Thaumaturgy

 

Long ago when the Tremere became vampires, they lost the magic they commanded in live. So the Tremere created Thaumaturgy, a twisted form of human magic mixed with the potent vitae of vampires. Through Thaumaturgy, vampires are capable of reaching almost any desired effect because of the versatility of it's different paths. When a character learns Thaumaturgy, he/she picks a primary path. The character will get a single dot and a level 1 ritual for free. When the character gains a dot in Thaumaturgy, his/her primary path automatically rises by one dot as well. Other rituals must be learned separately. When the character gets a secondary path (or several) these are limited to only being able to rise to a maximum of 1 dot below your primary path (so if your primary path is level 3, you cannot raise any secondary paths above level 2) until the user has mastered his/her primary path (gained level 5 in his/her primary path.) Important note: if the user fails severely in any attempt at Thaumaturgy, he/she will lose a point of permanent Willpower.

 

Common paths:

There will always be users of these paths in the local chantries.

 

The Path of Blood

 

The most common primary path, The Path of Blood encompasses the most fundamental basic of Thaumaturgy, the manipulation of kindred Vitae. (a character must always have a good reason to pick a different path as his/her primary path other then the Path of Blood, but it's not uncommon for characters to have different paths as their primary path)

 

powers:

 

1 - A Taste for Blood: By sampling some of another's blood, the user gains a basic understanding of that persons strength. The user may learn how much blood is left in the target, and if the target is a vampire how recently he/she had fed, the target's approximate generation and, if  three successes are scored, if the target has recently committed diablerie. (Costs a bloodpoint. User rolls Willpower against diff 4.)

2 - Blood Rage: By touching a vampiric target, the user forces him/her to spend blood in a way the user desires. The target may find their attributes increased when he/she does not need them, and feels frenzy draw near as the victims blood supply is depleted. (Costs one bloodpoint. User rolls Willpower against a difficulty of 5. Each success the user gains forces the target to spend 1 bloodpoint in a way the user desires, unaffected by the limits of generation on bloodpoint spending. Also, each success increases the subjects difficulty to resist frenzy by 1.)

3 - Blood of Potency: By focussing, the user may concentrate his/her blood, dropping the user's generation for a period of time. Though if the user creates a childe will this is active the childe will have a normal generation approximate to the user's actual generation and diablarists wont gain the benefits of this ability if they consume the user while it is active, the user otherwise gains all the benefits of being a low generation vampire for a short time. (Costs one bloodpoint. User makes a Willpower roll against diff 6. The first success causes the user to drop one generation for one hour, and any leftover successes may be used to either drop the user one further generation down or make the effect last for another hour. If the user has more blood in their system then their actual generation allows when this power wears off, it dilutes, effectively causing the excess bloodpoints to disappear.)

4 - Theft of Vitae: The user who calls upon this power causes a victim to surrender their blood to them. Physical contact is not even needed, blood literally streams from the victim to the user, and need not even enter the mouth of the user to be absorbed by him/her. Ofcourse, such a power is obviously a breach of the masquerade. (Costs a bloodpoint. User rolls Willpower against diff 7. Victim must be visible to and within 50 feet of the user, and every success gained steals one bloodpoint from the victim. Interestingly if used on the same vampire 3 times, it actually creates a blood bond.)

5 - Cauldron of Blood: By merely touching a victim, the user causes his/her blood to boil in the victims veins, causing horrendous damage even to other vampires. (Costs a bloodpoint. User makes a Willpower roll against diff 8. Each success boils a point of blood in the victims, dealing 1 level of aggravated damage on the victim per point boiled. 1 point of damage in this manner is enough to kill a mortal, though ghouls may survive. Vampires may soak the damage only with Fortitude.)

 

The Path of Conjuring

 

Using this path the user may create objects out of thin air. Knives, computers, anything smaller or of equal size as the user. Objects summoned in this manner have 2 distinct characteristics. If the user summons a knife, it will always be the exact same knife the user summons, and that knife will have no identifiable marks such as scratches or dents. The user may even summon small animals. Depending on the item the user wishes to summon, the difficulty of the summon may increase or decrease. If it is an item the user has only seen on a picture or an item the user simply imagined, the difficulty becomes higher, yet if it's an item the user is intimately familiar with (such as the knife the user has used to commit his/her first kill) the difficulty decreases. (all difficulty increases or decreases are handled at the discretion of the storyteller.)

Lastly, the number of successes the user gains during item creation determine it's flaws. If the user gains only 1 success, the item will be a crude and imperfect version of the item the user wished to summon, while 5 successes grant the user a perfect copy.

 

1 - Summon the Simple Form: The user may summon a simple inanimate item. The item may not have any moving parts or be made of multiple materials. Examples are a lead pipe, or a block of granite. (Costs one bloodpoint. User makes a Willpower roll against diff 4. For each turn the user wishes to maintain the item in existence, the user must spend a Willpower point.)

2 - Permanency: Against the cost of 3 bloodpoints, the user may now create items that are permanent, and the user need no longer spend Willpower to maintain the item. (Costs 3 bloodpoint, user rolls Willpower against diff 5)

3 - Magic of the Smith: The user may now conjure complex items, such as cellphones, guns, chainsaws etc. (Costs 5 bloodpoints. Use rolls Willpower against diff 6. If the item is very complex, the user must make a knowledge roll. (Computer, Crafts, etc. Diff and roll set by the storyteller.) )

4 - Reverse Conjuration: The user may now banish items back into non-existence that were summoned using Conjuration. (Costs a bloodpoint. User rolls Willpower against a diff of 7, and is allowed to make 1 roll every turn afterwards (without spending another bloodpoint) until the user has gained enough successes to match the successes of the item's creation.)

