magician to really explore lines of investigation without troublesome ethical concerns…

Most vampires associate Thaumaturgy (“the performance of miracles”) almost exclusively with the Tremere. The Tremere certainly brought unprecedented organization and fresh perspective to the search for mastery of the world through blood. The clan’s hierarchy allows it to systematize research and teaching, producing more competent thaumaturges every century than most magical groups have had since the first nights.

The simplest expression of the Warlock’s theories is that vitae represents the prima materia, the pure matter out of which all other things are generated. Without any form (in the Aristotelian sense) of its own, it can be shaped into whatever its possessor wills it to be, but it is vulnerable to those elements of nature that embody clarity and perception: the Sun and fire. Both of these react against the formlessness of vitae and force it back to an inert state because they aid the mind and senses in recognizing the forms of things. It is from these basic principles that House Tremere has guided a millennia of thaumaturgical experimentation into the modern nights.

The Founding of Clan Tremere & the Discovery of Thaumaturgy

Some knowledge of Clan Tremere’s past is helpful to understand why Thaumaturgy has developed into its current form.

The legends whispered among neonates are true: Clan Tremere was founded by human mages who voluntarily took on the mantle of the undead. They were known as ‘House Tremere’ then and still are tonight, within the seclusion of their sanctums and chantries. A millennia ago, consuming lust for knowledge and ever-greater power literally devoured the mortal lives of the clan’s originators. Unfortunately, such power can be attained only through long and diligent study – far longer the mages found, than a mortal’s lifespan, especially as their once potent elixirs of longevity began to wane. Some particularly desperate magi turned to unwise pacts with demons…others thought that something in the nature of vampiric existence might hold the key.

It is unknown whether becoming vampires themselves had been their intent or (more likely) a tragic mistake. Ultimately, the founders gained nearly limitless time with which to continue their research, even as their pursuit of magic lead them to lose it. By sacrificing their mortality, they also inadvertently gave up the arcane secrets of ‘true magic’ they so coveted. The founders Embraced many members of their former House and all, without exception, lost the ability to practice mortal magics. This loss is a blank spot in the education of the modern Tremere apprentice, who are instead taught that they surpassed mortal sorceries. One suspects much of about the nature of magic (or ‘magick’) and the Kindred may be bound up in the reason, giving Tremere elders reason to fear its exposure.

Although the loss of their power stung bitterly, of more immediate concern to the fledgling wizards was the fact that they had made a number of powerful enemies during their pursuit of immortality. While they were still seeking the secrets of undeath, they conducted experiments involving members of the Tzimisce. Those Kindred, including at least one prestigious elder of that clan, did not survive the research. Simultaneously, they drew the ire of their once-fellow Hermetic Houses – the mortal magi who had until recently been their mortal peers and rivals – who took exception to discovering the fallen House’s undead blasphemies. These acts earned the Warlocks the undying enmity of the Fiends and a century-long two front war with the mortal order of sorcerers. Understandable, really.

The Warlocks, forced by the loss of their original aptitudes, knew they must quickly develop an appreciable edge of be expunged. The former magi adapted an ancient form of mysticism from their mortal grimoires to their new existence. Ancient vampire sorcerers of Mesopotamia (and even mortal magi!) had already experimented with this art, calling it blood magic – a foul thing. It was a form of sorcery drawing on the power inherent in the vital fluid of life – and unlife. Prior to Thaumaturgy, blood magic may have been rare, but it is typical of the Warlock’s arrogance to claim it was completely unknown. Still, the Tremere have earned their reputations as masters of Thaumaturgy, by sheer force of numbers and coherence in practice.

Clan Tremere believed that, with some effort, its rites could be translated into more familiar Hermetic formula and retain their efficacy. As evidence by the clan’s continued existence and influence, its founders not only succeeded, they excelled in this endeavor. The early Warlocks codified the rituals and practices, creating what became known as the Discipline of Thaumaturgy.

The Development of Hermetic Thaumaturgy

One of the ways Thaumaturgy differs from the earlier forms of blood magic is in the application of a systematic approach to its practice, innovated as it was by Kindred practitioners of Hermetic rituals.

The Hermetic tradition takes its name from Hermes Trismegistus, or Hermes the “thrice great,” the legendary founder of the practice. Medieval alchemists considered him as the father of alchemical philosophy, and he is mentioned in writings as early as the seventh century – over time, all alchemical philosophy and practice came to be known simply as Hermetic magic. Interestingly enough, much of this knowledge might not have passed down to the modern nights were not the bulk of it saved by eastern scribes, much of which was subsequently ‘rediscovered’ by western scholars.

Essentially, Hermetic practice combined the arts of ancient mysticism with the analytical approach of what would eventually be regarded as the sole preserve of science. It sought to prove the power of magic through reason and logic. Thus, Hermeticism pursued mastery over the material (that is to say ‘mundane’) through disciplined application of the mind and the will. According to its teachings, all natural elements (gold, lead, water, etc) and phenomenon (fire, life itself, etc) were interrelated, and certain ones possessed traits that could be exploited by a Hermetic magician through proper preparation or ritual. A skilled and knowledge practitioner, Hermetics claimed, could manipulate these traits and relationships to impose his desires on reality.

Contrary to popular belief, Hermetic alchemy is not concerned solely with the conversion of lead to gold. The magicians merely considered gold as the finest of all metals, and as such the transmutation of any substance into gold represented mastery of the Hermetic art. More philosophical alchemists claim the true goal of Hermeticism is the pursuit of a pure spirit or soul, and thus the quest for gold – the purest metal – is allegorical. Ultimately, what set the first Hermetics apart from the charlatans and hedge wizards of their time was their search for a regimented understanding of the principles behind the workings of the arcane.

After attaining their newfound immortality, the Tremere applied this same systematic approach of Hermetic analysis to their new condition. Through inquiry and trial, the Warlocks learned that blood magic, an ancient and feared art even among Kindred, would allow them to shape the power inherent in their own vitae and thus regain their lost power.

The Tremere fused blood magic with Hermetic practice, trimming both traditions to their bare essentials. To the Tremere, Hermetic Thaumaturgy is nothing more than a tool – no more or less spiritual than any other Kindred Discipline or mortal science. The Warlocks stripped all reference to religion and vestiges of frivolous exhibition. You don’t usually find hours of liturgies, beseeching prayers or altars in Tremere rituals. If a procedure doesn’t serve a definitive thaumaturgical purpose, its commonly excised from the tradition.

Paths: The Power of the Will

The paths are the purest forms of blood magic. Simply put, they are the power of vitae channeled by the knowledge and will of the magus, allowing her to instantly affect reality. Such is the case with any Discipline. Unlike complex Hermetic rituals, the effects of paths are available to a magus at any time, and require almost no preparation (aside from learning them as one does with any skill) and no unique ingredients. Instead, use of a path requires the blood magician to sacrifice a small portion of her vitae. The amount is small in most cases, generally equivalent to the same amount expended to maintain the Kindred’s existence a single night. This may seem trivial, but it does impose a quantifiable limit to this sorcerous power. No Kindred, especially a blood magician, can afford to frivolously expend her vitae.

Because the ritualistic elements are removed, it is easy for the uninitiated to mistake the effects of a path for an innate Kindred ability. The strength and versatility of the paths leads many magi to theorize Thaumaturgy represents the ultimate potential inherent in Kindred vitae. They also claim other Kindred Disciplines are actually nothing but pale shadows of Thaumaturgy, little more than specialized, stillborn paths that the other clans have developed over several millennia of study and practice. The major proponents of this view tend to be younger Warlocks barely elevated from Apprentice status.

Tremere elders point out that while paths are capable of reproducing to some degree the effects of other Disciplines, the ends should not be used to compare the means. For example, they say, fire, electricity and acid all are capable of inflicting burns, but do so in a vastly different manner. Other Disciplines are a function of Kindred nature; in a path, a magus uses vitae as a fuel for blood magic. The difference may seem subtle, but it is very important.

Unlike many other Disciplines, blood magic paths actually consume a portion of vitae to provide power for the magus’ will. Whether the magic draws the vitae directly from the magus’ body or he actually opens a vein to expose the liquid varies among the Warlocks depending on each practitioner’s training. The latter sort are sometimes called “bloodletters” and usually carry a small blade or at least sharpen a thumbnail so they can readily spill their own vitae.

Other Kindred Disciplines are closer to manifestations of the inherent potency contained within Kindred vitae. Only occasionally do they actually expend any of the vital fluid to be effective. A path, and Thaumaturgy as a whole, is not an innate ability like the superhuman physical strength, speed or even perception that Kindred may exhibit, but, rather, a set of skills allowing trained magi to draw upon their own immortality to shape their surroundings.

This explains the limitations of paths as well. While other Kindred Disciplines are bound by the owner’s generation, even the most thin-blooded childer can learn the highest levels of the paths. There are however, a few potent rituals that only the most ancient of the grayfaces have mastered — rites that only thaumaturges of the Seventh Generation or lower can perform. Still, where other Kindred abilities are the result of immortality, Thaumaturgy only exploits an aspect of it.

Among Warlocks, the prevalent view is that the paths are the ultimate refinement of blood magic. They combine pure will and pure power without relying on the constructs of Hermetic ritual. As such, they represent a new road for Kindred to follow, one offering possibilities denied by the static progression of Disciplines, one that may eventually lead to another level of Kindred existence.

In spite of this belief, most experienced magi use paths only to a limited extent. While a path may be developed to create nearly any effect, each one is itself fairly restricted in scope. The Path of Blood, Neptune’s Might or even Technomancy are all highly effective within their respective realms, but utterly useless outside of them. Therefore, in practice, the majority of Warlocks still employ lengthy Hermetic rituals to accomplish most of their arcane tasks.

Lesser & Greater Paths of Thaumaturgy

Thaumaturgy as a Discipline does not unite all forms of blood magic, of course. It is not given to usurpers to achieve the final consummation; great variations remain in the forms of blood magic practice. Thaumaturgy, as the Tremere define it, does gather in many of what had been scattered paths. It brings order to what had been chaotic, with knowable patterns of progression and methodology for building new definitions.

Almost every Tremere studies the Path of Blood as her primary path. It encompasses some of the most fundamental principles of Thaumaturgy, based as it is on the manipulation of Kindred vitae. In addition, they have categorized certain others that form the core of their grimoires.

The so-called Lesser Paths are most often the ones first taught to initiates in the thaumaturgic arts. Increasing mastery of these paths usually does not rely on the thaumaturge grasping radically new theories, yet proceeds largely along logically linear principles. These are some of the most ingrained and traditional techniques, and it’s the rare Apprentice of House Tremere that doesn’t eventually end up proficient in one of them. These include the Path of Alchemy, the Lure of Flames, Movement of the Mind and Weather Control. Another example of a ‘lesser mystery’ is the Hearth Path, which although of great importance in medieval times, is tonight considered a relatively harmless way to test a young Apprentice’s grasp of slightly more complex theories.

Unlike the ‘lesser mysteries’, thaumaturges cannot master the Greater Paths simply by concentrating more force of will onto a single purpose. Instead, the Greater Paths represent sophisticated collections of related powers that build upon each other through increasingly disciplined techniques. The desire to learn one of these ‘greater mysteries’ is often a Tremere Apprentice’s first taste of Chantry politics. Although relatively common, there might only be a single Warlock in a major city or region who has acquired mastery of one of these – and the competition for instruction can be fierce. The traditional Greater Paths include the Path of Conjuring, Elemental Mastery, Geomancy, the Green PathMastery of the Mortal Shell, Oneiromancy, Neptune’s Might, the Path of Transmutation, and the Path of Warding.

There are many other Greater Paths hidden away in the archives and vaults of House Tremere. A budding young Warlock must often spend a great deal of time poring through dusty old tomes, conducting dangerous experimentations and offering boons to acquire knowledge of them. This is usually from a combination of the Paths being either taboo/restricted (such as the Path of Corruption, Shadowcrafting, the Path of Spirit Manipulation and the Hands of Destruction), relatively rare these nights owing to less sustained interest (the Path of Mars, the Path of the Father’s Vengeance and the Path of Warding) or else simply very difficult (Path of the Focused Mind and Power of the Mirror).

In addition to the above, the thaumaturges of House Tremere have incorporated several ‘new’ Greater Paths over the last few centuries, although they don’t have the same pedigree as above and are still regarded with deep skepticism by many Tremere Regents (especially the latest developments). These include Biothaumaturgy (developed in the 18th century), the Path of the Levinbolt (developed in the 19th and early 20th centuries), and the Path of Technomancy (developed in the last thirty years). It has only been in the last decade that most Regents have begun to sanction the study of Technomancy after several notorious incidents of oppressed Apprentices going rogue.

Appendix: True Magic vs Thaumaturgy

Tremere often refer to themselves as “magi” or as the singular “magus.” They use the term “mage” for mortal practitioners of the arcane. Although both Kindred Thaumaturgy and mortal arcane practices have certain roots in medieval science, the Warlocks have good reason to make a distinction between the two – their differences run as deeply as those between Kindred and kine.

While Thaumaturgy traces its roots to a mortal Hermetic tradition, the magic practiced by Kindred is worlds removed from that of their former peers. The blood magic of Thaumaturgy comes from within the magus; he does not rely on any outside source to impose his will upon the world. Only his own determination and puissance limits a blood magus’ power.

Mages practice a form of magic that differs from the blood rites of Thaumaturgy. Unfortunately, because clan elders long ago determined it was forever denied to Kindred magi, Tremere chantries no longer hold much information on mortal magic – or at least so the grayfaces claim. What records are available indicate mages do rely on some outside element to work their sorceries. Also, mages seem reluctant to exert much of their power overtly, fearing some form of undefined effect that balances their manipulations of reality. The thaumaturge is not subject to these strictures of reality in working his magic; no blood magician has ever felt the effects of the mage’s mythical and nebulous bane (except perhaps Clan Tremere’s founders themselves…).  Tonight’s elders assure Apprentices that such metaphysics are best left unpondered.

Ultimately, magi believe most of a mortal mage’s limitations spring from her own mortality. Regardless of her aptitude or training, her existence is like a mayfly’s when compared to a Kindred magus; she simply does not have the time to learn her art and hone her skills to the level a magus can. Those mortal restrictions drove Tremere himself to seek the gift of immortality. Moreover, a magus has the potency of vitae to call upon – something no mage can reliably tap – allowing him to draw his power entirely from within.

On the whole, whether accurately or note, the thaumaturges of ‘House Tremere’ view mortal mages as practitioners of a rather less refined art than their own. However, no blood magus with any knowledge of the so-called ‘Massasa Wars‘ denies the  power a mage can wield when pressed. The nature of non-Hermetic, mortal ‘magick’ allows a mortal mage to call upon terrible forces at her whim. She may pay a terrible price for her imperfect art, but so might we all

Path of AlchemyBiothaumaturgyPath of BloodThe Path of ConjuringThe Path of CorruptionElemental MasteryPath of the Focused MindGeomancyThe Green PathHands of DestructionThe Hearth PathPath of the LevinboltThe Lure of FlamesThe Path of MarsMastery of the Mortal ShellMovement of the MindNeptune's MightOneiromancyPower of the MirrorShadowcraftingPath of Spirit ManipulationPath of TechnomancyPath of TransmutationPath of the Father's VengeancePath of WardingWeather Control

Thaumaturgy has some of it's roots in the early practices of Hermetic alchemy, which concerned itself with changing the properties of given ideals. Indeed, much of Thaumaturgy's codified structure and basic principles are very similar too those of alchemy.

In the near-millennium that has passed since the Tremere's earliest efforts with blood magic, alchemy has slowly fallen by the wayside, however. Modern technology makes possible almost anything this path can do and far more - it is easier and more reliable to mine for gold, for example, than it is to create it by transmuting other materials. Still old habits die hard among vampires, and the Tremere are no exception. It's rare to find a major city in Europe or North America where there isn't at least one Magistrate with a deep background in the principles Alchemy.

Many Tremere consider at least some knowledge of this path to be essential for illustrating the basic tenets of modern blood magic and of grasping the theoretical principles behind more demanding and showy applications such as Conjuration or Transmutation.

System: The number of successes on the activation roll determines how radically a thaumaturge may alter a given compound's form. He need not use all his successes - a thaumaturge wishing to effect only a simple change in form need not turn lead into gold if he accumulates five successes. The thaumaturge must, however, acquire at least the minimum number of successes suggested by the table below to generate the effects he seeks.

Changing one element into another requires familiarity with both elements. One cannot suddenly decide he wants to change a balloon's worth of helium into a sphere of solid titanium if he has never dealt with either of those elements before. Simply knowing an atomic number isn't enough to warp the laws of nature so radically. It is worthwhile to note, however, that Alchemy makes no distinction between naturally occurring and man-made elements - it affects Einsteinium as readily as it affects carbon.

Note also that this path has fallen out of practice because it is less useful in modern nights than it was in the past. Transmutations create Hermetic "ideals" rather than perfect real-world resources which cannot be broken down into lesser constructs. A hunk of gold is a hunk of gold - an attempt to cast coins with it will reduce the hunk to a pile of inert sludge. Before you ask - yes, this means your Tremere anarch will not be able to create nuclear bombs by turning the prince's shoes into uranium. There's nothing wrong with converting lead into gold and selling that hunk of gold to someone else, however - caveat emptor!

Use of this path assumes the thaumaturge works with the elements in a laboratory-style (or at least controlled) environment. No vampire will be able to walk down the street and turn the iron in people's blood to helium with a simple touch.

Prerequisite: What contributes to making this Path such a drag for modern Acolytes and Apprentices (and thus a pleasure for their teachers) is the degree of learning it requires. It requires an Academics, Occult (Hermeticism) and Science of 1 to achieve the first level of this Path. Thereafter, it may only be raised up to your Occult (Hermeticism) rating. Fortunately, few students are required to learn more than the basics.

● Neophyte

Simple changes in form – solid to liquid, liquid to gas, etc.
●● Acolyte

Complex changes to form – liquid to a specific shape of solid, water to separate hydrogen and oxygen gas clouds, etc.
●●● Apprentice

Complicated changes to form – water to breathable O2 and loose H2, compounds into separate elements, etc.
●●●● Adept

Minor shifts in composition, such as adjusting an element’s atomic number up to five greater or less that its original designation.
●●●●● Master

Miraculous shifts in composition, such as turning lead into gold or nitrogen into radium.

This bizarre path reputedly has its roots in the sometimes gruesome scientific experimentations of the 1700s, before becoming discouraged by the early years of the 20th century. Over the past few years, its esoteric secrets have spread among certain cabals of Tremere, who regard it as a curious mixture of Hermetic science and genetics.

Biothaumaturgy concerns itself with the manipulation of life energies. In the laboratories of inspired biothaumaturges may be found strange creatures almost out of myth, veritable Frankenstein’s monsters and less wholesome creations. Although it is not considered a “taboo” path, Biothaumaturgy is nonetheless strange and unsettling to those who observe its results.

Biothaumaturgy is almost a 'dark science' unto itself. Practitioners of this path need a laboratory and all sorts of strange equipment to carry out their experiments. This is sometimes nothing more complex than a doctor’s table and a few sharp knives, but it may be as complex as the “mad scientist” affairs of pulp fiction, with steaming alembics and crackling generators.

  • Biothaumaturgy does not require the expenditure of blood points to create its magic. Rather, the powers of this path take one week per level to complete at Levels One and Two, and one month per level to complete at Levels Three through Five. For example, the Level One power takes one week to work, while the Level Three power takes three months for the biothaumaturge’s experiments to come to fruition.

Prerequisite: Biothaumaturgy cannot be raised higher than a character's Medicine (Biothaumaturgy) and Science ratings.

● Thaumaturgical Forensics

The thaumaturge may take a tissue sample from a living, dead or undead creature and ascertain its distinguishing characteristics. A wealth of information may be gleaned from this sample, including information that “normal” forensics and genetics would not yield, such as age, generation, clan, etc.

The average cost of laboratory expenses at this level is roughly $1000 per week of experimentation.
System: Each success on the activation roll yields one piece of simple information about the subject, which may be any living, undead or dead entity (but not an inanimate object), including plants. This information is limited to physical characteristics of the subject - Thaumaturgical Forensics can be used to determine gender, clan, traces of diablerie and the like, but it will not reveal if a given subject killed an individual or where she kept her trove of personal belongings.
●● Thaumaturgical Surgery

The thaumaturge uses his knowledge of magic and physiology to aid a body in its regenerative capacity. Even the most grievous wounds may heal more quickly if aided by this sorcerous art.

The average cost of laboratory expenses at this level is roughly $2,000 per week of experimentation.
System: Each success on the player’s roll allows the thaumaturge to “convert” one health level of damage to a lesser type. Aggravated damage becomes normal, and normal damage becomes easily slept-off fatigue (and vanishes completely). Note that the actual surgery does not take the above-mentioned two weeks to finish, but recuperation times account for that period.
●●● Animal Experimentation

The thaumaturge mystically endows a dead life form with magical energy and imparts to it a rudimentary set of instructions. The resultant creations carry out their orders to the letter; biothaumaturges use this power to populate their havens with deathless guard dogs and other, quirkier “pets.”

The vampire can also Thaumaturgically alter lesser life forms. Thy can change the size, Attributes, Abilities, instincts, nature, ecology, and internal makeup and appearance of animals and other creatures less complex than humans.

The average cost of laboratory expenses at this level is roughly $3,000 per week of experimentation.
System: This power affects plants and simple animals - nothing more than a single tree or dog per use. If the effect is successful, the animated creation may be given a one-sentence command, which it will fulfill until destroyed. Minor variations on the subject may even be made - a thorn thicket could be animated to move slowly toward intruders to entangle them, or an animate cat could be given a set of larger, permanently extended claws that do additional damage. Specifics should be worked out with the Storyteller.

Creatures animated in this manner have their original Strength and Stamina Traits, while their Dexterity drops by one (but never below 1). Social and Mental Attributes are considered to be at zero. Each creation has a number of health levels equal to half of those it had in life (round up). Creatures animated in this fashion immediately crumble to dust if stricken by sunlight, and suffer double damage from fire.

When experimenting on living animals, for each success, one Attribute dot, two Ability dots, one instinct, one behavior pattern, one aspect of the creature's ecology (such as diet or climate) or some physical feature (such as a leg, tentacle, set of feelers, etc.) may be added, subtracted or altered. The Storyteller must approve all modifications.

A creature thus experimented upon loses one dot of Intelligence for every success spent on modifying it. However, the biothaumaturge may spend extra successes on preserving this Intelligence.
●●●● Human Experimentation

At this level, the thaumaturge has refined her knowledge to allow her to animate more complex creatures. Even human corpses and large animals may be given the “spark of life” with this power.

The vampire can perform alterations on living humans just as she can on animals.

The average cost of laboratory expenses at this level is roughly $5,000 per week of experimentation.
System: This power works the same way as Lesser Animation, but allows the vampire to animate more complex creatures.

This power also allows minor changes to be made to the subjects, or allows major changes to be made to lesser subjects. For example, an animate human corpse may wield a bone-hook instead of a hand, or a rat might be able to fly with a pair of leathery gargoyle-wings made from the bones and skin of birds and infants. A human animated in this manner retains none of his original “self.” This power merely animates the corpse; it does not reunite the spirit with the body.

When experimenting on living humans, for each success, one Attribute dot, two Ability dots, one instinct, one behavior pattern (diet, etc), or some physical feature (such as a leg, tentacle, set of feelers, etc.) may be added, subtracted or altered.

A creature thus experimented upon loses one dot of Intelligence for every success spent on modifying it. However, the biothaumaturge may spend extra successes on preserving this Intelligence.
●●●●● Cognizant Construction

The pinnacle of Biothaumaturgy, this power bestows a dead creature animated through one of the lesser powers of this path with a semblance of the intelligence it had in life. Animated animals possess a malicious cunning while higher lifeforms gain a shrewd ability to reason deductively rather than satisfy rote commands.

The average cost of laboratory expenses at this level is roughly $10,000 per week of experimentation.
System: Although this power gives an animation a base intelligence, the creature nonetheless still serves the orders it is given by its creator. A creature animated via Cognizant Creation has Mental Attributes of one less than it possessed in life (but never below 1).

This won’t be creating any undead geniuses, but the story effect is that it creates an animated monster capable of reasoning. A Cognizant Construction won’t mindlessly fight to its second death if it sees a better or cleverer way of routing foes, and it will be capable of other deductive tasks as well.

Almost every Tremere studies the Path of Blood as her primary path. It encompasses some of the most fundamental principles of Thaumaturgy, based as it is on the manipulation of Kindred vitae.

● A Taste for Blood

This power was developed as a means of testing a foe’s might — an extremely important ability in the tumultuous early nights of Clan Tremere.

By merely touching the blood of his subject, the caster may determine how much vitae remains in the subject and, if the subject is a vampire, how recently he has fed, his approximate Generation and, with three or more successes, whether he has ever committed diablerie. If the blood is mortal, he can identify whether or not it is mixed with vitae, thereby recognizing ghouls. With a high enough Medicine (and at the Storyteller’s discretion) it may even discern evidence of certain illnesses.
System: The number of successes achieved on the roll determines how much information the thaumaturge gleans and how accurate it is.
●● Blood Rage

Although originally intended as a way for Tremere to assist incapacitated brethren in healing their own wounds or summoning the strength of their blood, the power’s notorious side effect lead to its current name by the modern nights.

Blood Rage allows a vampire to force another Kindred to expend blood against his will. The caster must touch her subject for this power to work, though only the lightest contact is necessary. A vampire affected by this power might feel a physical rush as the thaumaturge heightens his Physical Attributes, might find himself suddenly looking more human, or may even find himself on the brink of frenzy as his stores of vitae are mystically depleted.
System: Each success forces the subject to spend one blood point immediately in the way the caster desires (which must go towards some logical expenditure the target vampire could make, such as increasing Physical Attributes or powering Disciplines).

Note that blood points forcibly spent in this manner may exceed the normal “per turn” maximum indicated by the victim’s Generation. Each success gained also increases the subject’s difficulty to resist frenzy by one. The thaumaturge may not use Blood Rage on herself to circumvent generational limits.
●●● Blood of Potency

Through a form of internal alchemy, a thaumaturge can use this power to temporarily concentrate his vitae to act as that of a vampire of an older generation. Although it is not a total transformation of the blood, it does allow the user to channel some of his gifts more effectively

In effect, he may temporarily lower his own Generation with this power. This power may be used only once per night.
System: One success on the Willpower roll allows the character to lower his Generation by one step for one hour. Each additional success grants the Kindred either one step down in Generation or one hour of effect. Successes earned must be spent both to decrease the vampire’s Generation and to maintain the change (this power cannot be activated again until the original application wears off). If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the caster’s actual Generation.

Furthermore, any mortals Embraced by the thaumaturge are born to the Generation appropriate to their sire’s original Generation (e.g., a Tenth-Generation Tremere who has reduced his effective Generation to Eighth still produces Eleventh-Generation childer). Once the effect wears off, any blood over the character’s blood pool maximum dilutes, leaving the character at his regular blood pool maximum.

Thus, if a Twelfth-Generation Tremere (maximum blood pool of 11) decreased his Generation to Ninth (maximum blood pool 14), ingested 14 blood points, and had this much vitae in his system when the power wore off, his blood pool would immediately drop to 11.
●●●● Theft of Vitae

This power allows the thaumaturge to force blood from a target and draw it into herself as if she had consumed it directly. She need never come in contact with the subject – The blood literally bursts from the target’s mouth and pores, arcs across the intervening space, and is immediately mystically absorbed by the caster. Mortals can be severely injured by the theft; vampires can be deprived of their vitae.
System: The number of successes determines how many blood points the caster transfers from the subject. The subject must be visible to the thaumaturge and within 50 feet (15 meters).

Mortals who are targeted take one level of lethal damage per success. Cainites take no damage but still lose the appropriate number of blood points.

