Paths
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Thaumaturgy
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Anarch Sorcery
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Assamite Sorcery
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Setite Sorcery
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Necromancy
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.
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 fine...an 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 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. It may otherwise be dodged, blocked or parried as normal. |
●●● 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: * You must determine what level of Movement of the Mind you will be attacking with, as this will determine both the 'Strength' of your attacks, and the difficulty of activating the Path. * Instead of increasing the duration of your control, you may apply the initial successes rolled as bonus dice towards your first 'telekinetic' attack. However, when the duration ends, it will cost another blood point to continue controlling the weapon. * Rolling to activate Movement of the Mind for the purpose of controlling a melee weapon is treated as reflexive (allowing you to make a melee attack with it, the same round you roll to control it, without penalty). * You make attacks by rolling Melee + Thaumaturgy, following all other normal close combat modifiers. Treat it as close combat, not ranged combat, regardless of the distance between the Thaumaturge and the target. * The effective Strength of the attack is equal to the Movement of the Mind level that it was cast with (2-5). * The base difficulty of parries and attacks made with Movement of the Mind is always 6. It never suffers a penalty for using improvised weapons. Targeted attacks increase difficulty as usual. |
●●● 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 normally...so 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
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Thaumaturgy Rituals
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.
Ritual | Purpose | Description |
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Amber Aegis | Provides minor protection to the bearer. | |
Bind the Accusing Tongue | The target cannot speak ill about the caster. | |
Blood into Water | Transform all spilt blood in a radius around you into water. | |
Blood Mastery | Gain one granted success against the target in a specific endeavor. | |
Blood Rush | Feel the pleasure of drinking blood without actually doing so. | |
Brand | A tattoo becomes permanent. | |
Brand of the Paramour | The caster feels sympathetic pain when the ghoul is harmed. | |
The Carrion Fly Delayed | Preserve severed body parts from rot. | |
Chime of Unseen Spirits | The chimes will ring when a spiritual entity is nearby. | |
Communicate with Sire | Communicate telepathically with your direct sire. | |
Decrypt Missive | Decrypt a ritually encrypted message. | |
Dedicate the Chantry | Ease subsequent defensive rituals on the building. | |
Defense of the Sacred Haven | Block sunlight from entering a room as long as the caster is within it. | |
Deflection of Wooden Doom | The first stake directed at you after the ritual crumbles to dust. | |
Devil's Touch | The target is socially shunned and treated like an outcast. | |
Domino of Life | Simulate a singular feature from a living human (pulse, eating, etc). | |
Encrypt Missive | Only the caster and the recipient can read the missive. | |
Engage Vessel of Transference | Exchange blood from the container with the blood of anyone who touches it barehanded. | |
Expedient Paperwork | The document will appear important and worked on in the most efficient way possible. | |
Illuminate Trail of Prey | See the trace of the target as a pulsing light visible only to you. The connection is broken when the target crosses flowing water. | |
Imp's Affliction | The target's physical features become distorted. | |
Ignite Tallow | Ignite a candle with a gesture. A beginner ritual commonly taught to Acolytes. | |
Impressive Visage | The caster appears more alluring. | |
Incantation of the Shepherd | Locate mortals from whom you feed regularly. | |
Learn the Mind Enslumbered | Communicate with a vampire in Torpor. | |
Luminous Vitae | Blood in the vicinity of the caster glows in an iridescent purple. | |
Preserve Blood | Preserve blood without refrigeration. | |
Protect the Tomb | Hinders attempts to meddle with the interred person's corpse or spirit. | |
Purge the Inner Demon | Silences the Beast and possibly even ends Frenzy. | |
Purity of Blood | Cleanse blood from any contaminating illnesses or poisons. | |
Purity of Flesh | Cleanse your body from any foreign intrusions (tattoo ink, bullets, drugs, dirt). | |