5 - Power over Life: The user may now even create life, such as animals that are of equal or smaller size then the user or even human beings. However, these creations will have no free will, and will mindlessly follow any orders the user gives his creations. These creations are also highly unstable, and disappear after a week. (Costs 10 bloodpoints. User rolls Willpower against a diff of 8.)


 

Lure of Flames

 

One of the most devastating paths, this power actually allows the user to summon fire. Ofcourse few vampires need to be told how dangerous fire is for their kind, making this path one of the most feared. The fire summoned in this manner is not even natural fire, as long as the user maintains control over it and does not release it, it does not burn the user. The user may even light his own hand on fire in this manner and then release it from his/her hand to send a fireball flying. Once released however, it goes beyond the control of the user. Lure of Flames has no individual powers, it merely allows the user to summon greater and greater flames. Victims require Fortitude to soak the damage caused. (successes gained determine the accuracy of the flame summoning. 1 success is all thats needed to summon fire in the user's hand, while 5 successes allow the user to summon fire anywhere in sight.)

 

1 - Candle: User summons fire the size of a candle light. Diff 3 to soak damaged caused by this fire, deals one level of aggravated damage every turn it is in contact with a victim. (Costs a bloodpoint, user rolls Willpower against diff 4)

2 - Palm of Fire: User summons fire approximately the size of his/her hand. Diff 4 to soak damaged caused by this fire, deals one level of aggravated damage every turn it is in contact with a victim. (Costs a bloodpoint, user rolls Willpower against diff 5)

3 - Campfire: User summons fire approximately the size of a campfire. Diff 5 to soak damaged caused by this fire, deals 2 levels of aggravated damage every turn it is in contact with a victim. (Costs a bloodpoint, user rolls Willpower against diff 6)

4 - Bonfire: User summons fire approximately the size of a bonfire. Diff 7 to soak damaged caused by this fire, deals 2 levels of aggravated damage every turn it is in contact with a victim. (Costs a bloodpoint, user rolls Willpower against diff 7)

5 - Inferno: User summons a vast fire, enough to engulf an entire house in flames. Diff 9 to soak damaged caused by this fire, deals 3 levels of aggravated damage every turn it is in contact with a victim. (Costs a bloodpoint, user rolls Willpower against diff 8)

  

Movement of the Mind

 

Essentially the power of telekinesis, it allows the user to move objects around using only his/her mind. Much like Lure of Flames, Movement of the Mind has no individual powers at each level, instead allowing the user to lift greater objects with every level. At level 3, the user may even levitate him/herself, allowing the user to fly at normal running speed. At level 4, the user gains the ability to throw objects (or people) with enough force to cause damage. (If the user wishes to lift a living being, they must make a contested Willpower roll each turn the power is exercised at a difficulty set by the Storyteller.)

 

1 - User may lift an object weighing 1 pound. (Costs a bloodpoint. User rolls Willpower against diff 4)

2 - User may lift an object weighing 20 pounds. (Costs a bloodpoint. User rolls Willpower against diff 5)

3 - User may lift an object weighing 200 pounds and may levitate him/herself at running speed, granting the ability of controlled flight. (Costs a bloodpoint. User rolls Willpower against diff 6)

4 - User may lift an object weighing 500 pounds and may now throw objects at a "Strength" rating equal to his/her level in this path. (Costs a bloodpoint, user rolls Willpower against diff 7)

5 - User may lift objects weighing up to 1000 pounds. (Costs a bloodpoint, user rolls Willpower against diff 8)

  

 

Hands of Destruction

 

A path of Thaumaturgy practised almost exclusively by Tremere of the Sabbat, (though some Tremere in the Camarilla have learned its use as well) it is one of the most destructive paths known, geared exclusively towards causing entropy or destruction. Rumours say this path has a demonic origin, making many Tremere simply refuse to practise this path.

 

1 - Decay: This power allows the user to cause rot and decay in a matter of seconds. It will break down or rot any material it is used upon if such is possible. However it can only be used on inanimate objects, though it may be used on dead organic material. (Costs a bloodpoint. User rolls Willpower against diff 4. If successful, the user can age touched material for 10 years every minute the material is touched, regardless of successes gained.)

2 - Gnarl Wood: Through this power the user may bend and warp wood and wooden objects, allowing the user to change the form and size of wooden objects. The user may bend, twist, expand, shrink or contract any wooden objects simply by gazing at them. (User spends 1 bloodpoint for every 50 pounds of visible wood to use this power on, up to to the maximum amount of bloodpoints the user can spend per turn. Other then the 50-pounds-per-bloodpoint-spend limit, the user may use this power on as many wooden objects as he/she can see. User rolls Willpower against diff 5.)

3 - Acidic Touch: Through this power, the user may secrete a voracious acid from any part of his/her own body. It will eat through wood and metal, and cause severe chemical burns to any flesh it touches. The user self however, is immune to his/her own acid. (User spends at least 1 bloodpoint and rolls Willpower at diff 6 to create the acid. 1 bloodpoint of acid is enough to burn through a quarter-inch worth of steel and 3 inches worth of wood. The user may also secrete it from the palm of his/her hands to make hand-to-hand attacks deal aggravated damage.)