Using this power prevents the caster from being blood-bound, but otherwise counts as if the vampire ingested the blood herself. This power is spectacularly obvious, and Camarilla princes justifiably consider its public use a breach of the Masquerade.
●●●●● Cauldron of Blood

A thaumaturge using this power boils her subject’s blood in his veins like water on a stove. The Kindred must touch her subject, and it is this contact that simmers the subject’s blood. This power is always fatal to mortals, and causes great damage to even the mightiest vampires.
System: The number of successes gained determines how many blood points are brought to boil. The subject suffers one health level of aggravated damage for each point boiled (individuals with Fortitude may soak this damage using only their Fortitude dice). A single success kills any mortal, though some ghouls with access to Fortitude are said to have survived after soaking all of the aggravated damage.

Invoking objects “out of thin air” has been a staple of occult and supernatural legend since long before the rise of the Tremere. This Thaumaturgical path enables powerful conjurations limited only by the mind of the practitioner.

Objects summoned via this path bear the following, distinct characteristics:

  • They are uniformly “generic” in that each object summoned, if summoned again, would look exactly as it did at first. For example, a knife would be precisely the same knife if created twice; the two would be indistinguishable. Even a specific knife — the one a character’s father used to threaten her — would appear identical every time it was conjured.
  • Conjured objects bear no flaws: Weapons have no dents or scratches, tools have no distinguishing marks, and cellphones all look like they just came out of their packaging.
  • The limit on the size of conjured objects appears to be that of the conjurer: nothing larger than the thaumaturge can be created.
  • The conjurer must also have some degree of familiarity with the object he wishes to call forth. Simply working from a picture or imagination calls for a much higher difficulty, while objects with which the character is truly intimately familiar (such as her father's knife described above) may actually lower the difficulty, at the Storyteller’s discretion.
  • It is impossible to conjure a complex object with this power that you don't already know the theoretical principles behind how it works and how to build it. See the Path of Alchemy for more information.

When a player rolls to conjure something, the successes gained on the roll indicate the quality of the summoned object. One success yields a shoddy, imperfect creation, while five successes garner the caster a nearly perfect replica.

  • Prerequisite: A Tremere must the learn Path of Alchemy to 1, before they can proceed past the second level of Transmutation. After that there is no restriction.

● Summon the Simple Form

At this level of mastery, the conjurer may create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a steel baton, a lead pipe, a wooden stake, or a chunk of granite.
System: Each turn the conjurer wishes to keep the object in existence, another Willpower point must be spent or the object vanishes.
●● Permanency

At this level, the conjurer no longer needs to pay Willpower costs to keep an object in existence. The object is permanent, though simple objects are still all that may be created.
System: The player must invest three blood points in an object to make it real.
●●● Magic of the Smith

The Kindred may now conjure complex objects of multiple components and with moving parts. For example, the thaumaturge can create guns, bicycles, chainsaws, or cellphones.
System: Objects created via Magic of the Smith are automatically permanent and cost five blood points to conjure. Particularly complex items often require a Knowledge roll (Crafts, Science, Technology, etc.) in addition to the basic roll.
●●●● Reverse Conjuration

This power allows the conjurer to “banish” into nonexistence any object previously called forth via this path.
System: This is an extended success roll. The conjurer must accumulate as many successes as the original caster received when creating the object in question. This can also be used by the thaumaturge to banish object she created herself with this Path.
●●●●● Power Over Life

This power cannot create true life, though it can summon forth impressive simulacra. Creatures (and people) summoned with this power lack the free will to act on their own, mindlessly following the simple instructions of their conjurer instead. People created in this way can be subject to the use of the Dominate power Possession, if desired.
System: The player spends 10 blood points. Imperfect and impermanent, creatures summoned via this path are too complex to exist for long. Within a week after their conjuration, the simulacra vanish into insubstantiality.

The origins of this path are hotly debated among those who are familiar with its intricacies. One theory holds that its secrets were taught to the Tremere by demons and that use of it brings the practitioner dangerously close to the infernal powers. A second opinion has been advanced that the Path of Corruption is a holdover from the days when Clan Tremere was still mortal. The third theory, and the most disturbing to the Tremere, is that the path originated with the Followers of Set, and that knowledge of its workings was sold to the Tremere for an unspecified price. This last rumor is even more vehemently denied than the first.

The Path of Corruption is primarily a mentally and spiritually oriented path centered on influencing the psyches of other individuals. It can be used neither to issue commands like Dominate nor to change emotions in the moment like Presence. Rather, it produces a gradual and subtle twisting of the subject’s actions, morals, and thought processes.

The Path of Corruption, like Spirit Manipulation, is one of the more restricted paths in the Tremere sorcerous arsenal. The average Magistrate rarely agrees to teach knowledge such as this - at least not without having received a truly invaluable service, first.

  • This path deals intimately with deception and dark desires, and those who work through it must understand the hidden places of the heart. Accordingly, no character may have a higher rating in the Path of Corruption than he has in Subterfuge.

● Contradict

The vampire can interrupt a subject’s thought processes, forcing the victim to reverse his current course of action. An Archon may be caused to execute a prisoner she was about to exonerate and release; a mortal lover might switch from gentle and caring to sadistic and demanding in the middle of an encounter.

The results of Contradict are never precisely known to the thaumaturge in advance, but they always take the form of a more negative action than the subject had originally intended to perform.
System: This power may be used on any subject within the character’s line of sight. The player rolls as per normal. The target rolls Perception + Subterfuge (difficulty equal to the number of successes scored by the caster + 2). Two successes allow the subject to real ize that she is being influenced by some outside source.

Three successes let her pinpoint the source of the effect. Four successes give her a moment of hesitation, neither performing her original action nor its inverse, while five allow her to carry through with the original action.

The Storyteller dictates what the subject’s precise reaction to this power is. Contradict cannot be used in combat or to affect other actions (at the Storyteller’s discretion) that are mainly physical and reflexive.
●● Subvert

This power follows the same principle as does Contradict, the release of a subject’s dark, self-destructive side. However, Subvert’s effects are longer-lasting than the momentary flare of Contradiction. Under the influence of this power, victims act on their own suppressed temptations, pursuing agendas that their morals or self-control would forbid them to follow under normal circumstances.
System: This power requires the character to make eye contact with the intended victim. The player rolls normally. The target resists with a roll of Perception + Subterfuge (difficulty equal to the target’s Manipulation + Subterfuge). If the thaumaturge scores more successes, the victim becomes inclined to follow a repressed, shameful desire for the length of time described below.

Successes - Result
1 success - Five minutes
2 successes - One hour
3 successes - One night
4 successes - Three nights
5 successes - One week

The subject need not become fixated on following this new agenda at all times, but should occasionally be forced to spend a Willpower point if the opportunity to succumb arises and she wishes to resist the impulse. It should be in keeping with her Nature and any psychological Flaws that she possesses as well.
●●● Dissociate

“Divide and conquer” is a maxim that is well-understood by the Tremere, and Dissociate is a powerful tool with which to divide the Clan’s enemies. This power is used to break the social ties of interpersonal relationships. Even the most passionate affair or the oldest friendship can be cooled through use of Dissociate, and weaker personal ties can be destroyed altogether.
System: The character must touch the target. The player rolls normally. The target resists with a Willpower roll (difficulty of the thaumaturge’s Manipulation + Empathy). The victim loses three dice from all Social rolls for a period of time determined by the number of successes gained by the caster:

Successes - Result
1 success - Five minutes
2 successes - One hour
3 successes - One night
4 successes - Three nights
5 successes - One week

This penalty applies to all rolls that rely on Social Attributes, even those required for the use of Disciplines. If this power is used on a character who has participated in the Vaulderie or a similar ritual, that character’s Vinculum ratings are reduced by three for the duration of Dissociate’s effect.

Victims of this power should be roleplayed as withdrawn, suspicious, and emotionally distant.
●●●● Addiction

This power is a much stronger and more potentially damaging form of Subvert. Addiction creates just that in the victim. By simply exposing the target to a particular sensation, substance, or action, the caster creates a powerful psychological dependence. Many thaumaturges ensure that their victims become addicted to substances or thrills that only the mystic can provide, thus creating both a source of income and potential blackmail material.
System: The subject must encounter or be exposed to the sensation, substance, or action to which the character wants to addict him. The thaumaturge then touches his target. The player rolls normally; the victim resists with a Self-Control/Instinct roll (difficulty equal to the number of successes scored by the caster + 3). Failure gives the subject an instant addiction to that object.

An addicted character must get his fix at least once a night. Every night that he goes without satisfying his desire imposes a cumulative penalty of one die on all of his dice pools (to a minimum pool of one die). The victim must roll Self-Control/Instinct (difficulty 8) every time he is confronted with the object of his addiction and wishes to keep from indulging. Addiction lasts for a number of weeks equal to the thaumaturge’s Manipulation score.

An individual may try to break the effects of Addiction. This requires an extended Self-Control/Instinct roll (difficulty of the caster’s Manipulation + Subterfuge), with one roll made per night. The addict must accumulate a number of successes equal to three times the number of successes scored by the caster. The victim may not indulge in his addiction over the time needed to accumulate these successes. If he does so, all accumulated successes are lost and he must begin anew on the next night. Note that the Self-Control/Instinct dice pool is reduced every night that the victim goes without feeding his addiction.
●●●●● Dependence

Many former pawns of Clan Tremere claim to have felt a strange sensation similar to depression when not in the presence of their masters. This is usually attributed to the blood bond, but is sometimes the result of the vampire’s mastery of Dependence. The final power of the Path of Corruption enables the vampire to tie her victim’s soul to her own, engendering feelings of lethargy and helplessness when the victim is not in her presence or acting to further her desires.
System: The character engages the target in conversation. The player rolls normally. The victim rolls Self-Control/Instinct (difficulty equals the number of successes scored by the caster + 3). Failure means that the victim’s psyche has been subtly bonded to that of the thaumaturge for one night per success rolled by the caster.

A bonded victim is no less likely to attack his controller, and feels no particular positive emotions toward her. However, he is psychologically addicted to her presence, and suffers a one-die penalty to all rolls when he is not around her or performing tasks for her. Additionally, he is much less resistant to her commands, and his dice pools are halved when he attempts to resist her Dominate, Presence (or other mental or emotional control powers), or mundane Social rolls. Finally, he is unable to regain Willpower when he is not in the thaumaturge’s presence.

This path allows a vampire limited control over and communion with certain inanimate object - and upon achieving mastery - even attempt the summoning of a simplistic (albeit dangerous) elemental spirit.

This Path's origins reach back to the earliest nights of blood magic, where it was shrouded in religious ritual and even human sacrifice. It was one of the first such disparate collections of powers that House Tremere stripped of its superstitions, systematized and made more accessible with Hermetic formula. There remain many sorcerers (and even some supernatural creatures) in the modern nights who would be outraged by this Path's ruthlessly pragmatic approach to the natural world.

Elemental Mastery can only be used to affect the unliving — a vampire could not cause a tree to walk by using Animate the Unmoving, for instance. Thaumaturges who seek mastery over living things generally study paths such as The Green Path.

● Wooden Tongues

A vampire may communicate, albeit in an extremely limited fashion, with the spirit of any inanimate object made of wood or stone. The extent of the 'conversation' is the vampire mentally conveying a subject of interest in as simple a fashion as they can...and then doing their best to perceive and parse the slowly given feedback.

The final result may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the vampire can at least get at least a general impression of what the object has “experienced.”

Note that events which are significant to a vampire may not be the same events that interest a gazebo.
System: The number of successes dictates the amount and relevance of the information that the character receives. One success may yield a boulder’s memory of a forest fire, while three may indicate that it remembers a shadowy figure running past, and five will convey a reasonably accurate description of a local Gangrel who likes to sit on it every evening at sundown.

This knowledge does not come in the form of a conversation. It is more like vague impressions or flashes of understanding.
●● Elemental Strength

The vampire can draw upon the strength and resilience of the earth to increase his physical prowess without the need for large amounts of blood.

The main drawback to this power is that the thaumaturge must have direct physical contact with the earth to initiate it.
System: The player allocates a total of three temporary bonus dots between the character’s Strength and Stamina. The number of successes on the roll to activate the power is the number of minutes these dots remain.

The character must be touching the ground in some fashion (a cracking, asphalt-paved strip mall parking lot is office complex or soaring freeway is not.)

This power cannot be “stacked” — one application must expire before the next can be made.
●●● Manipulate Base Element

This power enables the thaumaturge manipulate the fundamental forces of earth, fire and water. It will even affect unliving wood, though not metal, plastic, air or other 'elements'.

In the past, such manifestations required deep knowledge of the correspondences and symbology of each element, with the mortal Hermetic scholar invoking the correct symbols, sigils, and incantations to coax the element into cooperation. However, as a ruthlessly systematized path of Hermetic Thaumaturgy, the vampire can force it to comply with his own will and vitae.

Note, this power cannot summon forth an element from nothing. That's an exercise of the Path of Conjuration or the even more highly specialized Lure of Flames. Nor can it change one element into another or alter their fundamental chemical state (such as turning a solid into a gas) - that's Alchemy or Transmutation. What it can do is make a chasm of earth yawn open, a body of water part, a crackling flame flicker into strange shapes, and so on.
System: The number of successes required depends on the extent and complexity of the thaumaturge's desired changes as judged by the Storyteller (partial successes are possible as well). In the case of flowing water and burning fire, the change will usually revert after as many minutes as the caster rolled successes.

This power does not obliviate the need for the caster's own skill. A thaumaturge could potentially turn a block of ice into a beautiful sculpture with this power, but they would need Artistry (Sculpture) to do so. Similarly, they would need some knowledge of carpentry to turn a plank of wood into a spear, or a chair into a table.
●●●● Animate the Unmoving

Objects affected by this power move as the vampire using it dictates. An object cannot take an action that would be completely inconceivable for something with its form — for instance, a door could not leap from its hinges and carry someone across a street.

However, seemingly solid objects can become flexible within reason: Barstools can run with their legs, guns can twist out of their owners’ hands or fire while holstered, and humanoid statues can move like normal humans.
System: This power requires the expenditure of a Willpower point with less than four successes on the roll. Each use of this power animates one object no larger than human-sized; the caster may simultaneously control a number of animate objects equal to his Intelligence rating.

Objects animated by this power stay animated as long as they are within the caster’s line of sight or up to an hour, although the thaumaturge can take other actions during that time.
●●●●● Summon Elemental

A vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth), or an undine (water). The caster may choose what type of elemental he wishes to summon and command.

Some thaumaturges claim to have contacted elemental spirits of glass, electricity, blood, and even atomic energy, but such reports remain unconfirmed (even as their authors are summoned to Vienna for questioning).
System: The character must be near some quantity of the classical element corresponding to the spirit he wishes to invoke. The spirit invoked may or may not actually follow the caster’s instructions once summoned, but generally will at least pay rough attention to what it’s being told to do. The number of successes gained on the Willpower roll determines the power level of the elemental.

The elemental has three dots in all Physical and Mental Attributes. One dot may be added to one of the elemental’s Physical Attributes for each success gained by the caster on the initial roll. The Storyteller should determine the elemental’s Abilities, attacks, and damage, and any special powers it has related to its element.

Once the elemental has been summoned, the thaumaturge must exert control over it. The more powerful the elemental, the more difficult a task this is. The player rolls Manipulation + Occult (difficulty of the number of successes scored on the casting roll + 4), and the number of successes determines the degree of control:

Successes - Result
Botch - The elemental immediately attacks the thaumaturge.
Failure - The elemental goes free and may attack anyone or leave the scene at the Storyteller’s discretion.
1 success - The elemental does not attack its summoner.
2 successes - The elemental behaves favorably toward the summoner and may perform a service in exchange for payment (determined by the Storyteller).
3 successes - The elemental performs one service, within reason.
4 successes - The elemental performs any one task for the caster that does not jeopardize its own existence.
5 successes - The elemental performs any task that the caster sets for it, even one that may take several nights to complete or that places its existence at risk.

A would-be thaumaturge must possess a strong will and well-developed intellect to master the subtle art of Thaumaturgy. Practitioners of the Focused Mind greatly enhance their mental alacrity and readiness, allowing better comprehension of problems and situations. Thaumaturges, already mentally disciplined, become frightfully powerful in the realm of the cerebral when mastering this Path.

Developed by an unknown Tremere Kabbalah scholar, this Path of Thaumaturgy is the source of considerable interest though boasts few masters. Many Tremere have realized its great potential and benefits - yet relatively few have mustered the time and discipline to pursue the serene focus of mental resolve required to excel in it..

  • Unlike most Thaumaturgy, the powers of this Path do not require an action to invoke, although they still require the normal blood expenditure and Willpower activation roll. Thaumaturges with this Path may use any single power from this Path during a single turn.
  • The Path of Focused Mind cannot be raised higher than a character's Meditation ability.

● Readiness

Using Readiness makes the caster able to gain a quicker understanding of a predicament. Enhanced lucidity enlightens the caster, allowing increased cleverness and better reactions to changing situations.
System: This power is only usable on the thaumaturge herself. Every success on the activation roll adds one die to a special dice pool for the remainder of the turn. These dice may be used on any Wits-related rolls or actions that the thaumaturge performs during this turn. Alternatively, each die removed from the dice pool adds one to the caster’s initiative rating.
●● Centering

By invoking this power, the thaumaturge causes a sudden, intense calmness in the subject by whispering soothing words to her. While under this serenity, the target is better able to focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm. Thaumaturges in fear of frenzy often use this power on themselves to stifle their own emotions and achieve a state of tranquility.
System: This power is usable on any one subject within earshot of the thaumaturge and lasts for one turn per success on the activation roll. During this period, the target is unaffected by any power or effect (with the notable exception of Elder disciplines) that reduces her dice pools.

This includes wound penalties, situational modifiers, and Disciplines. Modifications to difficulty numbers still apply during this time, however. In addition, due to the unnatural serenity that this power bestows, the target receives two additional dice in all attempts to avoid or break frenzy.
●●● One-Tracked Mind

By extending her powers to other individuals, the thaumaturge is able to fixate the subject on one action. This single-mindedness of the target is so complete that they ignore everything else that occurs around them. Guards are easily distracted with this power, as their attention becomes fixated elsewhere, and research becomes a dedicated, focused task. Use of this power is sometimes colloquially referred to as “railroading someone.”
System: This power may affect anyone who can hear the thaumaturge. Successful invocation makes the target unable to split any dice pools for multiple actions and unable to change tactics after actions have been declared. As a side benefit, the target reduces the difficulty of the declared action by one.

Additional actions that the victim takes (from Celerity, for example) during the duration of this power must follow up upon their initial action, as they concentrate wholly upon this one idea. If the target wishes to attempt a different course of action, she must spend a point of Willpower per scene (or per turn in combat).

The duration of One-Tracked Mind is one scene, or one turn per success on the activation roll.
●●●● Dual Thought

The rigors of learning Thaumaturgy strengthen the mind and the will of a thaumaturge. As a result, those skilled with Thaumaturgy often have the ability to quickly assess a situation and calculate the options available to them. At this level of mastery of the Focused Mind, the thaumaturge is able to divide her attention to two completely separate tasks without penalty or distraction.

As One-Tracked Mind forces the subject’s attention into a single objective, Dual Thought expands the thaumaturge’s concentration to the point that focus upon two goals is possible.
System: Successful use of Dual Thought allows the caster to take two actions without penalty during her turn. (Note that this power specifically lifts the restrictions of multiple actions detailed in V20.) The extra action granted by this power must be a mental action, whether it’s the use of Disciplines such as the use of Auspex or Thaumaturgy, or the contemplation of some problem.

If the character is using both actions to solve the same problem, she gets to make two separate rolls and pick the best one. These two actions happen at the same time, as determined by the Initiative rating of the character.

You may not use the extra action to re-cast Dual Thought.
●●●●● Perfect Clarity

Perfect Clarity brings about a Zen-like moment of focused insight for the thaumaturge as she gains a brief, perfect understanding of herself, the universe, and her place within it. This lucidity protects the thaumaturge from influences both internal and external; even the Beast within is temporarily unable to rage forth.
System: Perfect Clarity lasts for the duration of one scene. The Kindred is immune to frenzy and Rötschreck from all sources, even supernatural triggers. Other attempts to control or influence the thaumaturge suffer a +2 difficulty, including powers such as Presence, Dominate, and Dementation.

Finally, the thaumaturge may ignore certain penalties, such as environmental, circumstantial, pain or those inflicted upon him by supernatural caprice. He can generally alleviate as many penalized dice or levels of difficulty (such as while trying to climb an exterior ladder during a hurricane) as he rolled successes.

The central principle behind mortal geomancy is that the Earth (geo-) is a source of living energy and wisdom, and that by understanding its patterns and rhythms, one can gain insights into the hidden truths of the cosmos. This belief ties closely to the Hermetic axiom "As above, so below", implying a mirror-like relationship between the heavens and the Earth, and suggesting that by studying one, we can understand the other.

In Hermetic Thaumaturgy, blood carries potent symbolic weight as the vital essence of power and the embodiment of the will, making it an effective conduit for geomantic energies. A practitioner channeling their vitae can supercharge their connection to the earth's 'energy network', enhancing the precision, range, and potency of their geomantic manipulations.

There are other practices in the world, such as feng shui, that also serves as a tool for understanding the hidden currents of the world, seeing patterns where others see randomness, and drawing on the elemental energy of the Earth for insight and guidance. There are also blood mages in other times and places who have made the same connection to vampiric vitae. Yet none have stripped down and regimented its study quite so effectively as found in Hermetic Thaumaturgy.

● Ley Line Sensitivity

As a primary understanding of the Earth's energies, the practitioner can sense ley lines, natural lines of magical energy that crisscross the earth. This allows them to determine the most auspicious locations for rituals or the most potent sites for gathering magical energy.
System: Success indicates that the vampire senses the direction and approximate distance of the nearest ley line, while exceptional success (four or more successes) provides additional information about the line’s strength, orientation, and any significant disruptions or convergences along its length.

This heightened sensitivity lasts for a scene, during which time the vampire can sense any significant changes in the local geomantic energy flow. Combined with an ability like Artistry or Academics (Architecture) it might replicate many of the principles of feng shui as well.

The thaumaturge must be careful in following these ley lines. Although most are subtle, a rare few lead to sites of power which may already have their own fierce guardians.
●● Geospatial Binding

The practitioner learns to anchor spells or wardings to specific locations, tethering them to the energy matrix of the Earth. This enhances the duration and strength of such spells, making them resistant to counter-magics or dispelling.
System: This power can only be used in locations where the vampire has previously used ● Ley Line Sensitivity. It then requires at least ten minutes to 'prepare' the area.

Each success allows the geomancer to increase the dice pool of his next warding ritual (Such as Warding vs Ghoul or Warding Circle vs Lupines, etc) by that amount, which is conducted in the vicinity of the prepared location. An exceptional (5+) success will also lower the ritual difficulty by -1.
●●● Geomantic Shield

The geomancer attunes himself to the energies of the earth, gaining an intuitive sense of impending danger within a specific area.

It does not reveal the exact nature of the threat or its origin but provides a feeling of unease or wariness, allowing the vampire to better prepare for potential harm. This heightened awareness can be crucial in evading or mitigating damage, as the vampire can react more swiftly to threats or make pre-emptive moves.
System: This power can only be used in locations where the vampire has previously used ● Ley Line Sensitivity.

As long as the vampire remains within the location for the duration, the number of successes indicates the degree of warning the vampire gets from the geomantic energies once triggered:

Result - Degree of Warning
1 success - The vampire gets a near-instantaneous alert of danger, providing a split second to react to an immediate threat.
2 Success - The vampire feels a general sense of unease, warning of impending danger within the next few turns.
3 Successes - The warning comes with more urgency, indicating imminent danger within the next minute.
3 Successes - The geomancer will have at least several minutes to prepare themselves to face a potential threat.
5 Successes+ - The vampire feels a sudden jolt of danger alerting them to a certain threat at some point in the next half hour.

Geomantic Shield does not provide specific details about the threat, merely a sense of impending danger. It can however gift them with invaluable time with which to prepare. The area of effect is centered around the vampire and extends to a radius of about 20 feet per success. The warning effect lasts for the night, or until they leave the area.
●●●● Sacred Geometry

With a deeper understanding of the Earth's energy patterns, the thaumaturge can manipulate these energies in specific geometric patterns for various effects. This might even manifest as an increase in the potency of other Thaumaturgy paths when used in conjunction with this power.
System: This power can only be used in locations where the vampire has previously used ● Ley Line Sensitivity. It then requires at least ten minutes per level of the hoped for success to 'prepare' the area.

The number of successes indicates the degree of control the vampire has over the manipulation of the geomantic energy. Extra successes allow for greater finesse or sophistication of application (such as specific Paths hindered but not others).

Successes - Result
1 Success - The vampire can mildly influence the energy flow, creating a subtle shift in mood or feelings in the area, which can be used to unsettle or soothe those within.
2 Successes - The vampire can manipulate the geomagnetic field within the vicinity, causing compasses to deviate, affecting the operation of magnetically sensitive devices, or even inducing mild sensations of vertigo in those susceptible to changes in magnetic fields. The vampire might even subtly influence metal objects, causing them to vibrate.
3 Successes - The vampire can significantly redirect the energy in a way that affects appliances as well, such as unnaturally dimming or brightening lights or causing electronic devices to experience distortion.
4 Successes - The vampire can create a temporary power spot, enhancing or disrupting the performance of ritual magic by -1 or +1 difficulty.
5 Successes - The vampire can create a temporary power spot, enhancing or disrupting the performance of path magic by -1 or +1 difficulty.

The manipulation of geomantic energy lasts for a night, after which the energies return to their natural state. Everyone within the area benefits or suffers equally, unless somehow included or excluded with extra successes.

Note that this power does not grant control over the effects that are enhanced or disrupted, just the amplification or dampening of their potential.
●●●●● Ley Line Convergence

At the pinnacle of this path, the thaumaturge learns to pull together several ley lines, creating a temporary focal point of immense power. This could be used to supercharge a ritual or spell, summon a powerful entity, or cause a large-scale magical phenomenon. Such a power is not without risks, as the backlash from manipulating such potent forces can be dire.
System: This power can only be used in locations where the vampire has previously used ● Ley Line Sensitivity. It requires at least one minute of concentration and preparation.

Each success allows the vampire to pull energy from nearby ley lines, focusing it on a particular spot (usually themselves) for a number of turns equal to the successes rolled.

During this time, any Thaumaturgical effects cast by the vampire in this area are considered to be at -1 difficulty (which does stack with Sacred Geometry).

Additionally, the vampire effectively gains a number of free blood points (one per success) by partially channeling their essence through the ley lines themselves and thus imbuing their vitae with greater potency (similar to the effect of a lower generation vampire's blood being more concentrated). These 'energy points' are lost if unspent during the effect's duration.

The main drawback to relying upon this power is that failures are treated as a botch, owing to the chaotic flux of powerful energies unleashed. This won't automatically cost you a permanent Willpower under V20 Thaumaturgy, but it might have other catastrophic effects.

The Green Path deals with the manipulation of plant matter of all sorts. Anything more complex than an algae bloom can theoretically be controlled through the appropriate application of this path. Ferns, roses, dandelions, and even ancient redwoods are all valid targets for this path’s powers, and living and dead plant matter are equally affected.

While not as immediately impressive as some other more widely practiced paths, the Green Path (sometimes disparagingly referred to as “Botanical Mastery”) is as subtle and powerful as the natural world which it affects.

● Herbal Wisdom

With a touch, a vampire can commune with the spirit of a plant. Conversations held in this manner are often cryptic but rewarding — the wisdom and experience of the spirits of some trees surpasses that of the oracles of legend. Crabgrass, on the other hand, rarely has much insight to offer, but might reveal the appearance of the last person who trod upon it.
System: The number of successes rolled determines the amount of information that can be gained from the contact. Depending on the precise information that the vampire seeks, the Storyteller might require the player to roll Intelligence + Occult in order to interpret the results of the communication.