Rebirth of Mortal Vanity | The caster can grow hair again. | |
Rite of Introduction | The caster can communicate with their nearest superior in the Pyramid. | |
Sanguineous Phial | The caster can store blood which contains its sympathetic connections. | |
Scent of Lupine's Passing | The caster can detect the presence of a werewolf via smell. | |
The Scribe | Words that the caster speaks appear directly on paper. | |
Sense the Mystical | All sources of Blood Magic in the vicinity of the candle have a visible aura. | |
Serenading the Kami | All physical actions in the sanctified area are easier. | |
Sigil of Authority | A symbol that proves the subject represents the authority of the caster. | |
Tame the Maddening Flame | Existing fires take on a green hue and no longer inspire Rötschreck. | |
Wake with Evening's Freshness | The caster awakes immediately at his full capacity when someone disturbs the ashes. | |
Widow's Spite | Cause a minor irritation on the target. | |
Witchlight | Creates a supernatural ball of light. |
Ritual | Purpose | Description |
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Ascension of the Blood | Blood from the chalice is cleared of all sympathetic connections (including Dominate) for seven days. | |
Black Water | A special oil that turns waters solid black. | |
Blood Walk | Learn the True Name of the immediate sire of the target, estimating his generation, as well as learning of possible Blood Bonds. | |
Bureaucratic Condemnation | Bureaucratic endeavors of the target become hindered. | |
Burning Blade | When unsheathed, the weapons burns with green fire. | |
Craft Bloodstone | The caster always know in what direction the stone is located. | |
Deny the Intruder | The place where the ritual took place does not register in any official documents. | |
Donning the Mask of Shadows | The target becomes translucent and its steps become muffled. | |
Dust of Remembrance | The caster learns who has interacted when with any object sprinkled with the dust. | |
Enhance the Curse | The ghoul suffers the same disadvantages and weaknesses of a true vampire. | |
Extinguish | The caster can extinguish an existing fire with a mere word. | |
Eyes of Babel | The caster can understand all languages that the victim knows. | |
Eyes of the Night Hawk | The caster can see and hear through the bird's eyes and ears. | |
Illusion of Peaceful Death | To onlookers, it appears that the person died in a state of peace. | |
Impassable Trail | The caster leaves no traces save for olfactory ones. | |
Inscription | Other persons can use the formula to cast the described ritual. | |
The Jinx | The target suffers misfortune during an action of the caster's choosing. | |
Machine Blitz | A piece of complex machinery stops for a limited period of time. | |
Memory Shard | The caster imbues a physical object with a memory or message. | |
Mourning Life Curse | The target weeps tears of blood. | |
Obscure the Malice | The wound heals immediately, leaving no trace of a scar or similar. | |
The Open Passage | The caster can step unhindered through the wall. | |
Power of the Invisible Flame | The fire becomes invisible, although its heat and effects can still be observed. | |
Preserve | The object is shielded from the passage of time and usage. | |
Principle Focus of Vitae Infusion | At a command of the caster, the vitae spills forth from the object. | |
Recure of the Homeland | The caster can heal wounds more efficiently. | |
Ritual's Recognition | The caster knows if the next ritual he conducts has succeeded. | |
Seal Egress | Seal a room or passage against unwanted intruders. | |
Skiptrace | Helps others to notice and remember fugitive subjects. | |
Steps of the Terrified | The target's running speed is drastically reduced. | |
Stolen Whispers | Anyone drinking the elixir can listen to anything that happens near the horn. | |
Transubstantiation of Humors | If the caster's vitae leaves the body, it transforms into a black, reeking substance. | |
Veil of Kirophet | Summons a dense, roiling mist. | |
Vitality Hack | Appear as a living creature to medical sensors only. | |
Ward vs Ghouls | Any ghoul who touches the object feels intense pain. | |
Warding Circle vs Ghouls | Ghouls who attempt to cross the ward suffer intense pain and possibly death. | |
Watcher's Eye | The eye shows the state of its donor. When the donor sleeps or is incapacitated, it closes. When the donor dies, it crumbles to dust. | |
Whispers of the Ghost | The caster can communicate with the living while in astral form. |
Ritual | Purpose | Description |
---|---|---|
Amulet of Mnemosyne | The caster can store a memory within the amulet. | |
Animated Assistants | Items around the caster accomplish minor tasks for them. | |