4 - Atrophy: By touching the limb of a victim, the user may wither it, turning it into a mummified husk of bone and skin. It does however not work on torsos or heads.  (Costs one bloodpoint, user rolls Willpower at diff 7. The victim may resist the effects by rolling Stamina + Athletics at diff 8. If the victim scores one success, the limb is still effected but the victim can still use it at +2 difficulty. With 2 successes, difficulties to use the limb simply increase by 1, and if the victim scores 3 or more successes, the victim is unaffected by Atrophy. Vampires may spend 5 bloodpoints to rejuvenate from the effects of Atrophy, for mortals all effects are permanent.)

5 - Turn to Dust: This fearsome power allows the user to cause advanced rapid aging to a mortal target. Skilled users can cause a victim to age so rapidly that he literally crumbles to dust in an instant. User must touch the victim. (Costs one bloodpoint and user rolls Willpower against difficulty 8. Each success ages target victim by 10 years. Victim may resist the user by rolling Stamina + Courage at diff 8. If the victim gains more successes then the user, the effects are fully resisted, but if the victim does not gain more successes then the user he/she ages the full amount. This power can also be used on vampires, but because they are immortal it has little effect on them. At most, it will reduce a vampires' appearance by 1 for a single night.)

 

 

Lesser known paths:

These paths have fallen from use in recent times or simply aren’t universally known or taught. Though no chantry has all of these paths, most respectable chantries have at least knowledge of one or two of these paths.

 

Path of Alchemy

 

A path practised mainly by older Tremere, this path allows the user to make changes in chemical or elementary composition to any substances the user comes into contact with. Though this path does not actually create items such as the Path of Conjuring does, a user of this path could if so desired turn lead into gold! However...these transmutations are rather unstable and cannot be turned into lesser constructs. Anyone attempting to turn a chunk of gold created in this manner into coins will turn the gold into a pile of inert sludge. There is ofcourse nothing stopping the creator from selling that unrefined piece of gold...

When using this path, it is assumed the user has access to a laboratory or similarly controlled surroundings.

 

Has no individual powers, it simply allows the user to make more complex changes.

 

1 - The user is capable of making simple changes in form, such as from liquid to gas, solid to liquid etc.(Costs a bloodpoint. User rolls Willpower against diff 4.)

2 - The user can make more complex changes, such as separate water into hydrogen and oxygen gasclouds, or turn a liquid into a specific form of solid.(Costs a bloodpoint. User rolls Willpower against diff 5.)

3 - The user can make complicated changes, such as water into breathable oxygen and loose hydrogen or turn compounds into separate elements.(Costs a bloodpoint. User rolls Willpower against diff 6.)

4 - The user can make minor shifts in composition, such as changing an element's atomic number up to 5 greater or less then it's original number.(Costs a bloodpoint. User rolls Willpower against diff 7.)

5 - The user can make miraculous shifts in composition, such as turning lead into gold or nitrogen into radium. (Costs a bloodpoint. User rolls Willpower against diff 8.)

 

Path of the Blood's Curse

 

One of the curses of vampirism is that every generation of vampires is weaker then the last. This angered many a young practitioners of Thaumaturgy, and as such came the invention of the Path of the Blood's Curse, which taps into the weaknesses that arrive with the Embrace.

 

powers:

 

1 - Ravages of the Beast: The beast is one of the greatest weaknesses Caine's brood suffer from, and this power allows the user to unleash it's fury in targets. (Costs a bloodpoint, user rolls Willpower against diff 4. May be used on any victim the user has in his sight. If the activation is successful, the victim must make a frenzy rolls of Self-Control against diff 7, or go into a frenzy. The type of frenzy the victim goes in depends on the situation and the storyteller.)

2 - Weight of the Sun: Another great weakness of vampirism is an inability to stay awake during the day, and this power enforces that lethargy during the night. (Costs a bloodpoint, user rolls Willpower against diff 5. Every success the user gains will prevent the victim from gaining any dice pools greater then his/her Humanity or Path rating for 1 night per success. However, vampires who have reached Golconda are immune to this power. )

3 - Abated Tooth: Vampires can lengthen their fangs to aid in breaking the skin of a victim and drawing blood, and then retract them to maintain the masquerade. However, with this power a user can dull the fangs of a victim, rendering them unable to feed efficiently. (Costs a bloodpoint, user rolls Willpower against diff 6. Each success means the victim is effected for a single night. The victim may roll Stamina + Fortitude to subtract his/her own successes from the users successes. The victim's fangs become dull and are no longer very useable as weapons, and the vampire Kiss no longer stuns a victim when they are bitten.)

4 - Treacherous Bonds: A blood bond is one of the most powerful emotional bonds in existence, and a victim under the effects of a bloodbond is the most loyal thrall a master can wish for. However, this power twists any such bonds the victim had created, turning his minions against him. (Costs a bloodpoint, user rolls Willpower against diff 7. The user must touch the victim for this power to take effect. For the duration all ghouls or bloodbound servants a user may have under his whim become filled with hatred for their master, and will turn on him. Every success increases the duration by 1 night and every success corrupts 1 bloodbond.)