Successes - Result

1 success - Fleeting cryptic impressions
2 successes - One or two clear images
3 successes - A concise answer to a simple query
4 successes - A detailed response to one or more complex questions
5 successes - The sum total of the plant-spirit’s knowledge on a given subject
●● Speed the Season's Passing

This power allows a thaumaturge to accelerate a plant’s growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternately, she can speed a plant’s death and decay, withering grass and crumbling wooden stakes with but a touch.
System: The character touches the target plant. The player rolls normally, and the number of successes determines the amount of growth or decay. One success gives the plant a brief growth spurt or simulates the effects of harsh weather, while three noticeably enlarge or wither it. With five successes, a full-grown plant springs from a seed or crumbles to dust in a few minutes, and a tree sprouts fruit or begins decaying almost instantaneously.

If this power is used in combat, three successes are needed to render a wooden weapon completely useless. Two successes suffice to weaken it, while five cause it to disintegrate in the wielder’s hand.
●●● Dance of Vines

The thaumaturge can animate a mass of vegetation up to his own size, using it for utilitarian or combat purposes with equal ease. Leaves can walk along a desktop, ivy can act as a scribe, and jungle creepers can strangle opponents. Intruders should beware of Tremere workshops that harbor potted rowan saplings.
System: Any total amount of vegetation with a mass less than or equal to the character’s own may be animated through this power. The plants stay active for one turn per success scored on the roll, and are under the complete control of the character. If used for combat purposes, the plants have Strength and Dexterity ratings each equal to half the character’s Willpower (rounded down) and Brawl ratings one lower than that of the character.

Dance of Vines cannot make plants uproot themselves and go stomping about. Even the most energetic vegetation is incapable of pulling out of the soil and walking under the effect of this power. However, 200 pounds (100 kilograms) of kudzu can cover a considerable area all by itself….
●●●● Verdant Haven

This power weaves a temporary shelter out of a sufficient amount of plant matter. In addition to providing physical protection from the elements (and even sunlight), the Verdant Haven also establishes a mystical barrier which is nearly impassable to anyone the caster wishes to exclude. A Verdant Haven appears as a six-foot-tall hemisphere of interlocked branches, leaves, and vines with no discernible opening, and even to the casual observer it appears to be an unnatural construction.

Verdant Havens are rumored to have supernatural healing properties, hut no Kindred have reported experiencing such benefits from a stay in one.
System: A character must be standing in a heavily vegetated area to use this power. The Verdant Haven springs up around the character over the course of three turns. Once the haven is established, anyone wishing to enter the haven without the caster’s permission must achieve more than the caster’s original number of successes on a single roll of Wits + Survival (difficulty equal to the caster’s Willpower).

The haven lasts until the next sunset, or until the caster dispels or leaves it. If the caster scored four or more successes, the haven is impenetrable to sunlight unless physically breached.
●●●●● Awaken the Forest Giants

Entire trees can be animated by a master of the Green Path. Ancient oaks can be temporarily given the gift of movement, pulling their roots from the soil and shaking the ground with their steps. While not as versatile as elementals or other summoned spirits, trees brought to ponderous life via this power display awesome strength and resilience.
System: The character touches the tree to be animated. The player spends a blood point and rolls normally. If the roll succeeds, the player must spend a blood point for every success. The tree stays animated for one turn per success rolled; once this time expires, the tree puts its roots down wherever it stands and cannot be animated again until the next night. While animated, the tree follows the character’s verbal commands to the best of its ability. An animated tree has Strength and Stamina equal to the caster’s Thaumaturgy rating, Dexterity 2, and a Brawl rating equal to the caster’s own. It is immune to bashing damage, and all lethal damage dice pools are halved due to its size.

Once the animating energy leaves a tree, it puts down roots immediately, regardless of what it is currently standing on. A tree re-establishing itself in the soil can punch through concrete and asphalt to find nourishing dirt and water underneath, meaning that it is entirely possible for a sycamore to root itself in the middle of a road without any warning.

This Path is practiced most commonly by the various thaumaturges of the Sabbat. Though it is not widely seen outside that Sect, a few Camarilla Tremere (such as Maximillian Strauss and the renegade Oliver Thrace) have managed to learn the secrets of this path over the centuries.

The Hands of Destruction has an infamous history, and some Tremere refuse to practice it due to rumors that it is demonic in origin.

● Decay

This power accelerates the decrepitude of its target, causing it to wither, rot, or otherwise break down. The target must be inanimate, though dead organic matter can be affected.
System: If the roll is successful, the inanimate object touched by the thaumaturge ages 10 years for every minute the Kindred touches it. If the vampire breaks physical contact and wishes to age the object again, another blood point must be spent and another roll must be made.

This power does not affect vampires.
●● Gnarl Wood

This power warps and bends wooden objects. Though the wood is otherwise undamaged, this power often leaves the objects completely useless. This power may also be used to swell or contract wood, in addition to bending it into unwholesome shapes.

Unlike other powers of this path, Gnarl Wood requires merely a glance rather than physical contact.
System: Fifty pounds or twenty-five kilograms of visible wood may be gnarled for each blood point spent on this power (the thaumaturge may expend as much blood as she likes on this power, up to her per-turn generational maximum).

It is also possible to warp multiple visible objects — like all the stakes a team of vampire-hunters wields.
●●● Acidic Touch

The vampire possesses an extraordinary ability to exude corrosive energy directly from his hands. With a simple touch, he can disintegrate metals, annihilate wood, and induce severe chemical burns on living beings.

The power is highly concentrated, causing visible distortions in the air around the vampire's hands. There's no physical residue left behind, but the devastating effects are undeniable.
System: The vampire expends a blood point to activate the corrosive forces — the blood serves as a catalyst, intensifying the baleful energy emanating from his hands. One blood point channels enough energy to disintegrate a quarter-inch or half a centimeter of steel plate or three inches (seven centimeters) of wood.

The harm dealt from a corrosive-augmented melee strike is aggravated, and the activation of this power costs one blood point per turn to maintain. A thaumaturge is immune to his own acidic touch.
●●●● Atrophy

This power withers a victim’s limb, leaving only a desiccated, almost mummified husk of bone and skin. The effects are instantaneous; in mortals, they are also irreversible.
System: The victim may resist the effects of Atrophy by scoring more successes on a Stamina + Athletics roll (difficulty 8 with no Willpower allowed). Failure means the limb is permanently and completely crippled. Partial resistance is possible: Even one success indicates that the difficulty of any roll involving the use of the arm increases by two, though these effects are still permanent with regard to mortals.

Vampires afflicted by this power may spend five blood points to rejuvenate atrophied limbs. Mortals are permanently crippled (absent supernatural healing).

This power chiefly affects limbs or parts of limbs (arms, legs, hands). Against mortals only, it may be used on the torso or head at +1 difficulty. The effect does nothing if the mortal victim manages even one success on their roll (with no Willpower allowed) - but if they the victim completely fails their resistance - they will either suffer an instant, fatal heart attack from an atrophied heart or else permanent blindness from atrophied eyes.
●●●●● Turn to Dust

Harnessing a spasm of entropic power, the thaumaturge can touch a victim, inflicting an agonizing assault that ages them by decades in fleeting moments. Those who succumb are instantly reduced to dust, their bodies ravaged by an onslaught of un-lived years in the blink of an eye.

Those who live will recover their stolen vitality...eventually.
System: Each success assails the target with horrific entropic forces, inflicting unsoakable aggravated damage. A potential victim may resist with a Stamina + Courage roll (difficulty 9), but must accumulate more successes than the caster’s activation roll — it’s an all-or-nothing affair.

If the victim succeeds, he is not affected at all. If he does not acquire more successes than the thaumaturge, he suffers the full amount. Victims killed in this fashion collapse instantly to dust. The survivors will recover their former vitality, eventually.

Obviously, the entropic energies of this power affects vampires to a far lesser extent (they’re immortal). It inflicts lethal and they roll to soak Stamina + Fortitude + Courage vs 6 (though it's still all or nothing).

For House Tremere (like their Hermetic predecessors), secrecy has always been paramount. The Hearth Path seems to have evolved from a collection of rituals designed to protect the integrity of a vampire’s sanctum sanctorum. This path was once of greater importance centuries ago, though has been increasingly falling out of serious use since the 19th century.

It is included here because it is not uncommon for an aspiring Acolyte or Apprentice to be taught the first one or two ranks as an exercise in exploring higher principles. Additionally, many Tremere who are at least a couple centuries old are familiar with it. In the modern nights, the most likely young Tremere to learn this is the rare Apprentice who has been granted the right to maintain a private haven (usually because they’re carrying out some other important matter), and who thus lack the safety and security of a communal chantry.

Havens protected by these powers often acquire reputations as “haunted” houses and the like. The Tremere are quick to point out, however, that these reputations help to strengthen the Masquerade rather than jeopardize it. When people find out that the house is just a house with a spooky atmosphere, they chastise themselves for being so foolish as to believe in ghosts.

Note: In the context of the Hearth Path, a character's 'haven' or 'domain' is any location that they have spent the previous night slumbering and to which they have indisputable right to. This means that it will work within your chantry domicile (and is indeed, where the first two ranks of it are most often practiced). It will even work in a hotel (or motel!) room if you stay there long enough (i.e., after the first night). But not on the entire hotel. It will not work while crashing on a friend's couch, either. These reasons are all related to certain Hermetic principles of Sympathy.

● Guest’s Herald

This power, when used on a door or other portal, creates an audible or visual effect that notifies the Tremere that someone has crossed it. In this way, the vampire knows when someone has entered her haven and can deal with the interloper as she sees fit.
System: This power lasts for 24 hours. The signal may be anything of the thaumaturge’s choosing – a particularly noisy creak, a tendency to stay ajar or even something wholly unconnected, like the rotation of a decanter in another room. In all cases, the effect is static – it looks or sounds exactly the same every time it happens. Any point at which someone other than the thaumaturge crosses a warded area, the effect takes place. Whether or not the vampire is present to observe it is a different matter.

Note that complex chains of events are outside the purview of this power. The ritual will not trigger an elaborate Rube Goldberg-style “trap” (though it may set off the first part of one), nor will it aim and fire shotgun at the door. These are simple, subtle, brief effects.
●● Master’s Order

In his own haven, the thaumaturge knows where every last article lies. He knows where he placed an important book, he knows the drawer that the keys to his safe occupy, and he knows where his ensorcelled wooden stake rests. He even knows these things when he doesn’t...
System: As long as this ritual is successful, for the duration of the scene, the thaumaturge knows exactly where any given object has been placed, as long as it is in his haven. This knowledge applies only to inanimate objects – he may not locate his childe in this manner. Also, the object must belong to the Tremere himself; an assassin’s knife will not be found by this power, nor will the objects on another’s person. Something the Tremere has stolen will turn up without difficulty, however.

This power works only in the Tremere’s haven, where he has spent at least one day’s rest prior to invoking the power.
●●● Rhyme of Discord

The vampire may create a miasma of confusion in her haven. This power plays upon intruders’ minds, causing them to become lost in the vampire’s haven, to lose their direction and misremember specific details such as objects in rooms and their location.
System: Characters other than the thaumaturge find themselves hopelessly lost in her haven, no matter how small it is. They are unable to remember any but the smallest details regarding the place once inside. Even if an intruder attempts to follow or chase the Kindred through the haven, she will lose track of direction, make wrong turns, etc.

This effect lasts for one full 24-hour period, but the confused memories an intruder takes with her last until she visits the haven when it is not under this protective ensorcellment.
●●●● Temportal

As master of her haven, a vampire may briefly reshape it so that doorways lead to rooms other than those to which they are connected. For example, the door to the bedroom may suddenly open into the study, while the deepest catacomb of a Transylvanian dungeon might lead to a tower elsewhere in the castle. Thaumaturges find this useful both as a convenience – how better to retrieve a book from the basement when one is on the third floor? – and as an escape route.
System: This power works until sunrise. At the thaumaturge’s whim, he may walk through any doorway in his haven and be immediately transported to any room of his choice that is also in his haven. Anyone who follows him through the door will find themselves in the room the doorway naturally connects to.
●●●●● The Cauldron’s Rede

This power bestows a primitive awareness upon the magus’ haven. While her haven is under this sending, the thaumaturge may ask any of the items in her haven about specific events taking place therein.

A bedroom mirror may whisper of guests conspiring in the foyer, a divan may disclose bedchamber indiscretions, and the lowliest kitchen rug may reveal high treachery taking place in a salon. Anything occurring within the haven (or within eyeshot of the outside, as the windows can “see” as well) can be relayed to an inquisitive magus by the common items inside.
System: This power lasts until the sunrise after the vampire invokes it. The vampire must verbally ask questions of her haven’s accouterments, should she desire information from them. Only in case of extreme danger, such as a pending attack or a haven set ablaze will the voices of the haven call out to the Kindred.

Lightning has long been considered the dominion of the gods, but has traditionally been out of reach of thaumaturges due to a lack of understanding of the principles of electricity. As a result, this Path remained relatively obscure until the birth of modern science. The ample supply of electricity in the late 19th century meant that thaumaturges no longer had to wait until a convenient storm to charge their powers, but could gather the required electricity in mere seconds to direct as they chose.

Practitioners of the Path of the Levinbolt tend to cause a good deal of static electricity around them, even when not engaging their powers. Sometimes this plays havoc with cellular service, causes lights to flicker without reason, and computers to experience power surges in their presence.

A number of the powers in this Path are activated by touch. Depending upon the circumstances, the Storyteller may require a successful Dexterity + Brawl roll for the thaumaturge to make contact with the intended victim. Targeting rules apply for attacking a specific extremity if contact is guaranteed.

● Flicker

Novice thaumaturges learn to freely absorb power around them through electrical outlets, circuits, or batteries. A user of this power can sense the current feeding into a specific electrical system and then draw it to her, effectively turning it off.
System: The thaumaturge simply glances at a target powered by electricity. Upon a successful activation roll, she can shut down an electrical device for ten minutes per success on the activation roll. The spark of electricity arcs from the device directly into the thaumaturge in a frightening display of mystical power. The source of this power is immediately known.
●● Spark

Novice thaumaturges can build up a tiny static charge, enough to make a noticeable snap with a ouch. Such a discharge poses little threat to healthy targets, though the energy can ruin delicate electronics or stun an unlucky victim.
System: The thaumaturge simply touches a target (after the requisite blood expenditure and activation roll by the player) and releases the spark. The electricity can snap from any part of the caster’s body, so a thaumaturge might give an unpleasant surprise to someone touching her.

The resulting electrical discharge inflicts four dice of lethal damage to targets (difficulty 7 to soak), and short-circuits electronic equipment and devices not specifically grounded against lightning strikes.
●●● Illuminate

Neonates sometimes derogatively refer to this effect as the “40-watt Tremere,” right up until they’ve felt its sting. The thaumaturge summons enough electricity to cover her hand or arm in arcing bolts. This power can charge a battery, briefly run a small device, or even leave a nasty burn on a touched subject.
System: Each success scored on the player’s activation roll translates to approximately one turn of power sufficient to run a handful of lights or a small electrical device. Alternately, the thaumaturge can shock someone by touch, as with the Spark power, but for eight dice of lethal electrical damage (difficulty 8 to soak).

The current created with this power is not strong enough to force its way through less-than-ideal conductors, and thus simply inflicts electrical damage on raw metals, woods, or other matter in the form of a burn and discoloration. The thaumaturge can alternately allow the electricity to spark around her hand, eyes, or head; this creates illumination about equal to a dim light bulb, and lowers the difficulty of any Intimidation rolls by 2.
●●●● Thor's Fury

The thaumaturge may strike her enemies from afar as though she were a god. She may direct an arc of lightning from her body to nearby targets.
System: The thaumaturge focuses her concentration upon her target and then directs hurled bolts via a Perception + Science roll (difficulty of 6 plus the range in yards/meters, maximum 4 yards/meters). Each success inflicts a level of lethal damage (difficulty 8 to soak). The source of this power is immediately known.
●●●●● Eye of the Storm

The thaumaturge becomes a shifting, sparking pillar of electrical power. The energy channeled in the Eye of the Storm shields her body from virtually any direct harm.
System: When a thaumaturge spends a Willpower point to invoke this power, she solidifies the stored electricity inside of her into a mystical barrier that completely surrounds her. The caster becomes immune to any ranged attacks.

Metal weapons such as swords inflict injury as normal for the first strike, but are then melted from contact with the barrier, and the wielder takes a level of lethal damage. Enemies that dare to touch the caster suffer two points of aggravated damage (difficulty 8 to soak). Non-metal weapons, such as wooden stakes, are not affected by Eye of the Storm.

This power lasts for a single turn, with each additional success on the activation roll extending this duration by one turn. Mental and social attacks may pass through this barrier.

This path grants the thaumaturge the ability to conjure forth mystical flames — small fires at first, but skilled magicians may create great conflagrations. The Lure of Flames is greatly feared, as fire is one of the surest ways to bring Final Death upon a vampire.

Fire created by this path is not “natural.” In fact, many vampires believe the flames to be conjured from Hell itself. Fire conjured by The Lure of Flames must be released for it to have any effect. Thus, a “palm of flame” does not burn the vampire’s hand and cause an aggravated wound (nor does it cause the caster to frenzy) — it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.

System: The number of successes determines how accurately the vampire places the flame in his desired location (declared before the roll is made). One success is all that is necessary to conjure a flame in one’s hand, while five successes place a flame anywhere in the Kindred’s line of sight. Less successes mean that the flame appears somewhere at the Storyteller’s discretion — as a rough rule of thumb, the thaumaturge can accurately place a flame within 10 yards or meters of themselves per success.

Individual descriptions are not provided for each level of this path — fire is fire, after all (including potentially causing frenzy in other vampires witnessing it). The chart below describes the path level required to generate a specific amount of flame. To soak the damage at all, a vampire must have the Fortitude Discipline. Fire under the caster’s control does not harm the vampire or cause him to frenzy, but fires started as a result of the unnatural flame affect the thaumaturge normally.

● Neophyte

A candle (difficulty 3 to soak, one health level of aggravated damage/ turn).
●● Acolyte

A palm of flame (difficulty 4 to soak, one health level of aggravated damage/turn).
●●● Apprentice

A campfire (difficulty 5 to soak, two health levels of aggravated damage/turn).
●●●● Adept

A bonfire (difficulty 7 to soak, two health levels of aggravated damage/ turn).
●●●●● Master

A raging inferno (difficulty 9 to soak, three health levels of aggravated damage/ turn).

The Path of Mars adopts a very martial stance, whereas other blood magics tend to have subtler, less violent effects. Relatively few Camarilla Tremere have the right temperament to wield this path effectively.  In the modern nights there are even fewer (outside the occasional Archon or Alastor) with the desire to. As such, it remains a very niche area of study.

● War Cry

A vampire on the attack can focus his will, making him less susceptible to battle fear or the powers of the undead.

The vampire shouts a primal scream to start the effect, though some thaumaturges have been known to paint their faces or cut themselves open instead.
System: For the duration of one scene, the vampire adds one to his Courage Trait. Additionally, for the purposes of hostile effects, his Willpower is considered to be one higher (though this bonus applies only to the Trait itself, not the Willpower pool).

A character may only gain the benefits of War Cry once per scene.
●● Strike True

The vampire makes a single attack, guided by the unholy power of her Blood. This attack strikes its foe infallibly - or so the thaumaturge hopes.
System: By spending a blood point and invoking this power, the player adds the number of successes to the dice pool of their next Melee or Brawl attack. Unlike those Thaumaturgical effects, this may be invoked reflexively. It may otherwise be dodged, blocked or parried as normal.

Unlike most Thaumaturgical powers, activating Strike True is reflexive - although the only other action a player can take that turn is a single attack in close combat as described above.
●●● Wind Dance

The thaumaturge invokes the power of the winds, moving in a blur. She gains a preternatural edge in avoiding her enemies’ blows, moving out of their way before the enemy has a chance to throw them.
System: The player can dodge any number of attacks with her full dice pool in a single turn. This advantage applies only to dodges — if the character wishes to attack and dodge, the player must still split her dice pool. This power lasts for one scene.
●●●● Fearless Heart

The vampire temporarily augments his abilities as a warrior. Through the mystical powers of blood magic, the character becomes a potent fighting force.
System: Fearless Heart grants the vampire an extra point in each of the Physical Attributes (Strength, Dexterity, and Stamina).

The effects last for one scene, and a character may gain its benefits only once per scene. The vampire must spend two hours in a calm and restful state following the use of Fearless Heart, or lose a blood point every 15 minutes until he rests.
●●●●● Comrades at Arms

This ability extends the power of the previous abilities in the path. It allows any of the earlier effects to be applied to a group such as a pack or War Party.
System: The player chooses one of the lower-level powers in the path, invoking it as normal. Afterward, he touches another character and (if the roll for Comrades at Arms is successful) bestows the benefit on her as well.

The same power may be delivered to any number of packmates, as long as the rolls for Comrades at Arms are successful and the thaumaturge pays the appropriate blood costs.

Folklore warns of the dangers of the witches’ curse and the ability of warlocks to possess the weak and force them to do their bidding. During the early nights of Clan Tremere, Mastery of the Mortal Shell was developed to battle the Tzimisce and Gangrel marauders that attacked their chantries. The use of this Path was later expanded to enforce subservience among Gargoyles after their first revolt. A thaumaturge practicing Mastery of the Mortal Shell explores the fundamental workings of the body, granting control over the physical workings over her victim. Targets may include humans or any supernatural creatures with flesh such as vampires, werewolves, or mages, but not ghosts or demons, who are made primarily of spirit.

Lesser powers of this Path are clumsy in their control of the body, but become increasingly precise and complete. A number of the powers in this Path are activated by touch. Depending upon the circumstances, the Storyteller may require a successful Dexterity + Brawl roll for the thaumaturge to make contact with the intended victim.

Targeting rules apply for attacking a specific extremity if contact is not guaranteed. Unless otherwise stated, the powers of Mastery of the Mortal Shell last a number of turns equal to the number of successes the thaumaturge scores on her activation roll. A victim may only suffer the effects of one power from this Path at a time. Thus, a thaumaturge may not enact Vertigo and Contortion at the same time upon the same victim. The most recent power activated replaces the effects of previous powers used upon the victim.

● Vertigo

The thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject’s body. The physical discomfort is temporary and minor, but a clever thaumaturge can use it on rivals at the most inopportune times, causing them to lose their aplomb.
System: A touch from the thaumaturge invokes disorientation in her victim. If successful, all of the victim’s physical actions are at +1 difficulty for the duration of the power. Subsequent uses of this Path may extend the duration, though the difficulty will not increase further.
●● Contortion

With a touch, the thaumaturge causes a group of her opponent’s muscles to contract involuntarily, reducing it to twitching fits. This effect is extremely disconcerting to the subject, rendering the limb or muscle group unusable.
System: By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion. A leg rendered useless makes standing difficult, and the victim suffers from increased difficulty (+1 to +3, depending on circumstances) to appropriate Dexterity challenges related to her leg, such as dancing or balancing on ledges. A contorted arm hangs lifeless at the subject’s side. A useless head causes loss of speech and increases the difficulty of all Social rolls are at +2 as the facial muscles spasm out of control.
●●● Seizure

Seizure causes the body to erupt into a fit of convulsions. All the muscles throughout the body tighten uncontrollably, while the victim foams at the mouth and spasms rack him with agony. A mortal may even choke to death as her tongue cuts off her air supply.
System: A light touch from the thaumaturge forces the very unpleasant effects of this power upon the target. For the duration of the seizure, a target’s body writhes, tormenting her to the point of incapacitation. Victims suffer a +2 difficulty penalty to all physical actions. The victim also suffers one level of bashing damage every turn, as her body helplessly twists itself. At Storyteller discretion, the effects of this power may even cause death in extremely ill or wounded mortals.

Damage may be reduced as normal (although levels from armor do not apply).
●●●● Body Failure

Thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems. This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings. Body Failure has been used throughout the ages to afflict horrific ailments in inconspicuous ways that suggest a stroke or heart attack.
System: The thaumaturge no longer needs to touch her victim to strike out with this level of mastery of the Path. She may affect any target within her line of sight, but she must keep visual contact with the victim at all times to maintain this effect. A successful activation of this power grants effects similar to Seizure, except that damage is lethal (and thus not soakable by mortals) due to complete mass tissue and organ failure. Additionally, the victim suffers a + 2 difficulty penalty to all actions.

The subject may resist the effects of Body Failure via a Stamina + Fortitude roll when the thaumaturge attempts to strike the target (difficulty equals the thaumaturge’s current Willpower). Each success the victim gains on this roll reduces the duration of Body Failure by one turn.
●●●●● Marionette

The thaumaturge invoking Marionette gains such mastery over the body of others that she can magically seize control of another being and force her victim to act according to her own whims. This control is not as fine as the direct and personal command of the Dominate power of Possession, but the thaumaturge’s true body is not as vulnerable during the manipulation. Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge’s macabre pawn.
System: The thaumaturge may affect any target within her line of sight, but she must keep visual contact with the victim at all times to maintain this effect. A subject may resist the effects of Marionette on a Stamina + Fortitude roll (difficulty equal to the thaumaturge’s current Willpower) when the thaumaturge attempts to take control. Each success the victim gains on this roll reduces the duration of Marionette by one turn. Victims lacking Fortitude do not have the physical resistance to defy this effect.

For the duration of this power, the thaumaturge can cause the victim to perform any physical action, using the target’s pools with a penalty of +2 difficulty to all rolls. The concentration this power requires also increases the thaumaturge’s own difficulties by two for all other personal actions undertaken while manipulating the victim. To extend the duration of this control, the thaumaturge must make a second activation roll.

Marionette does not rob the victim of her cognizance, only physical control over her body. During this time of thaumaturge’s mastery, the target remains aware that some outside force is manipulating her physical actions, conscious that they are not her own. The victim may spend a point of Willpower to attempt to take a mental or social action, such as activating a Discipline or speaking.

This path gives the thaumaturge the ability to move objects telekinetically through the mystic power of blood. At higher levels, even flight is possible (but be careful who sees you…).

Objects under the character’s control may be manipulated as if she held them — they may be lifted, spun, juggled, or even “thrown,” though creating enough force to inflict actual damage requires mastery of at least the fourth level of this path. Some casters skilled in this path even use it to guard their havens, animating swords, axes, and firearms to ward off intruders. This path may frighten and disconcert onlookers.

System: The number of successes indicates the duration of the caster’s control over the object (or subject). Each success allows one turn of manipulation, though the Kindred may attempt to maintain control after this time by making a new roll (she need not spend additional blood to maintain control). If the roll is successful, control is maintained. Five or more successes on the initial roll means the vampire can control the object for duration of the scene.

If a thaumaturge loses or relaxes control over an object and later manipulates it again, her player must spend another blood point, as a new attempt is being made.

● Neophyte

The thaumaturge can manipulate an object weighing up to one pound (or roughly two kilos) with her mind.
●● Acolyte

The thaumaturge can manipulate a single object weighing up to 20 pounds with her mind.

At this level, the vampire can manipulate weapons well enough to use them to attack. Use the initial successes achieved when activating the power as the number of attack successes for the first turn, then roll Melee + Thaumaturgy for subsequent attacks. The effective Strength of the attack is equal to the caster’s Movement of the Mind rating.
●●● Apprentice

The thaumaturge can now manipulate a total mass weighing up to 200 pounds with her mind.

Once a Kindred reaches three dots, she may levitate herself and “fly” at approximately running speed, no matter how much she weighs, though the weight restrictions apply if she manipulates other objects or subjects.

If this power is used to manipulate a living being, the subject may attempt to resist. In this case, the caster and the subject make opposed Willpower rolls each turn the control is exercised.
●●●● Adept

The thaumaturge can now manipulate a total mass weighing up to 500 pounds with her mind.

Once a Kindred achieves this level, she may “throw” objects at a Strength equal to her level of mastery of this path.
●●●●● Master

The thaumaturge can now manipulate a total mass weighing up to a thousand pounds with her mind.

Vampires are rarely associated with the ocean in most mythologies, and most Kindred have nothing to do with water in large quantities simply because they have no reason to do so. Nevertheless, Neptune’s Might has enjoyed a small, but devoted, following for centuries among Camarilla thaumaturges. This path is based primarily around the manipulation of standing water, although some of its more disturbing effects depart from this principle.

Once a character reaches the third level of Neptune’s Might, the player may choose to specialize in either fresh water or salt water. Such specialization lowers all Neptune’s Might difficulties by one when dealing with the chosen medium but raises them by one when deal ing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.