A Touch of Nightshade | Anoint the caster's hands with a skin-contact poison. | |
Awakening the Verdant Thorn | The stake will sprout into a mass of thorny vines when coming in contact with a vampire, draining them of their vitae. | |
Beacon of the Self | The caster receives a dream-image of the current location of the victim. | |
Bind the Familiar | The caster binds a spirit to act as a Familiar. | |
Bladed Hands | Make your hand's edges sharp as knives. | |
Blazing Shaft | When shot, the projectiles will ignite in green fire. | |
Blood Allergy | Victims will violently vomit any blood taken in through their mouth. | |
Bottled Voice | The target loses their voice. | |
Brotherhood of the Cup | The participants are filled with intense loyalty to Clan Tremere and what they perceive to be its bests interests. | |
Cleansing of the Flesh | Purge your body from any addictions and illnesses. | |
Clinging of the Insect | Climb walls like a spider. | |
Craft Dreamcatcher | Owners of a Dreamcatcher become harder to target by spirits and powers that seek to influence their dreams. | |
Crucible of Sympathetic Agony | The 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 Outcast | The victim's difficulty for all social rolls is raised for a period. | |
Draught of Earth's Blood | The caster creates a variant of blood tass that is usable for Thaumaturgy. | |
Eldritch Glimmer | A caster bathed in green light can discharge energy bolts. | |
Eyes of the Past | See what happened up to five years ago at the exact point where the caster stands. | |
Fire in the Blood | Causes Target's blood to burn with Aggravated damage anytime Physical activity is done. | |
Flesh of Fiery Touch | The caster can inflict burns via touch. | |
Friend of the Trees | Causes trees to animate slightly to entangle targets in roots, branches, and vines. | |
Gentle Mind | The caster establishes a block against Frenzy. | |
Haunted House | The location becomes target of various rumors of being haunted, as well as feelings of unease. | |
Hell's Calling | Afflict a distant victim with the effects of Rötschreck. | |
Illusive Visage | The features of the caster become nondescript and his appearance average. | |
Incorporeal Passage | The caster becomes immaterial. | |
Inherited Affinity | Understanding principles behind blood magic becomes easier. | |
Liar's Dice | Stir up an argument. | |
Major Creation | Conjures an object with more mass than the caster themself. | |
Mirror of Second Sight | Reveals the true form of supernatural creatures. | |
Moonlight Dancers | Conjures up to four phantasms that engage in background social activity. | |
Pavis of Foul Presence | Any attempts to use directed Presence powers against the caster are nullified. | |
Populate Night's Garden | The caster creates monstrous hybrid creatures. | |
Power of the Pyramid | The Tremere create a link to combine their powers for another ritual or spell. | |
Quicksilver Eel | The 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 Darkness | The caster fills the room with total darkness. | |
Ritual of the Bitter Rose | Several vampires can gain the benefits of Diablerie. | |
Rotten Wood | The caster is able to rot any wooden object she touches to dust. | |
Rutor's Hands | The caster creates a loyal pseudo-homunculus. | |
Sanguine Assistant | Any unused scraps form into a servitor that obeys the commands of the caster for as long as it exists. | |
Sanguine Trail | The caster can trace any blood bonds the target might have to its source. | |
Shaft of Belated Quiescence | The tip of the enchanted stake breaks upon contact with a vampire, purposefully searching for the heart to stake it. | |
Summon Mischievous Spirit | Summoning of a Poltergeist to annoy the hell out of a target. | |
Telecommunication | The caster can appear in the television and see its surroundings. | |
Touch of Nightshade | Poison your target with a mere touch. | |
Translocation of the Vessel | The caster speaks a word and the vessel will manifest in their hand. | |
Track Transgressor | The caster can sense where the Thaumaturge has gone since his casting. | |
Transubstantiation of the Seven | The target becomes blood bound to the Inner Council of Seven. | |
The Unseen Change | Any Lupine who enters the area is forced to assume Lupus form. | |
Ward vs Fae | Any Fae who touches the object feels intense pain. | |
Warding Circle vs Fae | Fae who attempt to cross the ward suffer intense pain and possibly death. | |
Ward vs Lupines | Any Lupine who touches the object feels intense pain and falls into Fox Frenzy. | |
Warding Circle vs Lupines | Lupines who attempt to cross the ward suffer intense pain and possibly death. | |
The Low Watcher | A rat can show the thaumaturge what she has seen. |