5 - The Withering of Ages: By temporarily lifting the power of immortality from a target, the user can weaken his enemies. The victim ages to his/her true age, becoming weaker the older the victim truly is. (Costs a bloodpoint, the user and the victim go into a contested Willpower roll against diff 8. Should the user gain more successes then the victim, the victim grows physically older until he/she reaches their true age. The victim shrivels, and gains longer fangs, most of the victim's body will show his/her vampiric nature more dramatically. For every 10 years the victim ages, the victim loses 1 physical attribute point, until he/she reaches a minimum of 0. When this happens, the victim can barely fend for him/herself, or even walk and feed. Lasts for one night, though a victim may spend a Willpower point and 5 bloodpoints on the turn he/she becomes effected to restore themselves.)

 

Biothaumaturgy

 

The so called path of doctor Frankenstein, this path meddles with the flow of live energies. It is mainly practised by the Black Hand, though some other factions of Tremere have learned it's secrets. Lastly, if the user has a Laboratory this is a big boon to practising this discipline, though it may be practised in anything as crude as a table with series of knives and surgical equipment layed out upon it. If practised outside the comfort of a laboratory, the difficulty might even increase. Universally across all it's uses however, this path suffers from very slow activation times.

 

powers:

 

1 - Thaumaturgical Forensics:  By taking a tissue sample from any living, dead or undead creature, the user may gain a wealth of information, including any information "normal" forensics would not reveal. The user may learn the age, gender, or if vampire, generation and traces of diablarie in the subject, almost any physical knowledge may be gained. However the information gained is limited to what a tissue sample might reveal, for example it will not tell the user if the subject has recently killed or what the passcode to his/her computer is. (User rolls Willpower against diff 4. After activation and success, it takes one week for the user to gain the information. Each success reveals one bit of information.)

2 - Thaumaturgical Surgery: Though this power, the user may significantly decrease the lethality of wounds by turning damage taken into a lesser form. However, due to it's significant activation time, one is better off using it on mortals or vampires who for whatever reason cannot heal the damage taken. (User rolls Willpower against diff 5. Takes 2 weeks for it to take effect. Each success converts one health level of damage to a lesser type. Aggravated becomes Lethal, Lethal becomes Bashing and Bashing disappears entirely. Note that this power is not actual surgery, but simply increases the natural regeneration of the body.)

3 - Lesser Animation: Through this power the user may breathe life into the corpses of lesser lifeforms, such as a single tree or dog. Upon creation, the user may give his new servant a single one-sentence command that the servant will follow to the letter until it is destroyed. Other then this, the subject is completely mindless. The user may even make minor variations to his creations, such as giving a cat larger permanent claws for attacking or animating a thorn bush to entangle tresspassers. (User rolls Willpower against a diff of 6. Takes 3 months to take effect. The creatures created in this manner have their original Strength and Stamina, but lose one point on their original Dexterity. (they never go below 1) Social and Mental attributes are zero, and the creation has half the health levels it had in life, rounded up. Creations take double damage from fire, and instantly crumble to dust when exposed to sunlight.)

4 - Greater Animation:  The user may now animate any life forms, from human beings to large animals. These creations are essentially the same as those in Lesser Animation, exept the user may now make rather major adjustments to them, such as give a human corpse a bonehook instead of a hand, or give a rat batwings created from material gathered from other creatures. (User rolls Willpower against a diff of 7. Takes 4 months to take effect.)

5 - Cognizant Construction: Any undead minions the user creates through this power will now be gifted with part of the intelligence they possessed in live. Minions that are ordered to attack will now for example, not run blindly into the firing line to attack foes, but will attempt to flank them, or employ other cunning tactics. You wont be able to create undead geniuses in this manner, but the intelligence is a boost nonetheless. (User rolls Willpower against diff 8. Takes 5 months to take effect. All minions created in this manner now also have their original Mental attributes, except minus 1 on all (never below 1).)


 

Path of Curses

 

Long ago when man learned how to hate, they learned how to direct their spite of their fellow man against eachother through words, and as such curses were created. And so, the Path of Curses was created, by filling the words with thaumaturgic mysticism, the Tremere were capable of giving curses more then mere spite. To curse a victim, the user must speak the curse out loud and directly against their target. Fortunally this will sound as mere gibberish, due to most curses being spoken in ancient and long dead languages. Also, the user must have something of the victim, a piece of hair, flesh or maybe a drop of blood, anything that directly links the user to the victim. Once cast the user can lift the curse at any time. Lastly, because most curses are primarily psychological, a victim may roll Willpower against diff 7 to substract successes from the user.

 

powers:

 

1 - Stigma: The victim is stricken with a mark visible only to others, though they cannot describe it's actual form. The victim finds it hard to interact with others, who in turn shy away from the victim and find it hard to take the victim seriously. (Costs a bloodpoint, user rolls Willpower against diff 4. All social actions the victim takes are doomed to end in frustration for the victim, and all social rolls are at +1 difficulty until the next sunset. Can be used equally on vampires as on mortals.)

2 - Malady: The victim is stricken with disease and weakness, much like the ancient plagues of old. Oddly, this power works even on other cainites who suffer equally from the disease as mortals. (Costs a bloodpoint, user rolls Willpower against diff 5. The illness lasts for a number of nights equal to the user's Willpower rating, and each success increases the potency of the illness. Per success, the victim loses a point of Strength, Dexterity and Stamina. Lastly, the victim may attempt to resist this power as normal once every night.)

3 - Pariah: Much like Obfuscate, this power throws an illusion around a victim, causing the victim to appear as the most hated enemy of anyone who gazes upon the victim. This wont necessarily result in violence, but it most certainly will result in the victim being cast out of society as a whole. (Costs a bloodpoint, user rolls Willpower against diff 6. Lasts for one night per success gained. Unlike Obfuscate, Auspex cannot see through the illusion.)