● Eyes of the Sea

The thaumaturge may peer into a body of water and view events that have transpired on, in, or around it from the water’s perspective. Some older practitioners of this art claim that the vampire communes with the spirits of the waters when using this power; younger Kindred scoff at such claims.
System: The number of successes rolled determines how far into the past the character can look.

Successes - Result
1 success - One hour
2 successes - One day
3 successes - One week
4 successes - One month
5 successes - One year

The Storyteller may require a Perception + Occult roll for the character to discern very small details in the transmitted images.

This power can usually only he used on standing water; lakes and puddles qualify. However, for an added difficulty, the thaumaturge may still make the attempt; oceans (only within the immediate vicinity of the beach) are at +1 difficulty, rivers (also within the immediate vicinity) are at +2, sewers (within the same city-block) are at +3, and wine glasses are at +4.
●● Prison of Water

The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water.
System: The number of successes scored on the roll is the number of successes the victim must score on a Strength roll (difficulty 8; Potence can add to this roll) to break free. A subject may be held in only one prison at a time, although the caster is free to invoke multiple uses of this power upon separate victims and may dissolve these prisons at will.

If a sufficient quantity of water (at least a bathtub’s worth) is not present, the difficulty of the Willpower roll to activate this power is raised by one.
●●● Flowing Wall

Tales of vampires’ inability to cross running water may have derived in part from garbled accounts of this power in action. The thaumaturge can animate water to an even greater degree than is possible with the use of Prison of Water, commanding it to rise up to form a barrier impassable to almost any being.
System: The character touches the surface of a standing body of water; the player spends three Willpower points and the normal required blood point and rolls normally. Successes are applied to both width and height of the wall; each success “buys” 10 feet/three meters in one dimension.

The wall may be placed anywhere within the character’s line of sight, and must be formed in a straight line. The wall lasts until the next sunrise. It cannot be climbed, though it can be flown over. To pass through the barrier, any supernatural being (including beings trying to pass the wall on other levels of existence, such as ghosts) must score at least three successes on a single Willpower roll (difficulty 9).
●●●● Dehydrate

The thaumaturge can now directly attack living and unliving targets by removing the water from their bodies. Victims killed by this power leave behind hideous mummified corpses.

This power can also be used for less aggressive purposes, such as drying out wet clothes — or evaporating puddles to keep other practitioners of this path from using them.
System: This power can be used on any target within roughly a 100 meters that a character can see. The player rolls normally; the victim resists with a roll of Stamina + Fortitude (difficulty 8). Each success gained by the caster translates into one health level of lethal damage inflicted on the victim. This injury cannot be soaked (the resistance roll replaces soak for this attack) but can be healed normally.

Vampires lose blood points instead of health levels, though if a vampire has no blood points this attack inflicts health level loss as it would against a mortal.

The victim of this attack must also roll Courage (difficulty equal to the number of successes scored by the caster + 3) to be able to act on the turn following the attack; failure means he is overcome with agony and can do nothing.
●●●●● Blood to Water

The thaumaturge has now attained enough power over water that she can transmute other liquids to this basic element. The most commonly seen use of this power is as an assault; with but a touch, the victim’s blood transforms to water, weakening vampires and killing mortals in moments.
System: The character must touch her intended victim. The player rolls Willpower normally. Each success converts one of the victim’s blood points to water. One success kills a mortal within minutes. Vampires who lose blood points to this power also suffer dice pool penalties as if they had received an equivalent number of health levels of injury. The water left in the target’s system by this attack evaporates out at a rate of one blood point’s worth per hour, but the lost blood does not return.

At the Storyteller’s discretion, other liquids may be turned to water with this power (the difficulty for such an action is reduced by one unless the substance is particularly dangerous or magical in nature). The character must still touch the substance or its container to use this power.

Oneiromancy, divination rooted in the somnolent state of consciousness, is actually based upon ancient Greek philosophies of prophecy. The Tremere, adopting these ancient sortileges, developed them into the thaumaturgical path of Oneiromancy shortly after their transformation to vampiric magi.

Use of any of these powers requires at least five minutes of reading the signs during which the Warlock goes into a trance similar to sleep. Awareness of his surroundings is limited, and he can “awaken” from the trance at any time but will suffer the same penalties as if awakening during the day for three turns (maximum dice pool equals his Humanity score). Oneiromancy powers can also be used while the thaumaturge is in torpor.

● Portents

From the ephemeral fragments of his own dreams, the magus may attempt a personal reading of the near future. While asleep, the oneiromancer draws upon the dream imagery flittering in the unconscious. Upon waking from the divination, the Cainite may scrutinize the meaning of the visions. Although these visions of the present and future are invariably hazy, they often provide important glimpses into significant events.
System: This power of Oneiromancy must be used immediately after awakening and takes the thaumaturge 10 minutes to read the signs. With a successful activation roll, the Storyteller relates disjointed dream images allegorically (or sometimes literally) concerning one forthcoming personal event to the oneiromancer.

This event is completely up to the Storyteller’s discretion, and multiple uses of Portents may well result in the same vision occurring over and over again. The Portent should always be fragmented and cryptic, although the more successes scored on this activation roll, the more information the Storyteller should relay to the player.
●● Foresee

Foresee lets the Warlock look into the mind of a sleeping individual, interpreting her dreams as clues to future events involving that individual. Used by thaumaturges in soothsaying, oneiromancers sometimes gain the trust of people while gleaning unconscious secrets from the targets.
System: This power behaves similar to Portents, but the imagery comes from the dreams of the target and the divination concerns an event for that person. The subject must be within the presence of the oneiromancer and asleep for Foresee to work, though Psychic Projection also works if the thaumaturge is not physically present.

Additionally, if a Kindred is the subject of this power, the thaumaturge must spend a Willpower point to successfully see and understand the prognostication.
●●● Dreamspeak

The oneiromancer can now send messages to others in dream form. Although these messages appear while the target is asleep, the subject remembers them clearly after waking. Since these messages are dreams, those unfamiliar with this power may discount them as such. More nefarious uses have included sending nightmares and threats to a victim.
System: Dreamspeak sends a static dream message, determined at the time of sending, to anyone the oneiromancer has previously met. If the subject is not asleep at the time this power is used, the Dreamspeak has no effect. While using this power, magi drop into a trance as with the other divinations of Oneiromancy. One turn of dreams can be sent per success of the activation roll - this won’t allow the thaumaturge to haunt her victim for a full night, but it will allow her to leave messages, impart warnings, etc.
●●●● Augury

Refining the power of somnolent divination, the oneiromancer is able to seek answers to questions and problems. While specific information can be sought by the oneiromancer, the dream images providing that knowledge have the same disjointed and confusing quality.

Augury is helpful in seeking answers to problems, possibly providing the required breakthrough with a dilemma. Since fortune-telling and prophesy is convoluted and bewildering, Augury may not provide any answer that is useful to the thaumaturge, and has been known to be completely misleading, as is often the case with dream-symbols. Let the diviner beware.
System: Where broken and unguided imagery is the hallmark of Portents, Augury provides more direction and continuity. The augury comes to the Warlock in the same dreamlike imageries but the events are better understood. Thaumaturges who achieve this level of skill in the Path of Oneiromancy often have little use for lesser powers. Note that the subject must have the knowledge the thaumaturge seeks, or the power is useless.

The Storyteller has the final say on whether an Augury provides any beneficial information, and should not provide any revelations that will ruin a chronicle or plot.
●●●●● Reveal the Heart's Dreams

This power of divination works on a much more immediate means, the thaumaturge gaining an immediate insight into the dreams and desires of a person just by observing them directly. The innermost desire of the target becomes instantly apparent to the magus.

With this information, a magus is able to approach a person with offers that are next to impossible to deny. It is hard to say no to the thing that you desire most. According to legend, even the hero-king Gilgamesh left his people in his desire for immortality. This revelation of the soul occasionally reveals even more information about the target - that of his greatest of fears. It is this aspect of revelation that some say is the power the Followers of Set use to destroy the souls and virtue of their victims.
System: This power requires the expenditure of a point of Willpower (two, in the case of Kindred subjects) in addition to the normal blood point to activate and the subject must be within sight of the thaumaturge. If any successes are scored on the activation roll, the innermost desire of the target is revealed to the oneiromancer. Additionally, if more successes are gained on the activation roll than the subject has Willpower, the oneiromancer gains an even deeper understanding of the target’s soul and learns the victim’s innermost fear.

The subject’s reaction to being confronted with this information is up to the Storyteller (or the player), but remember that it is their ultimate driving passion. When confronted with her inner horror, the subject may be completely paralyzed with fear, or she may frenzy in the tradition of Rotschreck. Again, the exact results are up to the Storyteller, but they should be consistent with confronting one’s worst fears.

Power of the Mirror is a rare and arcane path within Tremere lore, deeply grounded in Hermetic principles and medieval craftsmanship techniques. Developed during the Middle Ages, when mirror-making was regarded as a near-mystical art. The mirror serves not merely as a mundane tool, but as a metaphysical bridge between the physical world and its mirrored counterpart, reflecting the cosmic principle of correspondence.

The mortal (and immortal) fascination with mirror-making reached its apogee during 13th-century Venice, where a secretive guild produced high-quality mirrors with unprecedented fidelity of reflection, thereby altering the way reality was perceived. The Venetian mirror-makers' breakthroughs that were so coveted that craftsmen were forbidden to leave Venice, their techniques guarded as state secrets.

The Power of the Mirror empowers the Tremere to exploit the mystical potential of mirrors, bending their reflective surfaces to their will. Beginning practitioners are first able to perceive through mirrors they've imbued with their vitae, echoing the early stages of mirror-making, when glassmakers would back their hand-blown glass pieces with a thin layer of reflective tin or lead to create simple mirrors.

As their understanding deepens, they can manipulate these reflections, shifting and distorting the mirror image. More advanced practitioners can channel their vampiric abilities through any reflective surface. At the highest level of this path, the sorcerer can ensnare a victim within a mirror, an echo of the belief that mirrors could capture souls, prevalent in various cultures throughout history.

Prerequisite:  This Path essentially requires the thaumaturge to be a master artisan glassmaker to even begin - so while it is extremely interesting, and there are many references to it in the ancient grimoires - it has largely fallen out of use in modern times.

● Mirror Forge

Allows you to see through a reflective surface you created.
●● Reality of Reflection

Allows you to alter small details of reflections in a reflective surface you created.
●●● Mastery of Reflection

Allows you to completely alter reflections in a reflective surface you created, or use certain Disciplines (Auspex, Dominate, Presence, Animalism) through it.
●●●● The Thousand Eyes

Allows you to use the previous powers through any reflective surface.
●●●●● Mirror Prison

Trap a victim within a reflective surface for an indefinite period of time

The earliest origins of this ability lies in the wizard's fascination with all things pertaining to themselves - including with their own shadows! In the 17th century however, a chantry of Portuguese Tremere once spent a great deal of effort systematizing and harnessing it as a supposed means of countering the treacherous Lasombra of neighboring Spain. They were only partially successful.

Students of the Path of Shadowcrafting learn to manipulate shades, but not in the same fashion as the Lasombra. While Shadowcrafting tugs at the absence of light, Tremere who have fought the Lasombra firsthand come away with the distinct impression that Obtenebration manipulates something else - a tangible darkness, a sort of abyssal nothingness coaxed into the material world. What this bodes, even the Tremere do not know.

Note #1: This path does not function for Kindred with the Flaw: Cast No Reflection.

● Out Light

The first rule of shade: darkness overcomes all light. Eventually, every light gutters and fades. A neophyte thaumaturge can exert this property of darkness, bringing a sordid mortality to lights nearby. The lights may flicker and dim or even snuff completely, depending upon their strength and the thaumaturge's will.
System: The thaumaturge can focus darkness upon any one light source within her range of sight. Only lights up to the strength of a torch, light bulb or modern neon sign can be affected, but complete success snuffs a light permanently (light bulbs and neon signs burnout; candles go out, but could be re-lit later). Successes scored on the casting roll determine the strength of the fading.

Success - Duration
1 Success - Momentary flicker
2 Successes- Pronounced guttering for several seconds
3 Successes - Source produces only dim flickers of erratic light for two turns
4 Successes - Light source blacks out completely for two turns, then resumes
5 Successes or more - Totally extinguished
●● Shadow Taunt

A wholly unnerving power, Shadow Taunt allows a thaumaturge to take command of a distant shadow. By sympathetically linking it to his body, the thaumaturge makes the distant shadow obey his own shadow's motion. The caster can jape, threaten or move about and cause the faraway shadow to behave in similar fashion. If the shadow belongs to a person, it follows the thaumaturge's actions. Shadows of other than anthropomorphic shape contort as best they can, stretching, elongating and moving in a semblance of the caster's motion.

A shadow controlled in this fashion cannot actually do harm, nor does it harm its source, but it certainly proves unnerving. On at least one occasion, a Tremere novice managed to humiliate an opponent simply by making the Kindred's shadow subtly berate him; when the aggrieved Kindred brought the matter to the attention of the harpies, he found himself roundly scathed - "Afraid of your own shadow now?"
System: Successes scored on the Willpower roll for this effect determine how many turns the caster can control a distant shadow. Only one shadow at a time may be so influenced. Shadows animated in this fashion can move and even pantomime as they follow the thaumaturge's actions, but they cannot make sound, nor do they actually break away from their casting source (so, if the thaumaturge leaves, the shadow moves as if running in place).

The caster must be able to see the shadow that he wishes to manipulate, and it must be a natural shadow, not one created with Obtenebration.
●●● Coruscating Shadow

How would shadow appear if it hovered in the air? A discoloration? A dimness in the atmosphere? A hole in space? A commanding Tremere can peel the very shade from surrounding surfaces and bend it into floating forms that whip about. These airborne shadows conceal the caster and create a roiling sphere of confusion.

The unnatural display manifests as an ephemeral globe that encompasses the caster at about arm's length, though it contracts and expands rapidly while the shadows flit about its surface.
System: Under the effects of Coruscating Shadow, the Tremere gains partial concealment due to the rapidly strobing passage of shadowy shapes. The ball of shadows that surrounds the caster has no physical substance but expands and contracts, writhes and spins and generally makes matters difficult for anyone trying to observe the thaumaturge.

Raise the difficulty of actions that affect the caster, including attacks, by one while this power is in effect. Furthermore, the heavier prevalence of shadow helps when blending into darkened areas, giving the player a two-die bonus to Stealth rolls for the character. The sphere lasts for one turn per success garnered on the roll.
●●●● Night's Veil

Shadows seem to devour the landscape hungrily as night falls. Where any shadow lies, the power of night remains - through that sympathetic power the Tremere can invoke the strength of night in any place. Mortals who have observed this bizarre power have left the experience "touched," talking of shadows impossible in the current light and non-Euclidian geometries casting horrid shades.
System: Like other Shadowcrafting powers, the Tremere must extend existing shadows. Typically, the caster stands within a shadowed corner and invokes this power. In each successive turn, the shadow slowly expands to cover greater ground. Such mystically enhanced shade can even reach out into sunlit stretches.

The shade lasts for an hour and extends about a yard beyond its normal distance for each success allocated to it. With only one success, the shade doesn't extend at all, and lasts for only an hour.

For as long as it lasts, the shade counts as an area under the province of night: the Tremere can act normally without hindrance from daytime and avoid the sun's rays. Should the caster step outside the shadow (whether accidentally or purposefully), though, the effect ends immediately - quite possibly stranding the Tremere, dizzy and disoriented, in burning sunlight.
●●●●● Darkling Pact

Mastery of the Path of Shadowcrafting allows a Tremere to imbue his own shadow with a semblance of substance. At this level of expertise, the path truly takes on some characteristics of tangible nightmares. The assistance of their own shadow also gives the Tremere a small chance to counter the Obtenebration Discipline, though such hope perhaps leads more to overconfidence than to conquest.

The creator of the Shadowcrafting path, now a chattering invalid, maintains during brief moments of lucidity that other, stranger shadow entities wait in every darkened corner. If these are, perhaps, the primal fiends that deal with the Lasombra's fluid darkness, then perhaps their secrets are best left hidden - their unnatural kin were never meant to withstand the light.
System: The Tremere can bring forth his own malevolent shadow as an apparition with which to hurl at his enemies. Conjuring the esurient shadow costs five blood points (total, not in addition to the usual Thaumaturgy costs), and it persists for each round the thaumaturge spends an additional blood point.

Once created, the shade-form assaults the Warlock's chosen target and drains vitality as tangible shadow attacks envelop the victim in a smothering blanket of darkness.

Every success successes scored on the casting roll cause the victim to lose one unsoakable health level of lethal damage; additionally, the victim loses one point of Stamina for the remainder of the scene, as the hungry shadows suck out the very essence of living vitality (note that Kindred can use their blood to restore such losses until the next scene). Subsequent attacks are cumulative, so it's possible to wear a victim down over multiple turns, though that's certainly expensive and time-consuming for all but the most proficient thaumaturges.

Should the thaumaturge botch the casting toll, his shadow still manifests but attacks him instead! Indeed, it assails his would-be creator with an almost palpable hunger to not just hurt him...but somehow replace him.

As a side note, the Warlock's shadow summoned with this power does seem to have some ability to fight Obtenebration, yet they seem reluctant to do so. Instead of inflicting damage upon an opponent, every two successes scored by the player removes one success from an Obtenebration effect. This can negate a power entirely or reduce its efficacy. Of course, the Lasombra can simply reactivate the appropriate Obtenebration powers, probably without nearly as much effort, but the surprise alone can prove invaluable.

Created to replace the rituals practiced by Clan Tremere in the days when it was a band of mortal wizards, Spirit Manipulation is the art of forcing spirits into actions and situations that would normally be contrary to their nature. These spirits are not the wraiths controlled by Necromancy, but a manifestation of the great powers of the universe that the limited humanoid brain perceives as spirits.

Some believe that spirits are tulpas — constructs of human will created by faith to explain how the universe manages to function. Spirit Manipulation forces these spirits into a grotesque mockery of their normal behaviors to achieve magical results in the material world.

In any case, this is one of the knowledges that House Tremere is in no especial hurry to teach its aspiring Apprentices. Regents and Magistrates alike will often be loathe to admit this path even exists, let alone freely offer it for instruction. There are many who would consider holding palaver with any 'spirit' entity at all to be borderline infernalism.

● Hermetic Sight

The vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world.
System: Hermetic Sight allows the thaumaturge to perceive the spirit realm interlaid over the material world for one hour. Each additional level of success on the activation roll increases the duration of this power by an additional thirty minutes.
●● Astral Cant

The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (and immortal) minds. Astral Cant does not teach the thaumaturge the tongues of the spirits, but it does allow him to understand them as they speak to him and to reply in their own languages.

The use of this power is not always necessary; many spirits speak human tongues, but choose to feign ignorance when dealing with vampires. Spirits are not affected by Dominate, but may be manipulated by Presence. Some thaumaturges theorize that this is because spirits are not actually sentient as a vampire would understand the concept, but are manifestations based on the perception of those that are self-aware.
System: Astral Cant allows the thaumaturge to speak to any spirit visible via Hermetic Sight for fifteen minutes. Each additional level of success on the activation roll increases the duration of this power by an additional fifteen minutes to the duration.
●●● Voice of Command

This is perhaps the most dangerous power in the Spirit Manipulation arsenal, for the consequences of failure can be particularly unpleasant. Voice of Command allows the thaumaturge to issue orders to a spirit, compelling it to heed her bidding whether or not it desires to do so.

Spirits compelled by this power are fully aware that they are being forced into these actions, and may well seek revenge on their erstwhile masters at a later time. Thaumaturges who issue commands above and beyond what their spirit servants are compelled to perform may find themselves ignored or mocked. A trickster spirit may agree to a situation to follow orders only to betray its master, leaving the thaumaturge in a situation of potentially fatal embarrassment.
System: The thaumaturge makes the normal opposed Willpower roll against the spirit. The target spirit resists with Willpower (difficulty of the thaumaturge’s Manipulation + Occult). The degree of success the thaumaturge attains determines the complexity and severity of the command that she can issue.

Successes - Effect
Botch - The spirit is immune to the character’s commands for the rest of the night. It reacts however the Storyteller deems appropriate. Typically, the spirit is angry enough to seek revenge at the first opportunity. It may ignore, taunt or even attack the character, at the Storyteller’s discretion.
Failure - The spirit is unaffected, and further attempts to command it are made at +1 difficulty (cumulative).
1 success - The spirit obeys a very simple command that is of no great inconvenience to it.
2 successes - The spirit heeds a relatively straightforward command that it is not innately opposed to performing.
3 successes - The spirit agrees to perform a moderately complex task that does not violate its ethics.
4 successes - The spirit consents to an extended or intricate task that does not place it in immediate danger.
5 successes - The spirit accepts a lengthy or nigh impossible task, or one that means its destruction.
●●●● Entrap Ephemera

This power allows a thaumaturge to bind a spirit into a physical object. This can be done to imprison the target, but is more often performed to create a fetish — an artifact that grants mystical benefits powered by the spirit. Fetishes created by this power are often unreliable and fail at inopportune moments, as the spirits within are understandably displeased with their situation and will take any opportunity to escape or thwart their captors.

Lupines find it offensive for vampires to possess a fetish, and often they will frenzy simply at the sight of a vampire wielding one.
System: The thaumaturge must first locate a vessel symbolically aligned with the targeted spirit that will eventually become the fetish. Then she must command the targeted spirit to enter the vessel via an opposed Willpower roll. The target spirit resists with Willpower (difficulty equals the thaumaturge’s Manipulation + Occult).

A thaumaturge can only attempt to create a fetish up to her rating in Esoterica (Spirits). It is inferior to Cosmology in every way, yet is the best a Kindred blood mage can realistically aim for.

Should the thaumaturge succeed, she can create a fetish of a power level based on the number of successes achieved over the spirit, up to a level five fetish. For example, if the thaumaturge wins the opposed Willpower roll against the spirit by three successes, she creates a level three fetish. Creating and maintaining a fetish is difficult; because of this, the number of fetishes a thaumaturge may create is limited by her Intelligence. If the thaumaturge gives away said fetish, it still counts against her total available slots. She may only create an additional fetish when one of her previous fetishes has been destroyed.

A fetish grants a number of bonus dice to a specific skill comparable to the level of the fetish. For example, a healing spirit trapped inside a scalpel would grant extra dice (the level of the fetish) for any Medicine roll. The Storyteller always has final authority on what sort of fetish can be made.

Note: Fetishes created in this fashion absolutely do not replicate shifter Gifts nor even specific shifter fetishes. The Gifts and fetishes that Lupines and other Changing Breeds make use of are made possible by ancient pacts made with the spirit world, and by their service to a convoluted hierarchy of greater spirits.

A fetish is activated by rolling the user’s Willpower (difficulty equals the fetish’s power level + 3). A botch on this roll destroys the physical component of the fetish and frees the spirit that was trapped within. It will likely be unrelentingly hostile.
●●●●● Duality

The thaumaturge can now fully interact with the spirit world — a strange place that only sometimes resembles the real world. While using this power, she exists on both planes of existence at once. She is able to pick up objects in the physical world and place them in the spirit world and vice versa. Beings and landscape features in both realms are solid to her, and she can engage in any manner of interaction.

She can even use Thaumaturgy and other Disciplines in either world. This is not without its dangers. With a single misstep, the vampire can find himself trapped in the spirit realm with no way to return home. Several incautious thaumaturges have starved into torpor while trapped on the other side of the barrier that separates the physical and spirit realms.
System: The thaumaturge may interact with the spirit world for fifteen minutes. Each additional level of success on the activation roll increases the duration of this power by an additional fifteen minutes. Duality can only be enacted while the character begins the process in the physical world. While in this state, the thaumaturge becomes susceptible to attacks from both realms and suffers from a +1 difficulty to all Perception rolls. The character is still considered to be in the physical world for purposes of basic physics (and common sense).

Spirits who have been previously angered will seek physical revenge on unwary thaumaturges using this power. A botch on the roll to activate this power tears the vampire out of the physical world and traps him in the spirit realm. The way back the physical realm, if there is one, is left to the Storyteller’s discretion, and may spark an entirely new story.

The newest path to be accepted by the Tremere hierarchy as part of the Clan’s official body of knowledge, the Path of Technomancy is a relatively recent innovation, developed in the latter half of the 20th century. The path focuses on the control of electronic devices, from cellphones to laptops, and its proponents maintain that it is a prime example of the versatility of Thaumaturgy with regards to a changing world.

More conservative Tremere, however, state that mixing Tremere magic with mortal science borders on treason or even blasphemy, and some European Regents have gone so far as to declare knowledge of Technomancy grounds for expulsion from their chantries. The Inner Council did approve the introduction of the path into the Clan’s grimoires, but has yet to voice any opinion of their own regarding the ongoing debate.

● Analyze

Mortals are constantly developing new innovations, and any vampire who would work Technomancy must be able to understand that upon which he practices his magic. The most basic power of this path allows the thaumaturge to project his perceptions into a device, granting him a temporary understanding of its purpose, the principles of its functioning, and its means of operation.

This does not grant permanent knowledge, only a momentary flash of insight which fades within minutes.
System: A character must touch the device in order to apply this power. The number of successes rolled determines how well the character understands this particular piece of equipment. One success allows a basic knowledge (on/off and simple functions), while three successes grant competence in operating the device, and five successes show the character the full range of the device’s potential. The knowledge lasts for a number of minutes equal to the character’s Intelligence.

This power can also be used to understand a nonphysical technological innovation — generally a piece of software — at +2 difficulty. The character must touch the computer on which the software is installed — simply holding the flash drive or CD-ROM is not enough. Software applied remotely to a device (such as through an app store) also cannot be analyzed until it is installed.
●● Burnout

It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule. Burnout is used to cause a device’s power supply (either internal or external) to surge, damaging or destroying the target. Burnout cannot be used to directly injure another individual, although the sudden destruction of a pacemaker or a car’s fuel injection control chip can certainly create a health hazard.
System: A character can use this power at a range of up to 10 times her Willpower in yards or meters, although a +1 difficulty is applied if she is not touching the target item. The number of successes determines the extent of the damage:

Successes - Result
1 success - Momentary interruption of operation (one turn), but no permanent damage.
2 successes - Significant loss of function; +1 difficulty to use using the device for the rest of the scene.
3 successes - The device breaks and is inoperable until repaired.
4 successes - Even after repairs, the device’s capabilities are diminished (permanent +1 difficulty to use).
5 successes - The equipment is a total write-off; completely unsalvageable.

Large enough systems, such as a server cluster or a passenger aircraft, impose a +2 to +4 difficulty (at Storyteller discretion) to affect with this power. Additionally, some systems, such as military and banking networks, may be protected against power surges and spikes, and thus possess one to five dice (Storyteller discretion again) to roll to resist this power. Each success on this roll (difficulty 6) takes away one success from the Thaumaturgy roll.

Burnout may be used to destroy electronic data storage, in which case three successes destroy all information on the target item, and five erase it beyond any hope of non-magical recovery.
●●● Encrypt/Decrypt

Electronic security is a paramount concern of governments and corporations alike. Those thaumaturges who are techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows them to scramble a device’s controls mystically, making it inaccessible to anyone else. Encrypt/ Decrypt also works on electronic media; a DVD under the influence of this power displays just snow and static if played back without the owner’s approval.

Anarch thaumaturges that managed to learn this Path (quite a few of them renegade Apprentices) began referring to it as "DRM" by the early 2000s.
System: The character touches the device or data container that he wishes to encrypt. The player rolls normally. The number of successes scored is applied as a difficulty modifier for anyone who attempts to use the protected equipment or access the scrambled information without the assistance of the character. The caster can dispel the effect at any time by touching the target item and spending a point of Willpower.

This power may also be used to counter another thaumaturge’s use of Encrypt/Decrypt. The player rolls at +1 difficulty; each success negates one of the “owner’s.” The effects of Encrypt/Decrypt last for a number of weeks equal to the character’s permanent Willpower rating.
●●●● Remote Access

With this power, a skilled thaumaturge can bypass the need for physical contact to operate a device. This is not a form of telekinesis; the vampire does not manipulate the item’s controls, but rather touches it directly with the power of his mind.
System: This power may be used on any electronic device within the character’s line of sight. The number of successes rolled is the maximum number of dice from any relevant Ability that the character may use while remotely controlling the device. (For instance, if Fritz has Technology 5 and scores three successes while using Remote Access on a keypad lock, he can only apply three dots of his Technology rating to any rolls that he makes through any use of the power.)

Remote Access lasts for a number of turns equal to the number of successes rolled, and can only be used on one item at a time. If an item is destroyed while under the effects of Remote Access, the character takes five dice of bashing damage due to the shock of having his perceptions rudely shunted back into his own body.
●●●●● Telecommute

A progressive derivation of Remote Access, Telecommute allows a thaumaturge to project her consciousness into the Internet, sending her mind through network connections as fast as they can transfer her. While immersed in the network, she can use any other Technomancy power on the devices with which she makes contact.
System: The character touches any form of communications device: a cellphone, 3G (or even 5G)-equipped netbook, Wi-Fi tablet, or anything else that is connected directly or indirectly to the Internet. The player rolls normally and spends a Willpower point. Telecommute lasts for five minutes per success rolled, and may be extended by 10 minutes with the expenditure of another Willpower point. The number of successes indicates the maximum range that the character can project her consciousness away from her body:

Successes - Result
1 success - 25 miles/40 kilometers
2 successes - 250 miles/400 kilometers
3 successes - 1000 miles/1500 kilometers
4 successes - 5000 miles/8000 kilometers
5 successes - Anywhere in the world

While in the network, the character can apply any other Path of Technomancy power to any device or data with which she comes in contact. A loss of connection, either through the destruction of a part of the network or simply a loss of cell signal, hurls her consciousness back to her body and inflicts eight dice of bashing damage.

A character traveling through the Internet by means of this power can use her Path of Technomancy powers at a normal difficulty. Using any other abilities or powers while engaged thus is done at a +2 difficulty.

Thaumaturges practicing the art of Alchemy can eventually learn to manipulate the forms of solids, liquids and gases. Guns and knives melt into pools of metal, wood petrifies and becomes brittle, and common boundaries such as walls and doors transmute to vapor.

The modern, scientific laws of chemistry do not bind Warlocks employing the powers of transmutation, as materials shift their state regardless of their temperature. Instead, Transmutation represents a true alchemy can be achieved by using the Path of Transmutation in concordance with the principles of vitae.

This path is looked upon somewhat unfavorably among more conservative Tremere, as it reflects a "quick and dirty" effect rather than true mastery of alchemical transmutation. The shortcuts and tricks described here however have saved many a young Apprentice's unlife.

  • Prerequisite: A thaumaturge can only learn the Path of Transmutation up to a level of twice their Path of Alchemy. For example, Path of Alchemy 1 is required for Transmutation 1-2, Path of Alchemy 2 for Transmutation 3-4, and Path of Alchemy 3 for Transmutation 5. It is however fairly easy to learn as such things go, once you have the fundamentals down.

● Fortify the Solid Form

By fortifying a solid object, a magus increases the strength and integrity of an item. A thaumaturge mystically transmutes a feather to become a crude blunt object, pencils become makeshift stakes, and a car becomes as tough as a tank.
System: This power increases the offensive and defensive capabilities of an object. For each success the player scores, an object will absorb one health level of damage. Similarly, a thaumaturge wielding the same object offensively will inflict one extra die of damage per two successes the player scores on the activation roll.

In either case, an object may absorb or inflict a maximum of five health levels or dice of damage, respectively. The effects of fortifying an object last for one scene, and must either be offensive or defensive - the Platonic ideal of attack is not the same as for defense.

Note: This power cannot be used to increase the structure of a living creature. However, a thaumaturge may use Fortify the Solid Form in conjunction with the Level Two power Crystallize the Liquid Form to make a very solid piece of ice, molten metal, etc.
●● Crystalize the Liquid Form

Tremere designed this power to prevent other Kindred from taking vitae. This can also be used to solidify water and molten metal. Liquids within living bodies may not be altered, though blood exiting the body may be solidified. Kindred may not consume solidified blood.
System: For every success the player scores on the Willpower roll, the vampire may transform one blood point (or about two pints of a liquid) into solid form for a scene. This substance will not change in temperature; solidified molten steel still burns and melts other material. The liquid must be within the thaumaturge’s line of sight.
●●● Liquefy the Solid Form

A thaumaturge may “melt” solid objects and leave them in a liquid-like state. By employing this power, attackers could find their weapons in small pools at their feet. Stakes rot away at a rapid pace, and blades corrode into soft, nondescript puddles. Some wily thaumaturges might even transmute bullets before they impact an intended target.
System: The thaumaturge may transform an object within his line of sight. When the object reforms from a liquid, it will likely assume a deformed state and be rendered useless. A transformed object remains in a liquid state for one scene, after which it resumes its original shape (which many thaumaturges claim is a recent improvement over an older, more dated version of this power). The size of the object that may be changed depends upon the success of the player’s roll.

One success — A lighter
Two successes — A telephone
Three successes — A computer
Four successes — An automobile
Five successes — A railroad car
●●●● Gaol

When a Warlock invokes this power, he solidifies the air into an opaque, indestructible object. A crude shimmering prism forms around a victim’s body, encasing him within unbreakable material. Doorways become impenetrable boundaries as the air between a doorjamb condenses to a resilient barrier.
System: A Warlock may solidify the air within 50 yards of his person. One success on a Willpower roll solidifies an amount of air equivalent to a brick where five successes will form a solid block of air that can encompass a telephone booth. Once the air condenses, it becomes completely indestructible; this effect lasts for one scene.

Victims trapped within the solid air will not be able to break through this barrier (not even with Potence), though mortals will not suffocate. The oxygen within the block is breathable, though liquid-like. These victims will experience an uncomfortable sensation in their lungs from the alien dependency on the oxygenated fluid, and they may reject it altogether.

When the effect of Gaol expires, the barrier around the subject dissipates into its original gaseous state. The oxygen within the target’s lungs, however, will remain a fluid and, though breathable, must be purged from the body - coughed out - before it can transmute back into a gas.
●●●●● Ghost Wall

After attaining this level of mastery, a thaumaturge finds herself no longer hindered by common barriers such as walls and rock formations. With but a thought, solid objects shift to a vaporous state and may be traversed with little difficulty. The Warlock passes beyond walls, as they are insubstantial and will not obstruct his movement. Targets fall through a gaseous floor, and vaporous parachutes are useless in slowing the travel speed of a skydiver.
System: A thaumaturge may make vaporous any nonliving body within his line of sight. For every success he scores on his Willpower roll, a larger amount of material transmutes in this manner. It takes a single success to transmute a laptop computer into vapor, while it takes five successes to transmute a city bus. A transmuted object loses its shape and becomes transparent. This effect lasts for one scene, after which the object in question reforms as if nothing had ever happened.

Needless to say, this is an outrageous breach of the Masquerade if any inappropriate eyes observe it. Should a victim occupy the same space as the object after this power expires, he suffers a number of unsoakable health levels of aggravated damage the Storyteller determines appropriate to the circumstance.

For example, a rock reforming within a body might inflict a single level of damage, where a person trapped within a wall should suffer at least five levels of damage. Objects that reform partially within another object will remain this way until physically removed, or invoked to be vaporous again.

This path, based loosely on a powerful thaumaturge’s interpretations of the Book of Nod, devotes itself to delivering justice to the race of Cainites. Each power supposedly has some precedent in the parables of the ancient book, and focuses on teaching the lessons of Caine via the power of blood magic. Use of this path is hotly debated in the Sabbat, as some consider it tantamount to claiming to hold Caine’s right over all vampires oneself.

Camarilla vampires don’t have the same knowledge of the Book of Nod that the Sabbat do, but the path is not entirely unheard of in Tremere chantries. The power of this path comes not only from the magic of blood, but also incantation of verses from the Book of Nod. For any of these powers to take effect, the caster must speak the actual condemnation. For example, to invoke the third-level power, the caster must state plainly to his target that she may eat only ashes.

The subject must generally be able to hear the caster for these powers to take effect, though writing them and showing them to the subject will do. These powers apply to vampires only. They do not affect mortals, ghouls, or any other supernatural creatures.

● Zillah's Litany

Zillah, the wife of Caine, unknowingly drank from her husband and sire three times, thus becoming bond ed to him. This power reveals existing blood bonds and Vinculi to the thaumaturge.
System: If the subject has any blood bonds or Vinculi to other vampires, this power reveals them to the caster. Although the caster may not know the vampires in question, this power does reveal the names and gives rough psychic impressions of the individuals in question.
●● The Crone's Pride

This power inflicts the curse of the crone, who bound Caine to her as he fled his wife’s spurning. Hideously ugly, the crone had to resort to trickery to get others to help or serve her.
System: This power reduces the target’s Appearance to zero. All Social rolls during this time generally fail, unless the character attempts to intimidate or browbeat the subject. This power lasts for one night.
●●● Feast of Ashes

Primarily used against wanton or excessive vampires, this power temporarily removes a vampire’s dependency on blood. While some would say this negates the Curse of Caine, it reduces the vampire to little more than a wretched scavenger, as he must consume literal ashes, though he gains little sustenance from them.
System: The victim of this power can no longer consume blood, vomiting it up as he would mortal food or drink. Instead, the victim can eat only ashes, and the “blood points” he gains from this may be used only to rise each night.

Ashen “blood points” may not be used to power Disciplines, raise Attributes, or feed ghouls (though actual blood points in the character’s body at the time this power is invoked may still be used for such). One blood point’s worth of ash is roughly one pint or half-liter, and any ash will do — cigarette ash, campfire leftovers, or vampire corpses destroyed by fire or sunlight. This power lasts for one week.
●●●● Uriel's Disfavor

This power invokes the darkness of the Angel of Death. All but the dimmest of light causes the subject excruciating pain, and some artificial forms of bright light may even damage the vampire. Uriel delivered God’s curse on Caine, shielding him in the blackness of his wings.
System: The presence of any light makes the subject uncomfortable, and bright light of any kind — flash lights, headlights, etc. — inflict one health level of aggravated damage on the character for every turn he remains under its direct focus. Most vampires who suffer this curse elect to sleep for the duration, hiding away in the darkness of their havens until they can walk again among the living without pain. This power lasts for one week.
●●●●● Valediction

Many Sabbat rightfully fear this power, though very few have ever seen it used. It levies a punishment for breaking one of Caine’s greatest commandments — the ban against diablerie. As most Sabbat attain their power and station through some measure of diablerie, they must reconcile their beliefs with the admonitions of Caine, and this power engenders a great sense of humility.
System: When this power takes effect, the subject immediately reverts to her original Generation. This change may entail losing points in certain Traits due to generational maximums. This power lasts for one week, after which any Traits reduced to higher-Generation maximums return to normal. It takes three turns to speak the full verse that implements this power’s effects.

The "Path of the Blood Ward" is a specialized and fiercely-guarded discipline practiced by Tremere who commit themselves to the protection and preservation of clan assets. The guardians of the Tremere holdings, these practitioners are well versed in the art of fortification and defense, capable of holding out overwhelming odds, their esoteric glyphs acting as both bastion and deterrent.

This Path has sadly languished in modern nights, as joining the Camarilla endowed the Warlocks with the security over the centuries to slowly let slip their siege mentality. However, there are still lonely sentinels who bear the weight of their clan's safety, often foretelling and neutralizing threats before they encroach upon the sanctity of the clan's havens and secret lairs.

Prerequisite: It requires both Path of Alchemy 1 and Path of Blood 2 to begin to study the Path of Warding.

System: The art lies in inscribing a specific sigil using a blood point's worth of vitae on the target, a talisman that remains potent until its preordained expiration or until the object it graces is destroyed. Exposure to sunlight or fire, however, annihilates the ward outright.

The thaumaturge can only maintain as many concurrent uses of this power as they have permanent Willpower points. In addition to its vulnerability to sunlight and fire, this limitation has kept it from being a truly satisfying replacement for lengthy ritual defenses. It can however greatly supplement them.

● Bar the Common Passage

The vampire paints her ward on a door or other portal. The affected doorway is imbued with sufficient magical fortification to hold back the ferocious strength of a Lupine or the head of a SWAT battering ram. If something breaks the ward, the vampire is alerted subconsciously.
System: If the total Strength applied to the portal equals double the warding successes, the door opens (or is shattered) normally. If the warded portal is broken through in some way, the thaumaturge receives a mental alarm.

They won't receive a mental alarm if it was opened don't forget to lock it when you're done.
●● Glyph of Scrying

By focusing her will, the vampire can view the immediate vicinity of a particular ward. Paranoid Tremere Lords and Pontifices can monitor far flung chantries through these glyphs. Provided they're kept out of direct sunlight, portable objects (such as seals, signets and paintings) can be imbued with these wards to function like remote senses.
System: The number of successes rolled indicates the number of days that the ward functions. The ward can be destroyed as usual, but always fades after the time limit expires. A clever thaumaturge hides a glyph from sunlight but still makes it useful.

The vampire can establish a telepathic connection with any one of her wards instantly, but never with more than one at a time. She can move about as normal while focusing on a ward, but all difficulties increase by two. Once in contact with a particular ward, the Cainite can see and hear everything in the surrounding area as if she were actually there. When she focuses on a ward, the blood in the glyph gleams as if it were liquid again.
●●● Runes of Power

Elder Magistrates place these wards on ancient tomes of magic. Unwary neonates or intruders receive a nasty surprise when they make contact with these runes.
System: The number of successes indicates the number of aggravated wounds the victim suffers upon contact with the warded object (though the subject may soak if she has Fortitude). The caster is the only person who is immune to the effect. The rune remains potent until exposed to sunlight or the object is destroyed.
●●●● Glyph of Enlightenment

The vampire who paints these glyphs can use them as Glyphs of Scrying, above, and can communicate through them. Tremere with this ability can even use it to attack distant opponents.
System: The number of successes achieved on a Willpower roll (difficulty 7) determines the number of days the effect lasts. By focusing on the ward, the Cainite can see and hear everything around it. She can also speak through the Thaumaturgical power through the glyph.

She can even cast other Thaumaturgy powers through it, as long as the power's requirements can be met; physical contact of the warded item with the target for example, if the power requires touch. Each use of the glyph's fashion in this way reduces its effectiveness by one day.
●●●●● Secure the Sacred Domain

This potent ability can be used to seal off an entire chantry. One glyph, painted at the exact center of the building such as a mansion or tower, secures all windows, gates (or portcullis), hatches, doors and other such portals from all entry or exit. In the nights of catapults and scaling ladders a single worthy Warlock could hold off an entire army - for one night at least - in this way.
System: The vampire must paint the ward at the exact center of the building. If the vampire succeeds at the usual Willpower roll (difficulty 8), no doors, windows or portals will open, though they can be destroyed (albeit 'Bar the Common Passage' can help with that).

Likewise, existing breaches in walls may not be passed, although new ones may be opened and entered. The effects of this power last until the following dawn. Failure indicates a wasted effort.

Command over the weather has long been a staple power of wizards both mortal and immortal, and this path is said to predate the Tremere by millennia.
The proliferation of usage of this path outside the Clan tends to confirm this theory; Weather Control is quite common outside the Tremere, and even outside the Camarilla. Lower levels of this path allow subtle manipulations, while higher stages of mastery allow a vampire to call up raging storms. The area affected by this power is usually rather small, no more than three or four miles (five to six kilometers) in diameter, and the changes the power wreaks are not always immediate.

System: The number of successes rolled indicates how long it takes the weather magic to take effect. One success indicates an entire day may pass before the weather changes to the thaumaturge’s liking, while a roll with five successes brings an almost instant effect. The difficulty of the Willpower roll necessary to invoke this power may change depending on the current local weather conditions and the weather the character is attempting to create.

The Storyteller should impose a bonus (-1 or -2 difficulty) for relatively minor shifts, such as clearing away a light drizzle or calling lightning when a severe thunderstorm is already raging. Conversely, a penalty (+1 or +2 difficulty) should be applied when the desired change is at odds with the current conditions, such as summoning the same light drizzle in the middle of the Sahara Desert or calling down lightning from a cloudless sky.

Effects of the power default to the maximum area available unless the caster states that he’s attempting to affect a smaller area. At Storyteller discretion, an additional Willpower roll (difficulty 6) may be required to keep the change in the weather under control.

Weather Control is not the sort of power that lends itself well to indoor application. While certain of the path’s uses (changes of temperature, high winds, and possibly even fog) do make a certain amount of sense in interior settings, others (precipitation of any sort, lightning) don’t. The difficulty for all rolls to use Weather Control indoors is at +2, and the Storyteller should feel free to disallow any proposed uses that don’t make sense.

Individual power descriptions are not provided for this path, as the general principle is fairly consistent. Instead, the strongest weather phenomenon possible at each level is listed.

● Neophyte

Fog: Vision is slightly impaired and sounds are muffled; a +1 difficulty is imposed on all Perception rolls that involve sight and hearing, and the effective range of all ranged attacks are halved.

Light breeze: A +1 difficulty is imposed on all Perception rolls that involve smell.

Minor temperature change: It is possible to raise or lower the local temperature by up to 10 degrees Fahrenheit or 5 degrees Celsius.
●● Acolyte

Rain or snow: As Fog, but Perception rolls are impaired to a much greater extent; the difficulty modifier for all such rolls rises to +2. In addition, the difficulty on all Drive rolls increases by two.
●●● Apprentice

High winds: The wind speed rises to around 30 miles per hour or 50 kilometers per hour, with gusts of up to twice that. Ranged attacks are much more difficult: + 1 to firearm attacks and +2 to thrown weapons and archery.

In addition, during fierce gusts, Dexterity rolls (difficulty 6) may be required to keep characters from being knocked over by the winds. When gale-force winds are in effect, papers go flying, objects get picked up by the winds and hurled with abandon, and other suitably cinematic effects are likely.

Moderate temperature change: The local temperature can be raised or lowered by up to 20 degrees Fahrenheit or 10 degrees Celsius.
●●●● Adept

Storm: This has the effects of both Rain and High Winds.

You can redirect lightning with this ability (if you can think and react fast enough) but cannot summon it out of the clear blue sky. See below for the mechanics of striking enemies with lightning.
●●●●● Master

Lightning Strike: This attack inflicts 10 dice of lethal damage. Body armor does not add to the target’s dice pool to soak this attack.

If the character tries to strike a specific target with lightning, the player must roll Perception + Occult (difficulty 6 if the target is standing in open terrain, 8 if he is under shelter, or 10 if he is inside but near a window) in addition to the base roll to use Thaumaturgy. Otherwise the bolt goes astray, with the relative degree of failure of the roll determining where exactly the lightning strikes.


Rituals are Thaumaturgical or Necromantic formulas, meticulously researched and prepared, that create powerful magical effects. Individual rituals are less versatile than paths, as their effects are singular and straightforward, but they are better suited to specific ends. Indeed, given enough time to research a new ritual, a thaumaturge can surmount almost any obstacle.

IC Introduction to Rituals: The Power of Formula

Skillful thaumaturges can visit the world with rains of fire, earthquakes, floods, lightning and other impressive displays of power. They can siphon the blood from their victims, curse them with barrenness and give them the fabled “evil eye.” But not all blood magic produces such flashy results. Reshaping the world requires more than spectacle; it takes time, effort and transformations that work deep in the essence of all things. Thaumaturges spend nights, weeks, years and even decades crafting magical effects, most of which won’t ever be noticed by anyone else. That’s often quite the point: A ritual that instills a new desire or saps another’s willpower should remain secret.

Hermetic rituals are tedious and time-consuming when compared with other Kindred powers. These archaic rites usually require the caster to obtain obscure items, recite phrases in dead languages and perform complicated movements to be effective. If the thaumaturge neglects to meet a single formulaic stricture, the magic fails and all the effort expended is wasted. Non-initiates often wonder why blood magicians waste time continuing to study these restrictive forms or even go so far as to develop new ones.

Part of the explanation is found in the history of Thaumaturgy. The blood magic ritual was the first aspect of Thaumaturgy developed by Clan Tremere. The original practitioners were accustomed to intricate formulae and complex ritual; Tremere, Goratrix and the other founding members had spent their mortal lives studying these Hermetic applications. It was only natural they would maintain this affinity when they laid the foundation of the Discipline.

As the early Warlocks sought a weapon with which to defend themselves from other hostile Kindred, they delved into previously shunned tomes and writings they had avoided as blasphemous prior to their transformation. They unearthed long-forgotten blood-soaked rites and reworked them according their own skills. It was during this time that the magi developed the first wards against Kindred and ghouls to protect their sanctuaries; Flesh of the Fiery Touch and Wake with Evening’s Freshness also appear to trace their origins back to those first nights. Using these first rituals, the Warlocks balked the assaults of their foes until they were able to develop other means to exploit the power of vitae.

However, even after the clan began to experiment with the paths, the Warlocks clung to the ancient forms of rituals. Clan Tremere isn’t the type to continue a practice merely because “that’s how it’s always been”; the speed with which they scrapped their own philosophy and combined it with blood magic attests to that. No, the clan retains the practice of ritual magic because, quite simply, it works.

Blood magic rituals require a great deal more time to enact than a path’s effect, but generally place less strain on the caster. Only rarely do they require the thaumaturge to offer a portion of his own vitae, unlike abilities granted through a path, which always do. Some of the more complex rituals do require the expenditure of vitae, but these almost always produce a powerful or lasting effect.

Rituals also protect the caster from much of the risk associated with a path. A failure when performing a ritual seldom has a baneful effect on a magus, whereas some blood magicians have reported a weakening of determination and focus after a botched attempt to summon a path ability. Apparently, because the magus’ will provides not only the impetus but also the focus for a path’s effect, she can somehow actually deplete her own spirit. This loss is, for all intents and purposes, permanent — more than one sorcerer has been left an effete wretch after too many failures. Crafting blood magic requires a strong will, so this potential damage represents a considerable risk for magi.

Thaumaturgical magic produced by a ritual is often more potent and has a longer-lasting effect than that created by a path. Clan Tremere’s greatest successes are the result of ritual magic. The binding of the Assamites, the creation of the Gargoyles and the clan founders’ very transformation from mortal to Kindred are examples of the power available through Hermetic blood ritual.

New rituals are far easier to develop than new paths, as shown by the earliest practitioners of the Discipline; blood magic rituals were the first form of Thaumaturgy developed by the Warlocks. The clan can quickly and effectively fashion rites to meet its needs. Blood magic formulae allow a magus to quantify and define the effects of her magic by laying out the steps in a pattern. Whereas each step of a path builds on the previous one, through application of Hermetic principles and formulae, a magus can develop a new ritual independently.

Similarly, the only limit to a ritual’s power is the blood magician’s understanding of the overall principles of Thaumaturgy. A magus must learn each path’s permutations separately. Rituals have no prerequisites beyond the basic understanding of the sorcerous arts of the blood. This allows a magus to pick and choose which effects he wants to develop, rather than advancing through a rather static progression of a path. As a result, many magi know far more rituals than they do paths.

Although the paths may represent the highest potential of blood magic, rituals are usually more practical to employ. Even the most innovative, non-traditional practitioners of the art rely on them for a variety of tasks.

Basic Ritual Mechanics

All thaumaturges and necromancers have the ability to use rituals, though each individual ritual must be learned separately. By acquainting herself with the arcane practice of blood magic, the caster gains the capacity to manipulate these focused effects.

Rituals are rated from 1 to 5, each level corresponding to both the level of mastery of Thaumaturgy or Necromancy the would-be caster must possess and the relative power of the ritual itself. Unless stated otherwise, a ritual requires five minutes per level to cast.

Casting rituals requires a successful Intelligence + Occult roll, for which the difficulty equals 3 + the level of the ritual (maximum 9). Only one success is required for a ritual to work, though certain spells may require more successes or have variable effects based on how well the caster’s roll goes. Should a roll to activate a ritual fail, it likely results in strange occurrences or side effects. A botched ritual roll may even indicate a catastrophic failure or summon an ill-tempered demon.

Rituals sometimes require special ingredients or reagents to work — these are noted in each ritual’s description. Common components include herbs, animal bones, ceremonial items, feathers, eye of newt, tongue of toad, etc. Acquiring magical components for a powerful ritual may form the basis for an entire story.

At the first level of Thaumaturgy or Necromancy, the vampire automatically gains a single Level One ritual. To learn further rituals, the blood sorcerer must find someone to teach him, or learn the ritual from a scroll, tome, or other archive.

Advanced Ritual Mechanics

The V20 Rites of the Blood book is used here, and it further expands on the thematic and mechanical properties of Blood Sorcery Rituals, establishing the Principles of Blood, Will, Knowledge, Identity and Sympathetic Magic.

A Ritual requires a successful Intelligence + Occult vs with only one success required. Failures result in strangeness, botches result in Very Bad Things™. Additionally, Rituals often require ingredients and/or the expenditure of vitae.

The Principle of Blood is easiest to understand. Simply put, blood magic is completely dependent on the application of Kindred vitae. No non-vampire can ever work blood magic as it is performed by Kindred. Ghouls and revenants who receive extensive training from their sorcerous regnants (and after many years of study) may command a few minor paths and rituals. However, even this simple mastery requires the regnant’s vitae coursing through their veins.

Without exception, every power associated with every blood magic path requires the expenditure of at least one point of vitae.

The Principle of Will is equally straightforward. Every manifestation of blood sorcery is the result of the vampire focusing and exerting his will to bring the effect into existence. It is important to underline that blood sorcery requires the exertion of will to succeed – not the faith of belief. Actual religious devotion is not a requirement, although there are sects and cults who confuse this (potentially leading to a heightened risk of malefic possession).

Mechanically, the Principle of Will means that all activation rolls for blood magic path powers are Willpower rolls. It is impossible for any blood magician to accidentally unleash a blood magic effect, such as in frenzy. Although successful blood magic is highly unlikely to deviate from the magician’s desired result, botches can be catastrophically harmful. This may be reflected in the loss of a temporary or permanent dot of Willpower, or some other effect at the Storyteller’s discretion.

The Principle of Knowledge holds that a vampire cannot learn any form of blood magic either intuitively or through observation of another practitioner. Each aspiring magician must actively study the occult lore associated with her school and develop a deep empirical knowledge of the arcane practices that go into each path and each ritual.

The Principle oKnowledge has its greatest relevance in the area of rituals, as almost all rolls to enact rituals are Intelligence + Occult, with the exception of certain obscure schools. Whichever path the sorcerer studies first informs his understanding of all other paths. As such, no secondary path rating can ever exceed his primary path rating.

Next, the Principle of Identity defines the level of connection that allows the blood magician to properly target his magic. When invoking the powers associated with most paths, the magician must direct his attention to himself or to some personage or thing within his field of view.

It is generally impossible to target something the magician sees on television or through other means with a Path effect. Indeed, for some Path effects, even line-of-sight is insufficient and the magician must be especially near or even physically touch the target. A noted exception are some Anarch ‘hacktivist’ thaumaturges, who are able to push against the edges of this limitation by focusing their magic through ritually-prepared CCTV cameras.

Rituals allow for greater range, but even they are limited in that the blood magician must supernaturally identify a distant target. In ancient times, this could be achieved by invoking True Names, but the power of such naming has diminished over the centuries, and tonight, only spirits and a handful of similar, ancient creatures can be bound in such a manner. Many schools of blood magic traffic in ancient lists detailing the True Names of angels, demons, totems and other spirits, especially the Tremere.

For modern, material beings, blood may serve instead. This is especially true for vampires, and a single point of vitae properly incorporated into a ritual can allow the ritualist to strike her target across any distance.

For most other rituals and circumstances, the connection between a ritualist and their target is achieved through sympathetic magic.

Finally, the lesser Principles of Contagion and Sympathy, often seen as subsidiary to the Principle of Identity, collectively describe what is meant by the phenomena of sympathetic magic: The process by which a blood magician attempts to target someone or something beyond his immediate presence.