4 - Corrupt Body: A very nasty curse that twists the body of a victim, leaving them scarred both Physically and Mentally. Princes have been known to use this curse to punish those who violate the traditions, to make sure it is a lesson they wont easily forget. (Costs a bloodpoint, user rolls Willpower against diff 7. User selects Strength, Dexterity, Stamina or Appearance, which will drop to 1 for the duration of the effect. For the first 3 turns after the curse is cast, the victim loses 3 dices from all pools as the victim's body is corrupted, causing great pain. For the duration of Corrupt Body, the victim will also lose 1 die from all pools. Additionally, the storyteller may inflict whatever condition he/she finds appropriate on the victim, to reflect the severity of this curse.)

Success duration chart:

1 success: effect lasts one night

2 successes: effect lasts one week

3 successes: effect lasts one month

4 successes: effect lasts three months

5 successes: effect lasts one year

5 - Fall From Grace: The most severe of curses, this curse inflicts it's victim with severe ineptitude. Victims are stricken with severe desperation and self-loathing as everything the victim does or has accomplished falls apart. Relationships falter, jobs crumble around them and accidents are commonplace.  (Costs a bloodpoint, user rolls Willpower against diff 8. If the victim resists, their Willpower roll must be made at diff 8 as well. If the victim botches during the resist roll, there's a chance this curse may become permanent until dismissed by the user. A victim under the effects of this curse cannot automatically succeed on any actions, and always has 1 botched die on all rolls. Additionally the victim may never get more then 2 successes on a single roll, even if the victim spends Willpower in an attempt to gain more successes.)

Success duration chart:

1 success: effect lasts one night

2 successes: effect lasts one week

3 successes: effect lasts one month

4 successes: effect lasts three months

5 successes: effect lasts one year

 

Elemental Mastery 

A path commonly used during the dark ages and in the modern days practised almost exclusively by Camarilla Tremere. This path was originally concieved in the attempt to copy Koldunic Sorcery, however, the path itself not related to the elements. Instead it's a derivation of the Path of Conjuring.


powers:


1 - Elemental Strength: By invoking this power, the Thaumaturge can imbue the strength of the elements into his/her body, greatly enhancing physical prowess without excessive cost in blood. (Costs a bloodpoint, the user rolls Willpower against diff 4. Each succes causes the effect to last for a turn. If succesfully cast, the user gains 3 bonus dots which he/she may freely use to increase Strength or Stamina.)

2 - Wooden Tongues: Through this power, the user may speak with the spirit of an inanimate object. Though this ofcourse allows the user to gain information where otherwise he/she would be at a dead end, but unfortunately the things that interrest rocks and chairs are not always the same that interrest the caster. (Costs a bloodpoint, the user rolls Willpower against diff 5. The user may then speak with the target object, the number of successes on the activation roll indicating the amount and relevance of the information gained. One succes may indicate a rock will recall a past forest fire, three successes indicate the rock will renember a shadowy figure traveling by, whilst 5 successes allows the rock to precisely discribe a local Gangrel.)
3 - Animate the Unmoving: A power that allows the user to animate and control liveless objects. Though objects can only act according to their purpose, they still be as efficient as though they were wielded. (Costs a bloodpoint, the user rolls Willpower against diff 6. The object in question can only move within reason (so a sword could bend to slash at it's wielder, or a chair could run using it's legs, while a human-like statue could move freely) but not beyond it. If the user does not score 4 or more successes, a Willpower point must be spend to activate it's effects. The effect lasts for one hour, or untill the object leaves the user's line of sight.)

4 - Elemental Form: Using this power the user can transform him/herself into an inanimate object of roughly equal mass as the user, such as a desk or statue. (Costs a bloodpoint, the user rolls Willpower against diff 7. The number of successes indicate how completely the user transforms him/herself into the object in question. The user cannot use any disciplines or any senses in this form unless he/she scores at least 3 successes on the activation roll. The power lasts for the remainder of the night, or untill the user wishes to end the power.)
5 - Summon Elemental: Through this power, the user may summon one of the spirits related to a specific element and bind the spirit into servitude. However, the spirits are notoriously fickle, and may not always subject to the user's command. (Costs a bloodpoint, user rolls Willpower against diff 8. The user must be near a quantative amount of the element he/she wishes to draw a spirit from. The user may draw a Salamander spirit from fire, a Sylph from air, a Gnome from earth or an undine from water. (note that some thaumaturges have claimed to summon spirits from anything between glass to atomic energy, but if the player is actually capable of doing this is up to the Storyteller) The elemental spirit has 3 dots in all Physical and Mental attribute, and the user may add one dot to one of the elementals Physical attributes for each succes on the activation roll. Furthermore, the Storyteller may add Abilities, and determine it's attacks and damage, as well as any special powers based on the spirit's element. One the thaumaturge actually summoned the spirit, the user must bind it into service by rolling Manipulation + Occult at a diff of the number of successes on the casting roll +4, though the player may replace Occult with Spirit Lore.

success effect chart for binding the spirit into service:

Botch - The spirit immediately attacks the user.

Failure - The spirit is freed and the spirit may do as he/she pleases, from leaving the scene to attack anyone nearby.

1 succes - The spirit is thusly bound that it will most likely not attack it's summoner.

2 successes - The spirit becomes favorably inclined towards the summoner and may preform a task in exchange for payment, to be determined by the Storyteller.

3 successes - The spirit will preform one service to the caster, within reason.

4 successes - The spirit will preform any task for the caster that does not directly place it's existance in danger.

5 successes - The spirit will preform any task for the caster, irrigardless of the possible consequences to itself, even if the task takes several nights.)


The Faux Path


Also known as the False Path, the Faux path was developed by a regent who wished not power, but cleverness. As such, he used the Faux Path to deceive the kindred around him into believing his “superior advice”. The Faux Path is based on the powers of deception and make-believe, which a smart thaumaturge can use to great advantage.

Powers:

1 – Hello, Goodbye: The user may cause a single true statement he/she says to be perceived by anyone who hears it as a lie. However, the user cannot make a lie seem as truth. (Costs a bloodpoint, user rolls Willpower against diff 4. If successful, anyone who hears the true statement will immediately disbelieve the statement. After a single night, the power wears off and victims will be able to make their own judgements on the statement. This power cannot effect any discipline of greater level then 1.)
2 – Disciplinary Identification: Through this power, the user can identify any discipline, or the effects thereof, that the user has seen being used or sees the effects of that discipline. (Costs a bloodpoint, user rolls Willpower against diff 5. If successful, the user may identify a discipline used in any situation. However, this power requires too much concentration to be used in battle. Instead, the user may remember the effects of the discipline used, and identify it later. Also, this power does not give exact descriptions of the power used, the user will mystically gain information about the discipline, but might not recognize it if the user is not familiar with the discipline in question. This power is also strong enough to identify powers used by other supernatural sources (except for hedge magic), though these will just be identified as being “something else”.)
3 – Thaumaturgical Nomenclature: This power allows the user to further identify any Thaumaturgy identified by Disciplinary Identification. The user can gain information about the Path used, the power or ritual used, or even if the source was actually true magic. However, the user cannot identify in particularity obscure paths, and this power might give incorrect information if Disciplinary Identification was used incorrectly. If someone burns their hand, for example, this power might identify it as Thaumaturgy, Lure of Flames. And, if Lure of Flames was actually used but soaked with Fortitude, the user might gain information that the level of Lure of Flames that the attacker used was much lower then it actually was. (Costs a bloodpoint, user rolls Willpower against diff 6. Must have used Disciplinary Identification prior to using this power.)
4 – Ritual Madness: Using this power the user can cause a mental effect however the user desires. The user may cause a feeling of uneasiness and discomfort to any who draw close to him, may cause someone to feel a cold shiver when they touch a certain object or victims may even feel repelled from an object or doorway. This is never an actual physical effect, but even these sensations can put those deceived on false trials. Many a Tremere who use this power on their enemies often warn them that “next time, it’ll be the real thing” regardless of whether or not that
was a bluff.(Costs a bloodpoint, user rolls Willpower against diff 7. All effects created in this manner are mental only, and last indefinitely, until dismissed.)
5 – Sanguinary Affection: Deception is a powerful weapon, and in this power at it’s most powerful. Using this power, the user may replicate the effect of any level 5 or lower discipline. The user may appear to move with supernatural speed, grow long vicious looking claws or his hands may crackle with lambent fire. However, these are mere replications. He cant outrun anyone having even the most basic mastery of Celerity, his fingernails are just very long and the fire on his hands couldn’t light a cigarette.  (User spends a bloodpoint, and rolls Willpower against diff 8. In
addition, the user must perform all the prerequisites normally associated with the discipline he/she wishes to replicate. (Bloodpoint cost, Willpower cost and rolls) All effects replicated last for one turn.)


The Focused Mind

 

Developed by a Tremere scholar and practised by a select few, the Path of The Focused Mind allows the user to gain greater comprehension of problems and situations, and allows the user to increase the potency of his/her own state of mind. Powers invoked by this path do not require an action to invoke, but each can only be used once during a turn.

 

powers:

 

1 - Readiness: This power allows the user to gain greater agility of mind, thusly allowing the user to more quickly react or asses situation. (Costs a bloodpoint. User rolls Willpower against diff 4. For the duration of one turn, the user gains a special separate dice pool which has 1 die for each success on the activation roll. These may be added to any Wits-related actions or rolls. Alternatively, the user may add these dices to his/her initiative rating for 1 point per die added. )

2 - Centering: By whispering soothing words to a subject, the user may invoke an intense state of calmness in the subject, allowing them to ignore distractions and focus on the task at hand. (Costs a bloodpoint, user rolls Willpower against a diff of 5. May be used on any subject, including the user, within earshot, and lasts for 1 turn per success. For it's duration the target will be able to ignore any losses to dicepools, such as because of wound penalties, situational modifiers or disciplines. Anything that modifies difficulty is unaffected. If this power is used on a target in frenzy, the target will gain 2 additional dices in all attempts to avoid or break frenzy. Lastly, if the user uses this power on an enraged Lupine and scores 5 successes, the Lupine is calmed entirely.)

3 - One-Tracked Mind: The user may force a target to focus on a single action, fixating the victim to focussing entirely on that singular action. This may cause a guard to be entirely distracted by a tree moving in the wind, or force a target in combat to become entirely fixated on a single tactic. (Costs a bloodpoint, user rolls Willpower against diff 6. This power may be used on anyone within earshot of the user. Success renders a target unable to split his/her dicepool into multiple actions, and become unable to change battle tactics after actions have been declared. If the victim somehow takes additional actions for the duration (like when using Celerity) they must follow the original action. As a side effect because of the focus the victim gains, the diff for the actions the victim takes is reduced by one. Outside of combat this power lasts a single night, while inside of combat it has a duration of turns equal to the number of successes gained.)