The Principle of Contagion states that things that were once connected or once part of a single whole retain a link even after they are separated. The stronger the physical or emotional connection was during its existence, the stronger the link after separation.

When using a ritual against a distant target, it is helpful to incorporate something that was once part of the target, or in their possession. Ideally, the most powerful such element would be the target’s own blood. Less intimate connections impose a correspondingly steeper dice penalty on the ritual roll.

Difficulty Modifier Sample Connections
-1 A point of the target’s blood or a severed body part at least as large as a finger.
No modifier A lock of hair, a fingernail, or any bodily fluid other than blood. A magical item created (or modified) by the target also satisfies this degree of connection.
+1 A physical object which the target considers a prized possession.
+2 A physical object which was owned and regularly handled by the target within a week of casting. An item containing a recent fingerprint from the target. A point of vitae or a severed body part from a blood relative of the target.
+3 A physical object which was handled by the target at least once within the last week.
+4 A recent picture of the target.
+5 The target’s name written on a piece of paper.

The Principle of Sympathy can be summarized by the aphorism that “like produces like.” Thus, two things which are similar in some ways can, through magic, be made similar in other ways as well. The ‘voodoo doll’ fetishes associated with some Necromancy schools are a prime example of this principle.

The vampire must craft the effigy to be used in the ritual with an Intelligence + Artistry roll (difficulty 8). A sympathetic element (see the chart above) must be incorporated in the doll’s construction, such as the target’s name or a lock of their hair. Every success on the Intelligence + Artistry roll reduces the difficulty modifier given by a weak connection to the subsequent Intelligence + Occult roll by 1. Successes on this roll cannot modify the difficulty by more than the vampire’s rating in his highest blood magic path. It can not reduce the penalty imposed by a weak connection to below zero.

Learning Necromancy and Thaumaturgy rituals in play

Learning a ritual in play can be achieved in a number of ways. We have chosen to use the rules here given in V20 Rites of the Blood.

The first step in learning a ritual in play is to start a job stating the name of the ritual, what IC/narrative steps you are taking to learn it, and then (if necessary) to roll out the results. If you are learning from an IC teacher such as an approved NPC Mentor or another PC with an Instruction equal to the ritual level, you should note as such in the job. You may then proceed to the next step. If you do not have access to the above, you must discover the ritual yourself.

  • You must commence an extended Intelligence + Investigation vs (Ritual Level + 3) requiring a total of Ritual Level x 5 successes. Each roll requires one RL week. You may substitute Intelligence + Academics, if you have the Research specialty for Academics.
    • If you are a Tremere PC with the ‘Keys to the Library’ merit, you may add as many dice to this roll as you have merit dots – provided your merit rating is equal to or higher than the ritual being sought.

Immediately proceed to the second step when you have accumulated enough successes (you don’t need to wait the extra week!). Having discovered the ritual, the second step involves learning the ritual itself.

  • This requires an extended Intelligence + Occult vs (Ritual Level + 3) requiring a total of Ritual Level x 5 successes. Each roll requires one RL week.
    • If you are a Tremere PC with an approved Mentor NPC (i.e., a Mentor that the Director agrees has and is willing to teach this ritual), you may add your Mentor dice to the roll. If you are learning from another PC, you may add your teacher’s Instruction rating to this roll, instead.
    • If you are a Tremere PC with the Keys to the Library Merit, you may add as many dice to this roll as you have merit dots – provided your merit rating is equal to or higher than the ritual being sought.
    • In the extraordinary event of studying a ritual from a different school (which likely requires either a willing PC teacher, or somehow acquiring or stealing access to their arcane lore), you must take extra effort to reframe the ritual in the trappings of the ritualist’s own school. This doubles or even triples the number of successes required to learn the ritual.

Immediately proceed to the third step when you have accumulated enough successes. Having now discovered and learned the ritual, the third and final step is paying for it.

  • The base XP cost for a ritual native to your in-Clan Discipline and ‘school’, (such as a Tremere Warlock learning a Tremere Thaumaturgy ritual) is x 2.
  • The base XP cost for adapting a ritual that isn’t native to your ‘school’ , yet still related to your in-Clan Discipline (such as a Tremere Warlock with Thaumaturgy attempting to learn an Anarch Thaumaturgy ritual) is x 3. This is also the minimum that characters pay who somehow acquire Thaumaturgy or something like Necromancy as an out of clan Discipline.
  • The base XP cost for attempting to learn a ritual that is neither native to your Clan nor ‘school’ (such as a Tremere Warlock attempting to learn a Koldunic Sorcery or Necromancy ritual) is x 4.
  • You may subtract 1 XP from the cost for the ritual for every logged scene, from the very beginning of discovery and throughout learning, that related to acquiring mastery of the ritual. You may subtract up to half the cost of the ritual in this fashion.
    • If you are a Tremere PC with a high enough Keys to the Library Merit, you may subtract an additional 1 XP from the cost of the ritual.
Level One RitualsLevel Two RitualsLevel Three RitualsLevel Four RitualsLevel Five Rituals

Amber AegisProvides minor protection to the bearer.
This ritual imbues a piece of amber jewelry with a protective aura, deriving its power from the ancient, fossilized life energy trapped within the amber. The amber, being a natural preserver in its own right, amplifies the ritual’s effects and carries these protective charges within its golden depths, releasing them when the bearer is in danger.

Beware that real amber is warm to the touch and has a wax-like shine to it – it will not appear glossy. In the modern nights, most amber is fake, made from various celluloids, glass, gum, plastic or reins.

System: The enchantment places a number of protective charges into the amber, equal to the caster’s successes. Each charge, when expended, emanates a faint glow and can provide extra dice for Alertness rolls to detect ambushes or to soak bashing or lethal damage equal to the caster’s Thaumaturgy rating.

The ritual’s potency is limited to one piece of amber jewelry per caster at a time. They must craft the bauble or piece of jewelry themselves (which necessitates an Intelligence + Crafts (Jeweler) roll at difficulty 6). The ritual increases by +1 difficulty for each time the same piece of amber jewelry is re-used for it.

Though the enchanted amber can be gifted to others, it always bears the unique magical signature of its original caster.
Bind the Accusing TongueThe target cannot speak ill about the caster.
This ancient ritual is said to have been one of the first developed by the Tremere and a primary reason for the lack of cohesive opposition to their expansion. Bind the Accusing Tongue lays a compulsion upon the subject that prevents him from speaking ill of the caster, allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal.

System: The caster must have a picture or other image or effigy of the ritual’s target, a lock of the target‘s hair, and a black silken cord. The caster winds the cord around the hair and image while intoning the ritual’s vocal component.

Once the ritual is complete, the target must score more successes on a Willpower roll (difficulty of the caster‘s Thaumaturgy rating + 3) than the caster scored in order to say anything negative about the caster. The ritual lasts until the target succeeds at this roll or the silk cord is unwound, at which point the image and the lock of hair crumble to dust.
Blood into WaterTransform all spilt blood in a radius around you into water.
Mortals have discovered clever ways to use science and technology to discover hidden traces of blood in crime scenes. A neonate Tremere in New York realized that the police department was tracking a series of murders linked to vampires via blood evidence, and crafted this ritual to remove tainted evidence from a crime scene.

Once the caster has completed this ritual, all spilled blood within the ritual’s reach transmutes to water. This ritual is most frequently used to remove bloodstains, whether as a result of foul play or rites that involve blood.

System: The thaumaturge pours a cup of purified water through the fingers of her outstretched hand while chanting. The ritual transmutes all spilled blood within a radius of five feet/two meters per success on the activation roll. Blood in containers and in living things will not be affected — only spilled blood.

This power has no effect on blood used to create active or passive Discipline effects. Blood into Water could not be used to remove a ritual such as Ward Versus Ghouls due to the magic properties of the ritual having transformed the blood, though it could be used to clean up a drawn blood circle used to bind a demon, so long as that binding is done and over with.
Blood MasteryGain one granted success against the target in a specific endeavor.
Kindred scholars urgently warn against allowing any blood magician to have access to your blood unless you have complete trust in her. A thaumaturge with a small quantity of vitae can focus its power into sympathetic forms. By destroying a point of blood from an enemy, the thaumaturge gains symbolic power over the target, which in turn allows her to manifest her supremacy over the victim in the next challenge.

System: The thaumaturge must mix a tiny quantity of her own vitae (a negligible amount, less than a point) with that of her victim, and then slowly burn it in a fire or boil the blood slowly over an open flame. The caster speaks the phrases of symmetry as she finishes. Once complete, the thaumaturge gains a limited magical mastery over the victim until dawn. In the next test that the caster initiatives against the victim, the caster automatically succeeds in the attempt.

If the task would require a roll, the caster garners one success automatically, but no more (and cannot roll or spend Willpower to improve the roll). This means that the caster is guaranteed a marginal success against his opponent, though it may not be in a fashion that the thaumaturge desires. For example, one success alone is not enough to completely mesmerize an enemy, but it might influence him briefly with Dominate.

Similarly, if the victim takes some action first, Blood Mastery is of no help if the caster could not normally make a countering roll. For example, the caster would still be subject to an opponent’s use of Presence, because he may not normally make a roll to resist. If the victim uses some Discipline that would require the caster to resist, though, then the thaumaturge automatically counters it and thus ends the power of the ritual.

Blood Mastery can only guarantee success in one limited endeavor — a thaumaturge cannot burn multiple points of blood to gain additional successes or success on multiple consecutive actions. Once the ritual is in place, it must be discharged before it can be invoked again against the same subject. Blood Mastery expires if its effects remain unused by sunrise.
Blood RushFeel the pleasure of drinking blood without actually doing so.
This ritual allows the vampire to create the sensation of drinking blood in himself without actually feeding. The ritual can be used for pleasure, but it is more often used to prevent frenzy when confronted with fresh blood. The vampire must carry the fang of a predatory animal on his person for this ritual to work.

System: Performance of the ritual results in the Beast being kept in check automatically. Blood Rush allows the vampire to resist hunger-based frenzy for up to one hour, at which point the Cainite feels hungry again (assuming he did before). This ritual takes only one turn to enact.
BrandA tattoo becomes permanent.
An enterprising Tremere neonate from Boston once overheard a powerful Brujah named Alighieri wish she could acquire a new tattoo that wouldn’t fade away on the following evening. Curious, he made several trips to the local chantry archives and came across references to a ritual used in France to brand criminals. Considering the dark reputation of the Warlocks, this ritual is surprisingly popular amongst neonates of all Clans, especially Anarchs. The Tremere merely smile and collect the boons.

Brand allows the thaumaturge to transmute temporary tattoos and other body modifications received post- Embrace into a permanent state on the vampire’s body. The thaumaturge does not need to be present at the creation of the tattoo, but the ink must have been imprinted within an hour of the casting of the ritual. After reciting the proper incantations, the caster must slowly spread an ounce of molten silver over the area of skin tattooed.

Brand was designed to be a punishment, and thus is exceptionally painful. Some Kindred view this ritual as a rite of passage for neonates and a demonstration of their courage.

System: This painful process burns an aggravated level of damage to the area of skin branded. This tattoo may be placed anywhere on the subject’s body. Once the damage has healed, the tattoo remains upon the skin, unblemished. Due to the pain, the Storyteller may force the target to make a Self-Control roll to hold still during the procedure.
Brand of the ParamourThe caster feels sympathetic pain when the ghoul is harmed.
Thaumaturges cast this ritual to maintain an active awareness of their ghoul’s physical condition.

The thaumaturge must first perform this ritual over the blood of a mortal twin, then share the vitae with her ghoul. After imbibing the blood, the vampire remains aware of any physical harm befalling her ghoul by feeling a phantom pain. The extent of danger is unknown to the thaumaturge, simply the fact that her ghoul has been harmed somewhere on his body.

System: Both the caster and her ghoul must each drink one of the two blood points from the mortal twin. Afterward, should any physical peril befall the ghoul, the caster feels a sympathetic pain in the same part of the body.

Brand of the Paramour remains active so long as the ghoul is alive and remains a ghoul; though the vampire may only maintain one bond of this nature at a time.
The Carrion Fly DelayedPreserve severed body parts from rot.
It is unknown, who precisely, created this ritual, but it has been attributed to the infamous Meerlinda. The advent of refrigeration made this ritual a relic of the past…at least where any conceivably legitimate purpose was involved.

Description: This ritual allows for the preservation of body parts from living (or unliving) beings so that they can be used in rituals demanding fresh fleshy components long after they have been hewn from their original owners. The caster must make a series of incantations before vivisecting the living victim. He conducts the vivisection and then passes the desired parts through smoke from a censer burning alchemical salts.

Creative vampires may devise other uses for the ritual. For example, it is more disheartening to the kin of one’s enemy to drop a fresh-looking head in his lap than to deliver a mere skull. It is also useful in the formation of alibis; by the time discoverers find a body treated in this way, the caster may have traveled many leagues away, leaving a corpse that looks fresh-killed. This ritual can also preserver blood for later consumption.

System: The player rolls Intelligence + Rituals at a difficulty of four (4). A simple success preserves five blood points or 100 pounds of meat from a single specimen for up to a week. Players can spend additional successes to extend the preservation time (one week per success) or the amount preserved (5 blood points / 100 pounds of meat per success).
Chime of Unseen SpiritsThe chimes will ring when a spiritual entity is nearby.
During the nascent Camarilla’s conflicts with the Giovanni, the greatest danger to the Ivory Tower was the Necromancers’ ability to spy upon their enemies with impunity. Clan Tremere created a ritual that would allow them to detect ghost, spirits, and demonic entities.

The thaumaturge must collect the wedding rings of three dead women and melt them to cast a metallic chime. She must chant over the chime over the course of the evening, naming each of the brides once per hour. Once the chime has cooled, it imprints the memory of the ritual in the metal.

Once it is hung in a room, the chime will harmoniously ring a soft warning when in the presence of an unseen spirit, ghost, or devil. Anyone that understands the mystical nature of the chime and is within earshot may benefit from this warning. This thaumaturgical device will work for a year before the ritual must be recast.

System: Once the chime has been enchanted, it will ring once every time an unseen spirit, ghost, or devil is within thirty feet/ten meters of its physical presence. Otherwise, the chime has been charmed to not ring, even in heavy wind or by manual manipulation. Some powers may block the ability of the chime to detect a specific entity, per the discretion of the Storyteller.
Communicate with SireCommunicate telepathically with your direct sire.
By enacting this ritual, the caster may join minds with her sire, speaking telepathically with him over any distance. The communication may continue until the ritual expires or until either party ends the conversation. The caster must possess an item once owned by her sire for the ritual to work.

System: The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 10 minutes per success on the activation roll.
Decrypt MissiveDecrypt a ritually encrypted message.
No sooner had House Tremere devised the Encrypt Missive ritual to facilitate private communications between chantries, a certain ambitious Magister innovated a way to defeat it.

See the Encrypt Missive ritual for more details.

System: To decrypt a document not addressed to the caster or translate one written in an unfamiliar tongue, the caster lets a drop of his blood fall onto the page he wishes to comprehend. He then meditates for ten minutes.

The player receives a number of extra dice on all rolls to translate, decode, or comprehend the work in question equal to the number of successes he rolled to enact the ritual. This does not actually change the page that it affects; it merely allows the caster to read it. The difficulty to decrypt documents encoded through this ritual is 6 + the number of successes rolled to enact the ritual (maximum difficulty 9).
Dedicate the ChantryEase subsequent defensive rituals on the building.
Tremere chantries typically house arcane books, special resources, servants and other major assets. It’s no wonder they’re so closely guarded. One common practice includes the casting of various wards over a chantry site, to prevent unauthorized entry and to make the place difficult to locate. Dedicate the Chantry expedites this process, making it easier to place subsequent enchantments over the area.

To Dedicate the Chantry, the caster must walk a counterclockwise circle around the entire grounds and sprinkle stagnant water as he travels. Once the ring is complete, the thaumaturge must return to the (rough) center and anoint his hands with the stale water, then the lowest level of the floor.

System: A dedication functions over a single building, so a complex of homes or an estate and grounds may require several castings. Once dedicated, the chantry is open to more defenses; any site ritual cast over the chantry, from a ward to potent magics like Deny the Intruder (below), has its casting difficulty lowered by one.
Defense of the Sacred HavenBlock sunlight from entering a room as long as the caster is within it.
This ritual prevents sunlight from entering an area within 20 feet (six meters) of this ritual’s casting. A mystical darkness blankets the area, keeping the baleful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. To invoke this ritual’s protection, the caster draws sigils in her own blood on all the affected windows and doors. The ritual lasts as long as the thaumaturge stays within the 20-foot (6-meter) radius.

System: This ritual requires one hour to perform, during which the caster recites incantations and inscribes glyphs. One blood point is required for this ritual to work.
Deflection of Wooden DoomThe first stake directed at you after the ritual crumbles to dust.
This ritual protects the caster from being staked, whether she is resting or active. While this ritual is in effect, the first stake that would pierce the vampire’s heart disintegrates in the attacker’s hand. A stake merely held near the caster is unaffected; for this ritual to work, the stake must actively be used in an attempt to impale the vampire.

System: The caster must surround herself with a circle of wood for a full hour. Any wood will work: furniture, sawdust, raw timber, 2’ x 4’s, whatever. The circle must remain unbroken, however. At the end of the hour, the vampire places a wooden splinter under her tongue. If this splinter is removed, the ritual is nullified.

This ritual lasts until the following dawn or dusk.
Devil's TouchThe target is socially shunned and treated like an outcast.
Thaumaturges use this ritual to place curses upon mortals who earn their ire. Using this ritual marks an individual invisibly, causing all those who come in contact with him to receive him poorly. The mortal is treated as the most loathsome individual conceivable, and all who deal with him do everything in their power to make him miserable. Even bums spit at an afflicted individual, and children taunt him and barrage him with vulgarities.

System: The effects of this ritual last one night, disappearing as the sun rises. The mortal (it doesn’t work on vampires) must be present when the ritual is invoked, and a penny must be placed somewhere on his person (in a pocket, shoe, etc.).
Domino of LifeSimulate a singular feature from a living human (pulse, eating, etc).
A vampire wanting or needing to simulate a human characteristic can do so once Domino of Life is cast. For one entire night, the vampire can eat, breathe, maintain a normal body temperature, assume a human flesh tone, or display some other single trait of humankind she desires. Note that only one trait can be replicated in this fashion. The vampire must have a vial of fresh human blood on his person to maintain this ritual.

System: Using this ritual adds one die to the caster’s dice pools when attempting to pass as human. Unless onlookers are especially wary, the Domino of Life should fool them into thinking the caster is mortal — not that they should have any reason to suspect otherwise.
Encrypt MissiveOnly the caster and the recipient can read the missive.
Letters were once the dominant form of communication and information collection. Cautious Kindred learned to either be discreet in their dealings on paper or to send blood-bound or Dominated personal messengers. Neither option was ideal when you needed to be explicit and ensure that only your intended recipient received the message.

To insure that important messages remain secure against prying eyes, the Tremere utilized this ritual to encode documents magically. This ritual is not used as often in the age of instant electronic communications, but is occasionally used to communicate between chantries or to issue important edicts.

System: The thaumaturge writes the message in blood over the course of a night and speaks the name of the person or group that she wishes to read it. Only the writer and the target to which the letter is addressed can read the document. To any others who observe the letter, the writing appears to be gibberish.

Obviously, this ritual may only be used for written communication. Encrypt Missive only works with the original document. If someone else tries to scan or copy the document, the magic holds and the message remains scrambled.
Engage Vessel of TransferenceExchange blood from the container with the blood of anyone who touches it barehanded.
This ritual enchants a container to fill itself with blood from any living or unliving being who holds it, replacing the volume of blood taken with an equal amount previously held inside the container. When the ritual is enacted, the vessel (which must be between the size of a small cup and a one-gallon/four-liter jug) is sealed full of the caster’s blood and inscribed with the Hermetic sigil which empowers the ritual.

Whenever an individual touches the container with his bare skin, he feels a slight chill against his flesh but no further discomfort. The container continues to exchange the blood it contains until it is opened. The two most common uses of this ritual are to covertly create a blood bond and to obtain a sample of a subject’s blood for ritual or experimental purposes.

System: This ritual takes three hours to enact (reduced by 15 minutes for each success on the casting roll) and requires one blood point (although not necessarily the caster’s blood), which is sealed inside the container. The ritual only switches blood between itself and a subject if it is touched with bare skin — even thin cotton gloves keep it from activating.

Individuals with at least four dots in Occult recognize the Hermetic sigil with two successes on an Intelligence + Occult roll (difficulty 8).
Expedient PaperworkThe document will appear important and worked on in the most efficient way possible.
This beneficial ritual expedites paperwork through the bureaucratic systems of governments or other hierarchies. By preventing the ensorcelled documents from being misplaced, the paperwork goes through the swiftest channels, even bypassing normal daytime agencies that would hinder the Kindred’s nocturnal lifestyle.

Although extremely useful in modern society, this ritual was developed to handle the Church bureaucracies of earlier nights and allay any suspicion toward the caster. The ritual requires the hairs of a dog, known for protection and loyalty, to protect and guide the paperwork.

System: This ritual enchants the expedited paperwork, which shows up as an aura to anyone who looks for such. Normal handling time of a given document is reduced to roughly one-third and it will not get lost. The ritual ends when the material is finished being processed.
Illuminate Trail of PreySee the trace of the target as a pulsing light visible only to you. The connection is broken when the target crosses flowing water.
This ritual causes the path of the subject’s passing to glow in a manner that only the vampire can see. The tracks shine distinctly, but only to the eyes of the caster. Even airplane trajectories and animal tracks shine with unhealthy light.

The ritual is nullified if the target wades through or immerses himself in water, or if he reaches the destination of his journey. The caster must burn a length of white satin ribbon that has been in her possession for at least 24 hours for this ritual to take effect.

It is one of the most common rituals taught to young Apprentices – if only because it will ensure that wherever they go, someone will potentially find them useful enough to extend a boon.

System: The thaumaturge must have a mental picture of or know the name of her prey. The individual’s wake glows with a level of brightness dependent on how long it has been since he passed that way — old tracks burn less brightly, while fresh tracks blaze.
Imp's AfflictionThe target's physical features become distorted.
A disgusting ritual, the Imp’s Affliction curses the subject by aggravating his ears, throat, and nose. Mucus membranes inflame, ears fill with liquid, the throat becomes raspy and dry, and the subject’s eyes brim with tears. This ritual requires merely that the thaumaturge write her victim’s name on a scrap of paper.

System: The Imp’s Affliction lasts for one scene, during which the victim becomes winded after five minus Stamina turns. Subjects so exhausted suffer a temporary level of unsoakable bashing damage, which vanishes at the end of the scene as he symptoms disperse.

This ritual is most often used to torment people in social situations, as their unpleasant maladies make them odious, to say the least – the difficulties of Social rolls for a character stricken with the Imp’s Affliction increase by one. This ritual has no effect on Kindred.
Ignite TallowIgnite a candle with a gesture. A beginner ritual commonly taught to Acolytes.
With a simple gesture and a word of power, a thaumaturge who knows this ritual (which is sometimes given the grandiose name of ‘Evocation of the Taper’) may ignite one candle in his line of sight.

While convenient, this parlor trick is quite limited. It can only be used to ignite actual candles – not torches, parchment or any other object, no matter how flammable. The inverted form of this ritual Quench the Tallow, snuffs out a single burning candle but cannot affect other flames.

This is perhaps the most commonly taught ritual to Acolytes. It’s an invaluable preparation for later study of the Lure of Flames.

System: If the ritual succeeds, the targeted candle extinguishes or flares alight in a puff of sulfurous smoke as appropriate to the magic.

A failure on the casting roll drains a blood point from the vampire’s pool, while a botch costs her a blood point and melts the candle to a useless puddle of wax. both forms of this ritual require a mere turn of concentration, but the thaumaturge can take no other action while calling the flame.

In effect, this ritual is a dot effects of Creo Ignem (The Lure of Flames). Characters with three or more dots of Creo Ignem may choose to ignite or extinguish as many separate candles as the player rolls successes. Failure still only drains one blood point, although a botch destroys all targeted candles.
Impressive VisageThe caster appears more alluring.
Beauty and sexual magnetism have always opened doors. Influence in the Ivory Tower is won via elegant social battles of wit, elegance, and charm. Apex predators navigate these choppy waters with sly smiles to obfuscate their intentions. Rumor has it that this particular ritual was developed by a bitter plain-Jane Tremere tired of the local Toreador Harpy unduly influencing the Prince’s favor with his pretty smile.

When this ritual is cast, the thaumaturge gains a heightened degree of sexual attractiveness; she is much more desirable and commands attention as if she were a top model. For this ritual to take effect, the caster must wash her face with a point of virgin blood and place a sprig of dried mint in her shoe.

System: The caster gains two dice on all Appearance-related rolls for the duration of this ritual. This ritual lasts for a number of hours equal to the successes scored on the activation roll.
Incantation of the ShepherdLocate mortals from whom you feed regularly.
This ritual enables the caster to mystically locate all members of his herd. While intoning the ritual’s vocal component, he spins in a slow circle with a glass object of some sort held to each of his eyes. At the end of the ritual, he has a subliminal sense of the direction and distance to each of his regular vessels.

System: This ritual gives the character the location (relative to him) of every member of his Herd. If he does not have the Herd Background, Incantation of the Shepherd locates the closest three mortals from whom the caster has fed at least three times each.

This ritual has a maximum range of 10 miles or 15 kilometers times the character’s Herd Background, or five miles (eight kilometers) if he has no points in that Background.
Learn the Mind EnslumberedCommunicate with a vampire in Torpor.
This ritual is used to determine the cause of torpor in a vampiric body or the cause of destruction in a Kindred’s ashen remains. To conduct this ritual, the thaumaturge places a penny or other small coin over the eye of the torpid Kindred. He can then hear — in the vampire’s voice — the cause of her cold rest. If all that remains of the body is ashes, the thaumaturge need only lay the penny in the remains to complete the ritual.

System: This ritual requires a half hour to cast, at the end of which the thaumaturge hears a ghostly message from the victim naming who she believes torpored or killed her. This is not a divination ritual, and therefore the information may not be accurate. If the culprit was disguised or hidden, the spirit of the victim will do her best to answer the question. This power has no effect on creatures other than Kindred.
Luminous VitaeBlood in the vicinity of the caster glows in an iridescent purple.
This ritual duplicates the effects of alternate light sources on vitae, causing blood to glow in the caster’s sight. This is most often used to make sure an area has been cleaned sufficiently in a chantry as well. The caster looks through the eye of a needle when using this ritual.

System: This power lasts for one scene, during which blood on a surface, no matter how small an area or how faint, glows an iridescent purple. From the oldest bloody fingerprint on a desk drawer to a pool of blood gathering beneath a murder victim’s corpse, it all becomes visible.

This power has no affect on blood inside a person or container. If the thaumaturge opens a vessel containing blood, he will see the vitae in the usual purple color, but this ritual doesn’t allow him to see through other objects.
Preserve BloodPreserve blood without refrigeration.
Description: This ritual allows a vampire to preserve blood in a specially enchanted container. This ritual was very useful before refrigeration and it is still used heavily by nomadic Sabbat and other rascals. The ritual requires a covered earthenware container large enough to contain the amount of blood the vampire wants to store.

The vampire prepares the container by burying it in the earth for two nights. The following night the container must be dug back up. The container is opened and the blood is poured in with a healthy sprinkling of burdock added. The caster recites a few incantations over the container before sealing it with wax.

System: The player rolls Intelligence + Occult at a difficulty of five (5). This is obviously a pass or fail ritual, bu the original description doesn’t say one way or the other. The container may be carried but, if broken, the blood will spoil at a normal rate. The container may be opened at any time, but may not be resealed containing the same blood. The earthenware container itself can be used again, but the entire ritual must be reenacted.
Protect the TombHinders attempts to meddle with the interred person's corpse or spirit.
In the crypts where old bones lay, Tremere have been to perform this ritual. It’s a practical countermeasure to keep the grubby, grave-robbing hands of the Giovanni – and anyone else with a penchant for meddling with the dead – firmly out of their business.