4 - Dual Thought: By harnessing this power, the user can divide his attention across 2 separate tasks without problems. (Costs a bloodpoint, user rolls Willpower against diff 7. The user may only use the second action for a Mental action, such as contemplating a problem or using disciplines.)

5 - Perfect Clarity: Through focus, the user reaches a pure state of mind of unimpeded insight. Pure focus is achieved, and the users actions and thoughts flow into one perfect motion. (Costs one bloodpoint, user rolls Willpower against diff 8. For one night the user becomes immune to frenzy and Rötshreck, the difficulties on all actions the user takes are reduced by 2 and any attempt to mentally influence or control the user (with powers such as Presence or Dominate) have a difficulty increased by 2.)

 

 

The Hearth Path

 

Whenever the Tremere maintain private havens this is usually because of a desire for privacy or secrecy, and as such some Tremere deploy wards and other forms of mysticism to protect them against trespassers. The Hearth Path was created with that specific purpose in mind.

 

powers:

 

1 - Guest's Herald: The Tremere can bind a specific effect to whenever his haven is entered by anyone but himself. Would someone enter the door, it might cause a small light to burn shortly, or cause a exceptionally loud creaking noise whenever the door is opened. This effect is static and subtle, but only occurs where the user had bind it, meaning that if the user was not in the room where the light burned to let the user know someone entered, it will most likely go unnoticed. (Costs a bloodpoint, user rolls Willpower against diff 4.)

2 - Master's Order: After invoking this ritual, the user will always know exactly where his belonging are or aren’t in his haven. If his scrolls have been misplaced by his apprentice, he will be able to find them without any difficulty. Unfortunally, this power works only on the user's haven where he has spend at least one day of rest prior to the ritual, only on his personal belongings that are in his haven and unfortunally, not on living creatures. However, it works on anything the user perceives as his, so the knife he stole will show up without difficulty. (Costs a bloodpoint, user rolls Willpower against a diff of 5. Lasts a single night.)

3 - Rhyme of Discord: A potent enchantment that confuses and disorientates anyone but the user that dares enter the user's haven whilst under this power's effects. Anyone who enters the user's haven will become lost in it, no matter how small it may be. The victim will barely remember any details about the user's haven, and those he does manage to remember will likely be false. (items not where they should be, hallways turned the other way around in his mind) The victim's memories will however be restored to him/her if they return to the user's haven after the ward has passed. (Costs a bloodpoint, user rolls Willpower against diff 6. The ward lasts for 24 hours, confused memories are not restored until the victim returns to the haven after the ward has dropped and no new one has been erected.)

4 - Temportal: Through this power the user can use any doorway in his/her haven as a portal to any other room in his/her haven. The doorway out of the library may end in the receiving hall and the doorway out of the basement may end on the 3rd floor. This ofcourse both convient for the user, and allows the user to escape fairly easily in his/her own haven, for this power works only on the user self and not on would-be pursuers. (Costs a bloodpoint, user rolls Willpower at diff 7)

5 - The Cauldron's Rede: When invoked, the user essentially gives the common items in his/her house the ability to speak. They will answer truthfully any questions the user asks of them, and function and their master's eyes and ears in a house. A mirror may speak of what happened in a bathroom, a window may speak of what it sees outside and the rug of the living room may speak of traitors who spoke of conspiracy near it. This ritual effects the entire house, and if the haven comes in extreme danger (such as a group of enemies assailing it or it being put on fire) it will call out the peril to it's master. (Costs a bloodpoint, user rolls Willpower against diff 8. Lasts until sunrise.)

Path of the Levinbolt

 


A path originally concieved in the dark ages, the path of the Levinbolt allowed the Tremere to harness lightning itself in the effort to defend their havens. However the limited understanding of electricity at that time and the fact that the Lure of Flames path was far more effective at fighting kindred foes made this path fall from use. However, it was rediscovered in the victorian ages as the newly gained knowledge about electricity would allows thaumaturges to charge themselves in mere seconds, whilst in the dark ages this could take the thaumaturge several minutes. As the user invokes the Levinbolt, sparks may play at his/her fingertips or a purpelish aura may surround his/her hands as a warning of storms to come.

Powers:


1 - Spark: Novices of this path are capable of building up a small electrical discharge in their bodies. This discharge will not be much of a threat to healthy enemies, but it can still provide a nasty suprise to anyone touching the thaumaturge, or severely damage sensitive electrical systems. (Costs a bloodpoint, the user rolls Willpower against diff 4. When the user is touched, the user may release the discharge inflicting 2 dices of electrical damage (normally Lethal) on whatever touched the user. This may occur from any part of the user's body, whenever the user makes physical contact with an enemy. The number of successes the user scores on the activation roll indicate the time needed to charge him/herself. With only 1 succes, the user may require a turn or 3 to build up the charge. With 3 successes, the user needs only a few seconds. With 5 successes, the buildup is instant. Alternatively, this power may also be used as an attack. If the user snaps his/her fingers upon releasing the discharge, it inflicts only 1 dice of electrical damage (normally Lethal) but stuns the target for the rest of the turn.)