The ritual is quite simple. It involves placing four chunks of obsidian, each inscribed with a Tremere sigil, in a neat little square around the grave and saying the magic words. Think of it like installing an arcane burglar alarm.

System: With a successful roll, any attempts to disturb the physical or spiritual integrity of the protected tomb will be met with resistance, raising the difficulty of such efforts by 2.

Today, while necromantic gang wars up and down the Adriatic are no longer a nightly worry, the ritual still gets a good run out. Mainly, it’s used to protect the dust-filled coffins of the old and mighty in areas where the Giovanni family or the Samedi still have a bit of sway.
Purge the Inner DemonSilences the Beast and possibly even ends Frenzy.
All Kindred have a raging monster with their souls. A thaumaturge invoking this ritual can silence the Beast in a vampire for a time, even removing the vampire from the Beast’s control. The caster must push a sturdy pin through his own hand to begin the ritual.

This causes the subject to become strangely submissive, even pulling her out of frenzy. In actuality, her bestial nature has been temporarily separated from her psyche. According to legend, some Kindred have willingly starved themselves into torpor after having been subjected to this ritual.

System: This ritual lasts for a number of nights equal to the number of successes the caster scores on a Manipulation + Empathy roll (difficulty 10 minus the subject’s Humanity, but never less than 1). During this time, the subject cannot frenzy. The thaumaturge may not use this ritual on himself.
Purity of BloodCleanse blood from any contaminating illnesses or poisons.
The Black Death killed more than seventy-five million people across Europe during the Dark Ages. Early experimentation showed that most diseases, even blood-borne ones, rarely have any effect upon Kindred, yet vampires can carry such diseases and pass them to their victims. This devastated private herds and caused a severe blood shortage that strained the Masquerade to its breaking point. There had previously been mystical methods of cleansing blood, but they were time consuming and complicated processes.

A solution came from the Tremere — then a struggling Clan seeking to buy their way into polite society — in the form of this simple ritual. The tainted blood must be decanted into a suitable container and then stirred with a special mixture of ash and crushed ginger as the thaumaturge chants the ritual incantation. The blood lightens slightly in color if the ritual succeeds, and the rite cleanses all poison or disease from the sample.

Purify Blood does not function on blood that’s still in a creature’s system. The ritual therefore cannot cleanse a human of disease or make drinking from such a vessel safe; it will only purify blood that is removed from the human first. Some vampires shun this ritual because of the extra work involved in securing blood without the Kiss, and the less-than-satisfactory taste (not to mention the lack of a warm, beating pulse) definitely puts off Kindred connoisseurs. For these reasons, Purify Blood remains a ritual of last resort during desperate epidemics and not a nightly staple.

System: Purify Blood functions on up to one point of blood. Because of the volume limitations, Purify Blood can cleanse only one blood point at a time. Poisons, diseases, and other mixtures disappear, while foreign substances bubble to the top and can be skimmed off. However, the ritual does not in any way change the potency of the blood; vitae can still cause a blood bond, and blood rendered acidic or caustic by a Discipline (like Quietus or Vicissitude) cannot be cleansed. This ritual cannot counter the Vaulderie (nor is it stealthy enough to perform unnoticed in the midst of such a rite). Rotten, solidified, or excessively befouled blood also vanishes if subjected to the ritual (at Storyteller discretion), so a vampire needn’t fear gagging on old, dead blood.
Purity of FleshCleanse your body from any foreign intrusions (tattoo ink, bullets, drugs, dirt).
The caster cleanses her body of all foreign material with this ritual. To perform it, she meditates on bare earth or stone while surrounded by a circle of 13 sharp stones.

Over the course of the ritual, the caster is slowly purged of all physical impurities: dirt, alcohol, drugs, poison, bullets lodged in the flesh, and tattoo ink are equally affected, slowly rising to the surface of the caster’s skin and flaking away as a gritty gray film that settles within the circle. Any jewelry, makeup, or clothes that the caster is wearing are also dissolved.

System: The player spends one blood point before rolling. Purity of Flesh removes all physical items from the caster’s body, but does not remove enchantments, mind control, or diseases of the blood.
Rebirth of Mortal VanityThe caster can grow hair again.
This ritual allow a vampire to grow her hair again. For every inch the thaumaturge wishes to grow, she must pluck one hair from the head of a human child. She places them on a mirror and looks down into the mirror while mutely gesturing over it, inscribing glyphs into the air. As her hair begins to grow, the mirror absorbs the hairs on its surface.

Once the ritual is complete, the vampire’s hair follicles die again, but the hair remains at the new length until cut. This ritual may be cast on another Kindred, but the recipient must pluck the hairs himself, and both caster and recipient must stand over the mirror during the ceremony.

System: The number of successes determines how rapidly the vampire’s hair grows. With one success, it takes 10 minutes for each inch of hair, whereas at five successes, the hair seems to pour forth form the subject’s scalp, growing up to a foot in under a minute. If the hair is ever cut shorter than it was a the time of the vampire’s Embrace, it will return to its original length the next night.

Note, a vampire who was bald in life will remain so in undeath; his hair simply does not grow, though some speculate a more powerful version of this ritual exists for the truly vain among the undead touched by baldness.
Rite of IntroductionThe caster can communicate with their nearest superior in the Pyramid.
The Tremere use this ritual as the formal method of presentation for arrivals in a new city. However, it is an old ritual and not as widely used as it once was. Many young members of the clan are not even aware of its existence. Still, some traditional regents insist on its use and tolerate no excuses for a breach of courtesy. It is also possible to use this ritual to request aid.

The caster boils a handful of ground tamarisk root in a pot of rainwater and recites a short incantation into the vapors that form over the water, then adds a drop of galangal oil. He then speaks a brief message, which is telepathically communicated first to the regent and then to the other clan members in the city according to their place in the hierarchy. The ritual allows the regent to reply telepathically, though she is bound to do so only by tradition.

System: The caster may make a 30-second “introduction speech” in which he presents himself to the other members of the city. The ritual also enables telepathic communication with the regent for five minutes.
Sanguineous PhialThe caster can store blood which contains its sympathetic connections.
It is rumored that the Setites have long practiced an archaic version of this ritual during their religious rites and devotions to their dark god. It’s claimed the Tremere stole – then streamlined – the ritual to allow them to quickly hold large quantities of blood for an indefinite amount of time without it spoiling.

In modern nights, it is useful for Kindred who do not have the medical knowledge or technology required to preserve blood in a more mundane fashion. A side benefit to this ritual is that it works on Kindred vitae without severing the Principle of Identity (in a way that Preserve Blood does not). This allows a cagey thaumaturge to store the blood of her enemies and use it at just the right moment.

This is a more effective version of Preserve Blood, seemingly known only to the Tremere…

System: To prepare for this ritual, the thaumaturge buries a covered earthenware container for two nights and then unearths it. The following evening, she crumbles dried ash leaf into the empty canister and then whispers the proper incantation. Afterwards, she may pour blood into the vessel and then seal it closed with tallow melted from a candle.

The blood will remain fresh until the seal is broken. After the container is opened, the blood begins to spoil at a normal rate. If the vessel is broken, the blood immediately deteriorates to the state it would have attained had it not been preserved at all. The vessel may be used more than once, but the ritual must be recast or the blood will go bad.
Scent of Lupine's PassingThe caster can detect the presence of a werewolf via smell.
Developed in a besieged Carpathian chantry where Tremere fell as often to the claws of night-black Lupines as to the other clans, this simple ritual lets the caster scent Lupines in the area.

The thaumaturge prepares a small herbal bundle with milkweed, wolfsbane, sage and a handful of simple grass. With a short set of phrases, she takes a whiff from the mixture, after which she can immediately tell any Lupine by scent. This does not mean that she can detect Lupines at a distance, merely that she can tell if a specific person’s smell happens to be Lupine, which can be useful when combined with augmented senses.

System: The thaumaturge simply completes the ritual and sniffs from the herbal bundle. Afterward, she can detect Lupines by scent; actually sniffing someone up close would require no roll, but catching a scent at a distance of a few feet might take a Perception + Alertness roll (difficulty 6). Detecting a Lupine hidden around a corner, for example, could increase the difficulty to 8. This scent distinction lasts for an entire scene.
The ScribeWords that the caster speaks appear directly on paper.
This ritual creates a written document from the spoken words of the caster. The thaumaturge simply speaks, and her words mystically appear on paper before her. Some thaumaturges have observed variants of this ritual that involve moving feather-pens writing the words as they speak them, but the most common form of this ritual makes no such overt display.

This ritual requires the beak of a bird or the tongue of a lizard to be crushed between the caster’s thumb and forefinger.

Some young thaumaturges have developed a variant that records their words directly to computer files – which their elders almost universally decry as vulgar.

System: For the duration of the scene, any words spoken by the thaumaturge are transcribed to whatever surface she wishes. This is most commonly paper (whether loose or bound into a book), but may also be a wall, the head of a pin, anything. The Scribe automatically fits the thaumaturge’s ideas on a given surface, but it makes no provisions for legibility; transcribing all 400 pages of The Sevenths Sigil onto a note cared isn’t going to make it readable without a microscope.

Additionally, the Scribe does not improve a speaker’s eloquence – in matters where clarity or quality is crucial, the speaker’s Expression Trait may come into play. The Scribe may be cast on someone other than the thaumaturge, should the latter so wish. Also, she may voluntarily end the effects of the power before the end of the scene.
Sense the MysticalAll sources of Blood Magic in the vicinity of the candle have a visible aura.
Blood magic creates a resonance in the space in which is it cast. This mystical energy can be detected and measured. A thaumaturge can use this ritual to sense this resonance left by magical objects and effects.

This ritual was originally developed to seek out non-Tremere thaumaturges and magical artifacts, and is commonly used among the younger Tremere seeking to make a name for themselves. The thaumaturge chants over a mystically prepared candle and then lights it. All sources of blood magic within the radius of the candle light glitters visibly to all present.

System: The effect of this ritual lasts for a number of hours equal to the successes scored on the activation roll. Sense the Mystical can detect Thaumaturgy, Necromancy, and similar blood magic if used within the radius of the candle light. This power does not distinguish between the different types of blood magic, nor does it pick up normal Disciplines. This ability lasts for one hour.
Serenading the KamiAll physical actions in the sanctified area are easier.
Through invocations and smudging with incense, the ritualist gains the temporary support of spirits known as kami, “highly placed beings” that are supposedly found in all things.

Developed by the Tokyo Chantry during the late 1980s to aid in their duels with the native shamans of Japan, this ritual (which they essentially stole from the local blood magicians and then stripped of its religious sinceirty) is used prior to a major feat of strength.

The thaumaturge must burn a stick of incense to invoke this ritual.

System: This half-hour ritual allows the thaumaturge to reduce the difficulty of any single physical action by two immediately following the completion of the ritual. This may be and extended action such as digging a ditch, or it may be as brief as guiding a deadly blow.
Sigil of AuthorityA symbol that proves the subject represents the authority of the caster.
Sigil of Authority utilizes the principle of sympathetic magic to create a link between the known authority of an office and the enforcer of said office, via a mystical sigil.

When the Sigil of Authority is revealed to a vampire beholden to the specific office, she immediately knows that the possessor of the Sigil represents and carries the word of said office.

System: The thaumaturge methodically cuts a design into the flesh of the willing subject with a silver-tipped blade. This sigil must be at least three inches in diameter and may be placed anywhere on the body of the subject. The design should metaphorically present the authority of the office represented and the meaning easily understood by those that see it.

For example, the sigil of a domain’s Sheriff might be a star shaped badge or police shield. The thaumaturge must spend an evening in the willing presence of the Sigil Investor (the vampire that holds the office from which the authority arrives) and the Sigil Bearer (the vampire that will carry the voice of said office) to attune the sigil to the resonance of the office. At the end of the evening, the Sigil Bearer must swear an oath to the office.

Once activated, everyone present instinctively knows that the Sigil Bearer lawfully represents the office of the Sigil Investor.

The Sigil Bearer must expose the sigil and expend a temporary point of Willpower to project the weight of authority of the Sigil Investor. Any vampire who might even nominally fall under the authority of the Sigil Investor (including Anarchs to their fury) in her presence must make a Self-Control roll (difficulty 8) or be down three dice on all Social rolls against the Sigil Bearer for the next fifteen minutes.

The Sigil of Authority lasts one year per success on the activation roll, and the Bearer is aware of when it fades. This ritual may be renewed by the Sigil Bearer re-swearing the oath of office.

The authority of the sigil may be revoked immediately if the Sigil Investor expends a point of Willpower. Should this happen, the Sigil Bearer learns this immediately as the symbol cut into her flesh is burned until the symbol is no longer visible. This rejection is painful, and burns an aggravated level of damage into the former Sigil Bearer’s flesh.
Tame the Maddening FlameExisting fires take on a green hue and no longer inspire Rötschreck.
Fire lit up the night of the Dark Medieval that House Tremere was reborn into, and like all Cainites came to fear it. This ritual protected them in centuries past when siege fire might spread unpredictably, such as on a battlefield or a thrown torch. It remains widely taught down into the modern nights.

The Tremere pollutes a jug of water with a trivial amount of his blood, and uses it to wet the perimeter of a room or outdoor location. An enclosed space of almost any size can be protected, but an outdoor area is limited to a 150 foot (roughly 50 meter) radius.

System: New or existing fire in the protected area takes on a greenish hue and its smoke smells sweet. It can no longer provoke Rötschreck. Furthermore, reduce the damage of all injuries inflicted by fire within the area by one Health Level. This lasts for as long as the caster is present.
Wake with Evening's FreshnessThe caster awakes immediately at his full capacity when someone disturbs the ashes.
This ritual allows a vampire to awaken at any sign of danger, especially during the day. If any potentially harmful circumstances arise, the caster immediately rises, ready to face the problem.

This ritual requires the ashes of burned feathers to be spread over the area in which the Kindred wishes to sleep.

System: This ritual must be performed immediately before the vampire goes to sleep for the day. Any interruption to the ceremonial casting renders the ritual ineffective. If danger arises, the caster awakens and may ignore the Humanity/Path dice pool limit rule for the first two turns of consciousness. Thereafter, the penalty takes effect, but the thaumaturge will have already risen and will be able to address problematic situations.
Widow's SpiteCause a minor irritation on the target.
This ritual causes a pain, itch, or other significant (but not deadly) sensation in the subject. Similar in effect to legendary “voodoo doll” effects, this ritual is used more out of scorn or malice than actual enmity. In fact, it requires a wax or cloth doll that resembles the target, which bleeds when the power takes effect.

System: The ceremonial doll must resemble, however rudely, the victim of the ritual. It produces no mechanical effect, other than a simple physical stimulus. The caster may determine where on the subject’s body the pain or itch appears.
WitchlightCreates a supernatural ball of light.
This ritual allows a thaumaturge to produce a supernatural ball of light. The ball of light travels as the vampire mentally commands. The ball of light, sometimes referred to as a “Will o’ the Wisp”, can be made to travel anywhere within about a hundred feet of the vampire and even perform tricks.

Among the things the ball of light can do are: glow brighter, glow dimmer, divide into smaller balls, fly about, bathe someone in its magical glow, swirl, remain stationary or perform whatever maneuver the vampire can imagine. This ritual is useful as a diversion or simply a light source.

System: The ritual requires a small branch from a willow tree. The vampire must recite the magical incantations and throw the stick into the air, whereupon it bursts into the ball of light. The light lasts as long as the vampire concentrates upon it.

Once manifested, the caster may coax the light into performing various tricks with a Wits + Occult roll vs a difficulty determined by the attempted complexity.

Ascension of the BloodBlood from the chalice is cleared of all sympathetic connections (including Dominate) for seven days.
As the Tremere have plenty of blood rituals that require ingestion, it has become useful to be able to remove some of its inherent qualities. This ritual “purifies” the blood used in it, so it does not count as drinking from an individual for the purposes of blood bond.

System: The ritualist prepares a special chalice into which she puts as much of her blood as she requires. With at least one success, the blood in the chalice can no longer create a blood bond and is safe for anyone else to drink. Of course, the blood still looks the same whether the ritual is a success or the Tremere is simply lying.
Black WaterA special oil that turns waters solid black.
The Thaumaturgist can pour a special pitch-black oil into a pool of water, thus turning the water solid black. The black water cannot be seen through from the surface, but it has no other effect.

Ancient blood magicians used this ritual to blacken the water of their moats of pools so their underwater guardians could not be seen.

System: The surface of the water will remain black until the effect is dispelled, the water evaporates or the black water is diluted with a large enough amount of normal water.

One pint of oil covers a small swimming pool-sized area. The oil will last for a week, but a large amount can be prepared at one time.
Blood WalkLearn the True Name of the immediate sire of the target, estimating his generation, as well as learning of possible Blood Bonds.
A thaumaturge casts this ritual on a blood sample from another vampire. Blood Walk is used to trace the subject’s Kindred lineage and the blood bonds in which the subject is involved.

System: This ritual requires three hours to cast, reduced by 15 minutes for each success on the roll. It requires one blood point from the subject.

Each success allows the caster to pay for one of the following bits of information:

* “see back” one Generation (to a limit of the Fourth Generation — the Third Generation do not give up their secrets so easily).

* Give the caster both the true name of the ancestor and an image of his face.

* Give the caster the the Generation and Clan or bloodline from which the subject is descended.

* For three successes paid, the caster may learn the identities of all parties with whom the subject shares a blood bond, either as regnant or thrall.
Bureaucratic CondemnationBureaucratic endeavors of the target become hindered.
Developed as the antithesis of Expedient Paperwork, this ritual causes forms, letters or other paperwork tendered by the target to become lost in red tape. Use of this ritual has created many apocryphal tales among the Tremere, who boast of rivals’ havens foreclosed upon, cars repossessed and building permits revoked.

The earliest recorded use of this ritual seems to have been during the Renaissance, when a Tremere had a Lasombra rival excommunicated for failing to submit a writ to the Inquisition. A thaumaturge must sketch an effigy (however crude) of her subject in squid ink when casting this ritual.

System: The time any single bureaucratic action takes to complete is tripled, including mailing documents, applying for licenses, etc. Characters with sufficient Influence or the like should still be able to “push things through,” however, though they are likely to experience additional difficulty.
Burning BladeWhen unsheathed, the weapons burns with green fire.
Developed during Clan Tremere’s troubled inception, Burning Blade allows a caster to temporarily enchant a melee weapon to inflict unhealable wounds on supernatural creatures. While this ritual is in effect, the weapon flickers with an unholy greenish flame.

Note: Weapons enchanted by this ritual will only blaze when wielded by the hand that originally enchanted them.

System: This ritual can only be cast on melee weapons. The caster must cut the palm of her weapon hand during the ritual — with the weapon if it is edged, otherwise with a sharp stone. This inflicts a single health level of lethal damage, which cannot be soaked but may be healed normally. The player spends three blood points, which are absorbed by the weapon.

Once the ritual is cast, the weapon inflicts aggravated damage on all supernatural creatures for the next few successful attacks, one per success rolled. Multiple castings of Burning Blade cannot be “stacked” for longer durations.

Furthermore, the wielder of the weapon cannot choose to do normal damage and “save up” aggravated strikes — each successful attack uses one aggravated strike until there are none left, at which point the weapon reverts to inflicting normal damage.
Craft BloodstoneThe caster always know in what direction the stone is located.
A Bloodstone is a small pebble that has a sympathetic link with the thaumaturge that created it, allowing her to always know the direction and general distance of the object.

This ritual was widely used by the Tremere during the many wars of the Dark Ages, when knowing the position of troops, messengers, and property could give your side an incredible tactical advantage. As technology advanced with the invention of satellite communication and GPS systems, Bloodstones fell out of favor. However, more conservative thaumaturges have returned to this older method for tracking their allies, mumbling fears about “hackers” and “technomancers.”

To create a Bloodstone, the thaumaturge must place a small pebble into a vial filled with three points of blood from any source. (This blood does not need to be human.) Once a night, over the course of three nights, she must recite an invocation over the vial. The bloodstone slowly absorbs a single point of blood each night, and the liquid becomes slightly clearer, until on the third night it becomes as transparent as water. The thaumaturge then has a mystical connection to the stone, and knows its relative position at all times.

System: A thaumaturge may create a number of Bloodstones up to her permanent Willpower rating. She instinctively knows the precise direction and general distance from the caster. If a Bloodstone is obfuscated or mystically hidden, the caster may follow the trail until she reaches the general location. Once there, the connection becomes blurred and she can no longer quite feel the Bloodstone.

A Bloodstone that is destroyed severs its connection to the thaumaturge immediately, often with some form of painful backlash (which is distracting, but not damaging).
Deny the IntruderThe place where the ritual took place does not register in any official documents.
To protect chantries from unwanted observation, Tremere rely not only upon mystic wards but also upon mortal bureaucracy. An enemy can hardly drop in if the chantry isn’t listed in any directories or real estate paperwork, after all. Better still, a little judicious paper-shuffling can “lose” records for electrical payments, telephone calls and other incriminating evidence.

To set up a chantry’s bureaucratic defense, the Tremere simply scrawls a series of mystic characters on a piece of paper. This page goes out by mail (some modern Tremere even scan the page and use e-mail) and promptly becomes lost in the system. For the next year, the chantry becomes difficulty to track via the usual paperwork routes.

System: There’s no special cost for the paperwork involved in the ritual, though the Tremere must scrawl out the characters with charcoal. Once the paperwork makes it into “the system” – by the hands of the mailman, by e-mail to some server, or what have you – it vanishes without a trace. So, too, do the records of the chantry.

Attempts to investigate the chantry or unearth records of its existence increase in difficulty by one for each success scored on the ritual roll. This doesn’t hinder the chantry’s normal functions; the telephones still work and the electricity still runs. It’s just that nobody ever sends the bills directly to the chantry or writes anything in the credit memos that reveals the building’s location.
Donning the Mask of ShadowsThe target becomes translucent and its steps become muffled.
This ritual renders its subject translucent; her form appears dark and smoky, and the sounds of her footsteps are muffled. While it does not create true invisibility, the Mask of Shadows makes the subject much less likely to be detected by sight or hearing.

System: This ritual may be simultaneously cast on a number of subjects equal to the caster’s Occult rating; each individual past the first adds five minutes to the base casting time.

Individuals under the Mask of Shadows enjoys a supernatural stealth that is roughly equivalent to Obfuscate 3. In the exact same manner as Obfuscate, they must make Wits + Stealth rolls (vs a variable difficulty number), when they perform actions such as opening doors, picking pockets, or climbing through windows.

Any speech will also immediately dissolve this ritual, although there is another ritual known as Whispers of the Ghost which prevents this from occurring.

The Mask of Shadows lasts a number of hours equal to the number of successes rolled when it is cast or until the caster voluntarily lowers it.
Dust of RemembranceThe caster learns who has interacted when with any object sprinkled with the dust.
The Castellan of Ceoris devised this ritual to alert him to signs of disorder in his chantry. The castellan used this strategically by placing dust on certain doors to know when unwanted intrusions occurred. He also sometimes made petty use of it. He would place the dust in linen closets to catch out the mortal servants, or on a tapestry depicting Etrius, to see who had been splattering it with paint.

To perform this ritual, the thaumaturge severs one of her fingers, allowing it to crumble to corpse-dust as she grows a new one. She combines the dust with Myrrh, wine dregs, silver powder and salt extracted from the tears of a child, allows the mixture to dry and then performs a series of incantations.

The result is several drams of whitish powder. The thaumaturge sprinkles the powder on an object of interest to her. If the object is moved while she is not in its presence, the thaumaturge feels a sharp pain in her regrown finger.

System: The ritualist may sprinkle the dust on up to twenty objects during the ritual. She can tell which of them is being interfered with, if the player passes an Intelligence + Occult roll. The connection with prepared objects lasts for one lunar month per success on the ritual roll.
Enhance the CurseThe ghoul suffers the same disadvantages and weaknesses of a true vampire.
Ghouls can survive almost indefinitely, with the stipulation that they have vampiric blood within their bodies. A thaumaturge casting this ritual on a ghoul enhances the strength of the vampiric vitae in his body but causes him to suffer similar adverse effects to sunlight exposure as vampires would suffer. Every moment the subject spends exposed to daylight will generate third-degree burns over the ghoul’s body. This proves fatal if the ghoul is unable to find shelter from the sun’s rays.

The vampire must scratch the subject and draw blood, though some variants of this ritual require the thaumaturge to strike the ghoul. Obviously, this is not a pleasant ritual, and is used by thamuaturges to discipline or test their ghouls.

System: This ritual requires physical contact between the thaumaturge and ghoul for it to take effect. So long as the victim retains vampiric blood in his body, he will suffer one health level of aggravated damage per two turns while in direct exposure to sunlight.

Once the vampiric blood is spent from his system, the victim will cease to suffer damage from sunlight. For the next month, any time the ghoul ingests and retains vampiric blood in his body, he will suffer damage in direct sunlight.
ExtinguishThe caster can extinguish an existing fire with a mere word.
Fire is a primal fear for Kindred. It triggers the Beast and expels reason. Some elders still shiver when they recall the dark nights of the torch-wielding Inquisition. This ritual eliminates some of the threat fire poses. The caster is able to douse dangerous flames, leaving vampire hunters quite surprised when their torches and brands are no longer effective tools.

This ritual requires the vampire to possess either the Lure of Flames or the Weather Control path.

Practitioners of the Lure of Flames Path long ago created a version where they snuff out flames through force of Will, forcing the open flames to consume themselves. Practitioners of Weather Control use the elements, including wind and rain, to put out flames they have targeted.

System: Casting the ritual requires that the thaumaturge recite an incantation and then pinch out a candle’s flame while spitting on the floor. This initial ritual requires 10 minutes to cast, reduced by 1 minute for each success on the roll.

Once completed, for the rest of the night, the thaumaturge may speak a single magical syllable to automatically attempt to extinguish a single fire up to the size of a bonfire. The caster must target a specific fire they want to extinguish within their line of sight. Each success reduces the size of the fire by one level.
Eyes of BabelThe caster can understand all languages that the victim knows.
It is said that after the Great Flood, all of humanity spoke a single language in the shadow of the Tower of Babel, but that the Lord struck down the tower, scattered the people of the world, and divided them with different languages. This ritual leverages the symbolism of that story to grant a thaumaturge the ability to read and speak a language she does not know.

She must find someone (Kindred or kine) that knows the language and bind them in chains. During the casting of the ritual, the thaumaturge must pluck out the tongue and an eye of the victim (it must be both) and then consume them. While the ritual lasts, the caster may now speak, read, and write the language in question. Once the ritual is finished, the thaumaturge purges the foreign materials from her system by vomiting the flesh.

System: The duration of the ritual is one week per success on the activation roll. This is a horrific ritual that will permanently maim a mortal (and isn’t too pleasant for Kindred, either), and all but the most inhumane Kindred are likely to have to make a Degeneration roll for attempting this ritual.
Eyes of the Night HawkThe caster can see and hear through the bird's eyes and ears.
This ritual allows the vampire to see through the eyes of a bird, and to hear through its ears. The bird chosen must be a predatory bird, and the vampire must touch it when initiating this ritual. At the end of this ritual, the caster must put out the bird’s eyes, or suffer blindness herself.

System: The vampire is able to mentally control where the bird travels for the duration of the ritual. The bird will not necessarily perform any other action than flight — the caster cannot command it to fight, pick up and return an object, or scratch a target.

The bird returns to the vampire after finishing its flight. If the vampire does not put out the bird’s eyes, she suffers a three-night period of blindness. This ritual ceases effect at sunrise.
Illusion of Peaceful DeathTo onlookers, it appears that the person died in a state of peace.
The Masquerade can be difficult to maintain with factions of warring vampire coteries fighting for dominance and resources. A bloody murder at the wrong time can draw undue attention from the police to an already complex situation.

This ritual heals obvious wounds on a corpse, causing a body to appear as though it died a natural death.

System: The caster must have a pristine feather soaked in the blood of a good man that died peacefully. She must carefully dust the corpse with it while chanting the phrase “It must have been Frank’s time to go. At least he went out in his sleep.” This ritual does not add blood to a corpse, but it does reduce the chance that anyone will notice how much is gone. The body must still have at least half its original blood for this ritual to succeed.

This increases the difficulty of any investigation powers or abilities used on the corpse by one per success on the ritual.
Impassable TrailThe caster leaves no traces save for olfactory ones.
The vampire can travel through even the densest woods without leaving any sign of his passing. He will still leave a trail for creatures with powerful olfactory senses, but that will be all. The thaumaturge must carry an owl’s feather steeped in Kindred vitae or burn the legs of a dead toad and carry the ashes with him while this ritual is in effect.

System: The vampire will leave no evidence behind, save for a faint odor that takes three successes on a Perception + Alertness roll (difficulty 8) to detect. The ritual lasts for one night.
InscriptionOther persons can use the formula to cast the described ritual.
Not everyone can be proficient with Thaumaturgy. Some Tremere build mystic items specifically to aid their subordinates or allies. A neonate with only the rudiments of skill may have need of a specific ritual, or another Kindred might desire to purchase the special services of Thaumaturgy but need them for his own later use. Instead of taking the time and risk to instruct someone else in the fine points of the working in question, a proficient thaumaturge can build an annotated version of a ritual, fueled with his blood, to make the formula accessible to someone else.

The Inscription ritual allows the thaumaturge to place any other first- or second-level ritual in a written form. This generally requires the equivalent of a full page of paper. A reader can then unlock the power of that ritual by reading the inscription and following its instructions.

the scribe uses his blood as a base for the ink, and his vitae’s power remains in the mixture to help fuel the ritual. An inscribed ritual is in imperfect form – it cannot be used to learn Thaumaturgy. It’s a simplified set of instructions, with the scribe’s vitae empowering the rite so that it overcomes any omissions or sloppiness on the part of the practitioner.

System: A thaumaturge who knows the techniques of Inscription can write an abbreviated form for any first- or second-level ritual that he knows, at a cost of two blood points. Anyone who can read the language may then use the ritual notes later. Actually casting the ritual from the notes requires the use of the usual components and time, as well as the standard Intelligence + Occult roll, but the caster need not have any knowledge of Thaumaturgy. Once an inscription is complete, the power of the writer’s vitae is trapped in the object; his maximum blood pool is effectively reduced by one until the inscription is used.

After use, the inscription dries into a fine, illegible ash, with all the power expelled from the vitae-based ink. The scribe can use the scroll himself (which is rather pointless) or give it to someone else. To prevent an inscription from reaching the wrong subject, many scribes also use Encrypt Missive (Blood Magic: Secrets of Thaumaturgy, p. 87) with this ritual.

Rumor holds that more powerful forms of inscription can create annotations for higher-level rituals, but only elder magisters would know for certain. It is known that the blood powering Inscription can be used for links of Sympathy and Identity – an incautious Tremere could find his blood in the hands of an enemy who can use it against him.
The JinxThe target suffers misfortune during an action of the caster's choosing.
Some historical records suggest that the Jinx could be one of the oldest rituals of blood magic in existence. This ritual is used to punish the enemies of the thaumaturge without directly attacking them or leaving behind evidence. The Jinx requires a point of blood, and either a part of the victim such as a lock of hair or an item of significance to her in order to properly connect the victim with the power behind the ritual.

The thaumaturge must meditate for ten minutes upon her hatred and anger towards the victim and then burn the spell’s components. Once completed, the victim is vexed with bad luck, causing her to fail in a mundane task. This can cause anything from minor typographical errors to automobile accidents, depending upon how the thaumaturge jinxes his mark.

The thaumaturge must concentrate his anger towards the victim while burning an object that has a psychic resonance with the intended target as per the Principle of Identity.

System: The next roll a jinxed character makes automatically fails, regardless of the outcome. This does not cause a botch, just a simple failure.

If the ritual was cast with the target’s blood, then each success gained on the activation roll for the casting of this ritual causes an automatic failure for the next roll the jinxed character makes, regardless of the outcome. If the caster achieves four successes on the activation roll, then the next four rolls for the jinxed character fail regardless of the outcome.

The Jinx does not cause a botch, just a simple failure. If the Jinx is applied to a contested or extended action, the roll simply yields no successes for the current turn until the number of pending failures is expended.
Machine BlitzA piece of complex machinery stops for a limited period of time.
Machines go haywire when this ritual is cast. It takes effect instantly and lasts as long as the vampire concentrates on it. This ritual may be used to kill car engines, erase flash drives, drain the battery of a cellphone, stop life-support machines, et cetera.

Essentially, Machine Blitz stops any machine more complex than a rope-and-pulley. The thaumaturge must have a scrap of rusted metal in her possession for this ritual to work, though some vampires use a variant that requires a knot steeped in human saliva to be untied.

System: This ritual only stops machines; it does not grant any control over them. The effects of this ritual are invisible and appear to be coincidental.
Memory ShardThe caster imbues a physical object with a memory or message.
This ritual allows the Tremere to imbue a physical object with a single memory or simple message.

The caster touches the object and concentrates on the memory or message, which is then stored within the item. This is often done on a wax seal, a letter, signet or such. It has also been used inventively to leave warnings on door handles or trap levers for fellow Warlocks.

System: Anyone else who subsequently touches the object can see the memory or message. For a little extra effort, the caster can be more specific about the circumstances and recipients, with each success on the roll allowing them to add one more ‘condition’ to it.

The memory is usually no more than a few flashed images or impressions – it does not give eidetic recall. They experience it in the same hazy way that the caster would remember a brief incident.

If it’s a message, then it will be heard in their mind and should be no longer than would take a minute to recite.
Mourning Life CurseThe target weeps tears of blood.
Although this ritual causes no physical damage to its subject, it can be psychologically traumatizing. It allows the caster to coax blood from a mortal without injuring her.

The Tremere must drink a dram of thrice distilled crocodile blood and make a paste from copal oil, ground eyebright and dates. He carries this paste until he finds a suitable victim. He then dabs the past onto her eyes and whispers a two-line invocation into the mortal’s ear. The mortal then begins weeping uncontrollably, and bloody tears slowly ooze down her cheeks. The effect continues until the caster stops staring at the victim. The only after-effect is a slight swelling of the capillaries around the subject’s eyes, along with the normal effects of blood loss.

System: The victim will bleed slowly. It takes about five minutes to collect a single blood point. There is no active defense against this ritual, but the mortal must be able to hear the invocation that the caster whispers. Some thaumaturges use this power on sleeping victims, to spare them the unpleasantness of seeing the act.
Obscure the MaliceThe wound heals immediately, leaving no trace of a scar or similar.
In this ritual, the caster pours her own vitae into a corpse’s wound. The blood scabs over and the wound “heals,” during the course of the ritual. This ritual can not be used to heal the living or undead, though it can conceal evidence of feeding or other physical violence on a corpse.

System: The player’s successes on the activation roll determine the visibility of the scar. One success indicates a very visible wound (that nonetheless must have healed before the victim suffered whatever trauma killed him…) while five successes heals the wound flawlessly postmortem.

This ritual works only for wounds – poisons, drowning, etc. will still be evident with a full autopsy, though such results may prove misleading without other telltale marks.
The Open PassageThe caster can step unhindered through the wall.
Walls, locked doors and even sealed vaults cannot stop a thaumaturge with the Open Passage ritual.

the caster smears snake or vermin excrement over the surface in an intricate pattern, which takes an hour to complete. Once finished, the caster becomes insubstantial with respect to that surface – she can walk through a wall or door, yet can still touch and interact with anything attached to it (like a mirror or wooden shelf).

System: The Open Passage lasts for one turn, so the caster must be quick in stepping through the barrier.
Power of the Invisible FlameThe fire becomes invisible, although its heat and effects can still be observed.
This simple ritual allows a vampire skilled in the Thaumaturgic path known as Lure of Flames to create an invisible fire. The flames are just as real, however, and while they cannot be seen, they can be felt.

There are no additional material components required for this ritual, but the fire must have been summoned by the caster with the Lure of Flames.

System: The ritual lasts one full night. It cannot be cast on any source of flames larger than a campfire.
PreserveThe object is shielded from the passage of time and usage.
Clan Tremere has collected wisdom and lore from the dawn of antiquity that had been previously protected and preserved by their mortal magic. However, that magic started to fail. A thousand years of collected occult knowledge was in danger of being lost within a few decades if a solution was not discovered. This made the search for a solution one of their first priorities.

Once their precious libraries were protected, the Tremere realized that this ritual could be turned to political advantage. Ventrue were willing to pay boons to ensure that their own secret documents and treaties were preserved for the future. Toreador clamored for the opportunity to protect their precious paintings, sculpture, and rare first drafts of a perfect poem or symphony.

System: Preserve allows the thaumaturge to mystically shield an item from the effects of time and usage. The thaumaturge must lightly coat the item with a point of her blood over the course of a night while chanting the proper incantations. Each success of the activation roll mystically preserves the item for an additional decade.

The preserved item remains protected until the ritual expires. This ritual does not create a sympathetic link to the thaumaturge, as the blood used to power the ritual is absorbed completely by the object.

This ritual was designed primarily to preserve documents and texts, but a clever thaumaturge can utilize it for almost any item that can be held in the hand. The targeted item must be made of worked minerals and other natural materials, as artificial compounds (such as plastic) disrupt the ritual. Items that can be preserved include, but are not limited to, artwork, ancient weapons, jewelry, or clothing.

This ritual does not make the targeted item invulnerable or even resistant to someone purposely harming it. For example, an ancient roman gladius will remain sharp and in good condition, but will still shatter if used improperly or if someone of sufficient strength attempts to snap the blade.
Principle Focus of Vitae InfusionAt a command of the caster, the vitae spills forth from the object.
This ritual imbues a quantity of blood within an object small enough for the vampire to carry in both hands. (The object may not be any larger than this, though it may be as small as a dime.)

After the ritual is conducted, the object takes on a reddish hue and becomes slick to the touch. At a mental command, the caster may release the object from its enchantment, causing it to break down into a pool of blood. This blood may serve whatever purpose the vampire desires; many thaumaturges wear enchanted baubles to ensure they have emergency supplies of vitae.

System: An object may store only one blood point of vitae. If a Kindred wishes to make an infused focus for an ally, she may do so, but the blood contained within must be her own. (If the ally then drinks the blood, he is one step closer to the blood bond). The ally must be present at the creation of the focus.
Recure of the HomelandThe caster can heal wounds more efficiently.
The vampire calls on the power of the earth to heal grave wounds she may have received. The thaumaturge must use at least a handful of dirt from the city or town of her mortal birth and recite a litany of her mortal family tree as she casts this ritual.

System: The Cainite must mix the earth with two points of her own blood to make a healing paste. One handful will heal one aggravated wound, and only one handful can be used per night. This ritual can only be used on the vampire who knows it.
Ritual's RecognitionThe caster knows if the next ritual he conducts has succeeded.
Some thaumaturgical rituals don’t have an immediately visible effect. A ritual’s success or failure may not be immediately apparent; cautious thaumaturges need a way to tell if their rituals work.

Even a competent thaumaturge’s rituals fail from time to time. Most would consider a few extra minutes of work worth the trouble to make sure that, say, a Deflection of Wooden Doom ritual functions properly, instead of finding out the hard way.

To set up Ritual’s Recognition, the caster must sever the last eighth of an inch of his nose or an earlobe and crush the fleshy bit in an ivory mortar and pestle. He then dusts his face with the resulting paste. Immediately afterward, the thaumaturge casts another ritual; upon completion, the thaumaturge can tell whether the ritual succeeded or failed.

System: Casting Ritual’s Recognition causes one level of unsoakable bashing damage as the caster removes a gobbet of skin. Once complete, the thaumaturge must immediately begin his next ritual. When that ritual is finished, the caster automatically knows whether or not it succeeded, even if it would normally have no visible effect.

By design, the caster can automatically tell if Ritual’s Recognition succeeded, and can regrow the lost bit and recast it if it failed. In either case, the caster feels a warm flush upon completion of a successful rite.
Seal EgressSeal a room or passage against unwanted intruders.
Thaumaturges jealously guard their research. Sometimes preserving a secret is as simple as keeping trespassers out of their libraries and workshops. Legend has it that the Followers of Set created the original version of this ritual to safeguard their hidden tombs and the sacred depths of their pyramids where their eldest sleep. Some secret excursions in Cairo gave the Tremere key components to develop their own version.

Seal Egress allows the thaumaturge to mystically seal a room closed to prevent unwanted trespassers from entering or leaving it until the proper passcode chosen by the caster is spoken aloud near the entrance. Some Tremere trap an enemy in a small room and allow him to go mad from hunger.

System: To cast Seal Egress, the thaumaturge must spread a point of her blood upon the four walls of the room she wishes to seal and then chant the proper incantation. This ritual is a lengthy process requiring an hour to cast. Each success achieved on the activation roll extends the duration of the ritual by a decade.

Seal Egress mystically seals every entrance to the room. Materials from the surrounding walls physically close over any openings into or out of the room, creating a perfect air-tight seal.

Trespassers with mystical rituals such as Incorporeal Passage or Disciplines such as Spectral Body find that this room is mystically protected against their abilities. However, this ritual does not strengthen or protect the walls of said room, and thus it is possible for someone of sufficient strength to simply break through the walls of the room.

Ghosts, spirits, and other creatures naturally immaterial may enter the room at will. (To bar such creatures, warding circles are required.)
SkiptraceHelps others to notice and remember fugitive subjects.
In today’s era of cyber stalkers and surveillance networks, being on the run is no less daunting than it was in the 1800s when the precursor for this ritual was first developed.

Tonight’s fugitive hunters among the Tremere have traded horsebacks for server racks, but their pursuit of prey remains relentless and frighteningly efficient, thanks in part to this modernized ritual.

System: This ritual is performed by sprinkling a bit of the caster’s vitae onto a digital image or video of the targeted individual, which is then circulated online, perhaps on a social media platform or a web-based wanted list.

Any viewer who encounters this image or video has the difficulty of any Perception-based roll to notice the target decreased by 1 for the next three nights.

Additionally, they’re able to perfectly recall every minute detail of any brief interaction with the target, down to their last uttered word, as if they had the Eidetic Memory Merit. Longer encounters or conversations still leave a significant imprint, though are recalled less clearly.
Steps of the TerrifiedThe target's running speed is drastically reduced.
This power lets the caster put the brake on a fleeing enemy. the harder the subject tries to run, the slower he becomes. Eventually, he slows to the point that he can barely move at all.

The vampire is often able to take her time and still catch up with her target. The vampire must cast a handful of poplar buds at the target and then douse her hands in oil while repeating a short incantation seven times. She then wrings the oil from her hands before following the target.

System: The first turn after the ritual is completed, the subject moves at half his normal speed. If he tries to speed up, he slows to one-quarter his normal speed. Each time he tries to go faster, his speed is halved. The ritual lasts until the following sunrise.
Stolen WhispersAnyone drinking the elixir can listen to anything that happens near the horn.
The ritualist creates a device with which he can hear sounds over a great distance.

The ritualist must saw off the ear of a human victim with a small, silver saw, on the handle of which appears an image of Hades, Greek god of the underworld. The ear is dipped in the vampire, vitae, which is then drawn off into an elixir. The ritualist coats the surface of a copper hom with the vapor.

System: Assuming a successful ritual, the vampire has created an item which can then be secretly placed in a location of interest. It captures any sound within human earshot of it, sending it to the copper horn. Anyone drinking a portion of the elixir hears the captured sounds. The ritualist player must spend at least three blood points, but may spend more. For every point spent, the ritual creates one dose of elixir.

The duration of the remote hearing depends on the amount of elixir the user takes: the effect spans 10 minutes fore every dose consumed. During this time, he is unable to hear sounds emanating from the area round him. The elixir is not nourishing; the drinker’s blood pool does not increase. The magic disregards distance or obstacles between ear and horn. The device does not clarify muffled sounds or translate languages unknown to the listener.

The ear remains potent until destroyed, but is useless without the correct potion of blood. The original thaumaturge, and only the original thaumaturge, can perform a new ritual using an existing ear (and no new victims) to gain further doses of blood. Each time this is done with a single ear raises the ritual difficulty by 2.
Transubstantiation of HumorsIf the caster's vitae leaves the body, it transforms into a black, reeking substance.
This insidious ritual serves as a cunning defense against diablerie. Until the next sunset, any blood drawn from the thaumaturge’s veins mystically transmutes into black bile. Anyone attempting to consume this unpalatable ichor suffers intense nausea.

System: The caster prepares and drinks a foul concoction of clotted blood and snake venom. If the ritual succeeds, the caster’s vitae changes into black bile whenever it leaves her body. Victims who drink this sludge or eat a gobbet of the sorcerer’s bilious flesh must make a Stamina roll (difficulty 7 + the number of blood points or health levels ingested). Failure indicates the character spends a full tu8rn vomiting the tainted humors.

This roll must be made each turn until the character purges his system of the bile. Vampires whose players botch this roll also vomit a number of extra blood points equal to the 1s rolled. Obviously, thaumaturges cannot grant the Embrace, create ghouls, nourish other vampires, establish the blood oath or perform any other feat that requires actual blood taken from their veins while employing this ritual.

Blood may be used for internal purposes such as healing or powering Disciplines. Characters using this ritual smell faintly of bile, increasing the difficulty of applicable Social rolls by one.
Veil of KirophetSummons a dense, roiling mist.
This ritual causes a dark, roiling mist to obscure a given area, while at the same time allowing the caster to see through it as if it were not there – in effect, everyone within the area except the caster is physically blinded (anyone with Auspex, however, can attempt a Perception + Alertness roll at difficulty 7).

This ritual requires the caster to have the Weather Control path.

System: The ritual requires an Intelligence + Intimidation roll (difficulty 7). On a botch, the caster is both blinded and disoriented with the same effect that is listed next to four successes, below.

Successes – Effect
One success – Shapes appear dark and fuzzy to the target’s vision, and the target can only see figures that are standing two feet away.
Two successes – The target literally can only see what is under his nose.
Three successes – The target cannot see at all.
Four successes – The target cannot see and suffers from minor disorientation (-1 to all Wits rolls).
Five successes – The target cannot see and suffers from major disorientation (-2 to all Wits rolls).
Vitality HackAppear as a living creature to medical sensors only.
Vitality Hack allows the Kindred to briefly display all of the vital “signs of life: Breathing, blood movement, temperature, brain activity, etc. However, these vital signs appear only medical equipment such as EKG meters, CAT scans, stethoscopes, and thermometers.

The ritual does not create any physical effects such as a pulse or bleeding, but simply causes a standard result to be displayed by the medical device in question. The signs displayed are uniform, showing no variance or excited activity (which may cause some suspicion in and of itself).

Unfortunately, it requires an ounce of blood from a living relative of the Kindred performing the ritual.

System: This ritual requires one hour to cast. The ritual remains in effect for the duration of the scene, fooling any and all medical devices in that time.

As a separate invocation of the ritual, the effect may be cast upon a talisman — any physical object — that confers this ritual’s effect on any single Kindred carrying or in contact with the talisman. Casting the ritual on an item in this manner requires an additional hour.
Ward vs GhoulsAny ghoul who touches the object feels intense pain.
Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. By invoking this ritual, the caster creates a glyph that causes great pain to any ghouls who come in contact with it.

The Kindred pours a point’s worth of blood over the object he wishes to ward (a piece of parchment, a coin, a doorknob, etc.), and recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any ghoul unfortunate enough to touch the warded object.

System: Ghouls who touch warded objects suffer three dice of lethal damage. This damage occurs again if the ghoul touches the object further; indeed, a ghoul who consciously wishes to touch a warded object must spend a point of Willpower to do so.

This ritual wards only one object — if inscribed on the side of a car, the ward affects only that door or fender, not the whole car. Wards may be placed on weapons, even bullets, though this usually works best on small-caliber weapons. Bullets often warp upon firing, however, and for a ward to remain intact on a fired round, the player needs five successes on the Firearms roll.
Warding Circle vs GhoulsGhouls who attempt to cross the ward suffer intense pain and possibly death.
This ritual is enacted in a manner similar to that of Ward versus Ghouls, but creates a circle centered on the caster into which a ghoul cannot pass without being burned. The circle can be made as large and as permanent as the caster desires, as long as she is willing to pay the necessary price. Many Tremere chantries and havens are protected by this and other Warding Circle rituals.

System: The ritual requires three blood points of mortal blood. The caster determines the size of the warding circle when it is cast; the default radius is 10 feet/3 meters, and every 10-foot/3-meter increase raises the difficulty by one, to a maximum of 9 (one additional success is required for every increase past the number necessary to raise the difficulty to 9).

The player spends one blood point for every 10 feet/3 meters of radius and rolls. The ritual takes the normal casting time if it is to be short-term (lasting for the rest of the night) or one night if it is to be long-term (lasting a year and a day).

Once the warding circle is established, any ghoul who attempts to cross its boundary feels a tingle on his skin and a slight breeze on his face — a successful Intelligence + Occult roll (difficulty 8) identifies this as a warding circle. If the ghoul attempts to press on, he must roll more successes on a Willpower roll (difficulty of the caster’s Thaumaturgy rating + 3) than the caster rolled when establishing the ward. Failure indicates that the ward blocks his passage and inflicts three dice of bashing damage, and his next roll to attempt to enter the circle is at +1 difficulty. If the ghoul leaves the circle and attempts to enter it again, he must repeat the roll. Attempts to leave the circle are not blocked.
Watcher's EyeThe eye shows the state of its donor. When the donor sleeps or is incapacitated, it closes. When the donor dies, it crumbles to dust.
The thaumaturge exchanges blood with a willing participant who may be either a Cainite or a ghoul. The thaumaturge then uses a small golden needle to penetrate one of the subject’s eyes and withdraw a small amount of vitreous humor, the jelly-like substance that fills the eyeball. She takes an agate or other semi-precious stone and rubs the humor onto it.

Over the course of a week, the gem is passed through a series of alchemical vapors. A human-like skin forms around the gem during this process. When it is complete, the skin splits in two, revealing that the gem has become an eye.

Historically, cruel Tremere elders would use this ritual to keep track of their spies, apprentices or favorite gargoyles.

System: Performing the ritual (whether successful or not) causes one level of lethal damage to the concerned vampire or ghoul. A botch may result in additional levels of damage or blindness at the Storyteller’s discretion, although the regenerative abilities of vampires means such an affliction is often temporary.

Assuming a successful ritual, the eye stays open so long as the subject avoids Final Death. If the subject goes into torpor, the lids of the eyes close shut. The open again when he awakens. If the subject meets Final Death, the eye crumbles into dust. The eye therefore serves as an indicator of the user’s general fate.
Whispers of the GhostThe caster can communicate with the living while in astral form.
Communication with the physical world is difficult while astrally projecting. Astral travelers typically must spend a point of Willpower to manifest visually as a ghostlike shape in order to communicate, and this can strain the strength of even the hardiest of Kindred.

Elder Tremere spent decades attempting to overcome this taxing cost of one of their primary Disciplines, and eventually created Whispers of the Ghost as a way to sidestep the costly requirements of astral communication. Upon completing this ritual, the thaumaturge may communicate from her Psychic Projection form into the material world.

The caster can speak with anyone she encounters, but her words come as faint whisperings. People who hear these susurrations often mistake them for the words of ghosts or spirits. While astrally traveling, the thaumaturge must grip the ear of a still-living creature in the left hand of her physical body.

Incidentally, younger Tremere have discovered that it works just as well for allowing one to speak while Donning the Mask of Shadows without revealing themselves as is normally the case.

System: The caster must meditate for fifteen minutes in complete silence. Then she must sever the ear of a still-living creature and hold said ear in her left hand before using Astral Projection or the Donning the Mask of Shadows.

The thaumaturge may speak to the physical world in a ghostly whisper. If she wishes to be seen, she must spend a point of Willpower to manifest as normal, but that cancels the ritual. Should the “donor” of the ear die, the ritual immediately ends. Loss of morality may apply if the donation was not voluntary.

Amulet of MnemosyneThe caster can store a memory within the amulet.

Animated AssistantsItems around the caster accomplish minor tasks for them.

Awakening the Verdant ThornThe stake will sprout into a mass of thorny vines when coming in contact with a vampire, draining them of their vitae.

Beacon of the SelfThe caster receives a dream-image of the current location of the victim.

Bind the FamiliarThe caster binds a spirit to act as a Familiar.

Bladed HandsMake your hand's edges sharp as knives.

Blood AllergyVictims will violently vomit any blood taken in through their mouth.

Bottled VoiceThe target loses their voice.

Brotherhood of the CupThe participants are filled with intense loyalty to Clan Tremere and what they perceive to be its bests interests.

Blazing ShaftWhen shot, the projectiles will ignite in green fire.

Cleansing of the FleshPurge your body from any addictions and illnesses.

Clinging of the InsectClimb walls like a spider.

Craft DreamcatcherOwners of a Dreamcatcher become harder to target by spirits and powers that seek to influence their dreams.

Crucible of Sympathetic AgonyThe second victim feels the same pain as the other and if the tortured victim should die, the second victim will temporally feel how it is to die.

Curse of the OutcastThe victim's difficulty for all social rolls is raised for a month (more quickly when the victim leaves the area near the caster).

Draught of Earth's BloodThe caster creates a variant of blood tass that is usable for Thaumaturgy.

Eldritch GlimmerCaster bathed in Green Light, discharge energy bolts.

Eyes of the PastSee what happened up to five years ago at the exact point where the caster stands.

Fire in the BloodCauses Target's blood to burn with Aggravated damage anytime Physical activity is done.

Flesh of Fiery TouchThe caster can inflict burns via touch.

Friend of the TreesCauses trees to animate slightly to entangle targets in roots, branches, and vines.

Gentle MindThe caster establishes a block against Frenzy.

Haunted HouseThe location becomes target of various rumors of being haunted, as well as feelings of unease.

Hell's CallingThe target is immediately subjected to Rötschreck.

Illusion of PerfectionThe features of the caster become nondescript and his appearance average.

Incorporeal PassageThe caster becomes immaterial.

Inherited AffinityUnderstanding principles behind blood magic becomes easier.

Major CreationConjures an object with more mass than the caster themself.

Mirror of Second SightReveals the true form of supernatural creatures.

Moonlight DancersConjures up to four phantasms that engage in background social activity.

Pavis of Foul PresenceAny attempts to use directed Presence powers against the caster are nullified.

Populate Night's GardenThe caster creates monstrous hybrid creatures.

Power of the PyramidThe Tremere create a link to combine their powers for another ritual or spell.

Quicksilver EelThe caster can release the "eel" on a mage, where the "eel" will burrow in the mage's flesh and feed on its Willpower.

Ritual of DarknessThe caster fills the room with total darkness.

Ritual of the Bitter RoseSeveral vampires can gain the benefits of Diablerie.

Rotten WoodThe caster is able to rot any wooden object she touches to dust.

Rutor's HandsThe caster creates a loyal pseudo-homunculus.

Sanguine AssistantAny unused scraps form into a servitor that obeys the commands of the caster for as long as it exists.

Sanguine TrailThe caster can trace any blood bonds the target might have to its source.

Shaft of Belated QuiescenceThe tip of the enchanted stake breaks upon contact with a vampire, purposefully searching for the heart to stake it.

Summon Mischievous SpiritSummoning of a Poltergeist to annoy the hell out of a target.

TelecommunicationThe caster can appear in the television and see its surroundings.

Touch of NightshadePoison your target with a mere touch.

Translocation of the VesselThe caster speaks a word and the vessel will manifest in their hand.

Track TransgressorThe caster can sense where the Thaumaturge has gone since his casting.

Transubstantiation of the SevenThe target becomes blood bound to the Inner Council of Seven.

The Unseen ChangeAny Lupine who enters the area is forced to assume Lupus form.

Ward vs FaeAny Fae who touches the object feels intense pain.

Warding Circle vs FaeFae who attempt to cross the ward suffer intense pain and possibly death.

Ward vs LupinesAny Lupine who touches the object feels intense pain and falls into Fox Frenzy.

Warding Circle vs LupinesLupines who attempt to cross the ward suffer intense pain and possibly death.

The Low WatcherA rat can show the thaumaturge what she has seen.