2 - Illuminate: At this point the user gains enough control over electricity to keep them contained in arching bolts around his/her hands or head. This creates a dim illuminating effect, and also allows the user to release a powerful electical discharge on enemies. The electricity generated by this power is thusly powerful that it can be used to light a handful of lightbulbs, or even weld together pieces of metal. (Costs a bloodpoint, user rolls Willpower against diff 5. Each succes gained allows the user one turn of power, capable of energizing a small electical device or a handful of lightbulbs, or recharge a battery. The electricity is strong enough to pass through good conducters, but will only cause electrical damage on less-then-ideal conducters. Alternatively, the user can keep the energy contained inside his/her body to generate light equal to a dim lightbulb, or release it by touch against an enemy for 4 dices of electrical damage (normally Lethal). Again, by snapping fingers at the moment of touch, the user will deal only 2 dices of electrical damage (normally Lethal), but also stun the enemy for the remainder of the turn. If interacting with someone whilst giving electrical light, the user gains 2 dices to Intimidation. Lastly, using this power the user can weld a piece of metal together, such as a broken sword or a metal door, with about a minute of work, but will suffer a level of Aggravated damage in the process.)

3 - Power Array: Like a looming stormcloud, a user with this mastery of the Levinbolt can store great amounts of electricity, enough to briefly power large devices or cause severe damage on attackers. If the user needs to briefly gaze into the files of a computer that has no power source or recharge a dead car battery, this power will prove perfect for the job. Upon using this power, the user even becomes a near-perfect conducter, allowing the user to guide electricity from a device or object to a target without any harm to him/herself. (Costs a bloodpoint, user rolls Willpower against diff 6. Each succes grants the user 1 turn of this power's effects, which can be used to power a small electrical device for it's duration or briefly power a large device. Upon being touched by an enemy, the user may discharge for 6 dices of electrical damage (normally Lethal) to a single opponent, or withhold some of the power to cause a mere 3 dices of electrical damage (normally Lethal) but allowing the user to apply the discharge 3 times on a single use of this power. This electric power will even travel through any conducter of electricity, such as water or metal, so someone "touching" the user with a metal bat could get quite a severe shock as the electrical discharge travels through the metal bat into the victim's hand. You could even strike someone with a metal crowbar for the normal amount of Bashing damage, and then add the damage of this power by guiding it through the metal crowbar at the moment of impact. Lastly, the user can also act as a perfect conducter between a powersource and a unfortunate victim, without any risk of damage to him/herself. This normally adds 1 dice of electrical damage to the attack, but that is up to the Storyteller. Note that attacking in this manner consumes the charge of this power, so to act as a conducter again after the first attack, the user must re-apply this power. )

4 - Zeus' Fury: At this point, the user's mastery over electricity is thusly great that he/she can even direct bolts of lighting against enemies. The user stores so much energy in his/her body that it might arc from his/her body to nearby objects, causes the user's hair to stand on end and his/her body to sparkle with surpressed energy. (Costs a bloodpoint, user rolls Willpower against diff 7. Each succes grants one turn of available energy from this power. The user gains 10 dices worth of electrical damage upon invoking this power, which the user may spend as he/she pleases. The user may use 6 dices for a touch attack, and the remaining dices for a bolt attack. Bolt attacks made by this power are made using a Perception + Science roll at diff 6 + the number of yards between the user and the victim, up to a maximum distance of 4 yards at diff 10. As before, this power may also be used to power electrical devices, or overload them.)

5 - Eye of the Storm: By using this power, the user becomes a pillar of crackling electrical energy. The very sight of the user will blind enemies, and his/her touch will prove explosively fatal. All but the most heavily shielded electrical devices explode spectacularly upon touch, whilst wood, metal, plastic or similair materials will burst into flames or even sublimate instantly. (Costs a bloodpoint, user rolls Willpower against diff 8. Each succes grants one turn worth of this power. The user gains 14 dices of electrical damage (normally Lethal) to spend as he/she pleases between touch attacks and/or bolt attacks. However, due to the constant discharge with the enviroment, the user will lose 1 die of damage every turn unless the user spends dices on attacking that turn. Also, anything that physically touches the user will take 1 die of electrical (normally Lethal) damage every turn, which does not count to the total number of dices that the user can spend. Also, the intense light radiating from the user will prove a distraction for onlookers, while those using Heightend Senses will inevitably be blinded by the light.)



Mastery of the Mortal Shell

 

Through this path a thaumaturge is granted control over the inner workings of the body. While the lower levels of this path are quite crude in this control, a master of this path may easily cause something as lethal as cardiac arrest or even take complete control.

 

powers:

 

1 - Vertigo: By touching a victim, the user induces disorientation into the victim, causing physical discomfort as well as dizziness. At the storyteller's discretion, this ability may also cause acrophobia or agoraphobia. (Costs a bloodpoint, user rolls Willpower against diff 4. Lasts for an equal number of turns as successes gained)

2 - Contortion: By touching the limb of a victim, the user can cause it's muscles to spasm involuntary, rendering that limb useless. The user may even use this power on him/herself to tighten muscles like steel wire, rendering a grip near unbreakable. (Costs a bloodpoint, user rolls Willpower against diff 5. Duration is a number of turns equal to number of successes gained. Any limb touched is rendered useless for the duration, and if the head is touched it will cause a loss of speech in the victim and increase the difficulty of all Social rolls by 3. Additionally the user may use this ability on him/herself (or anyone else) to tighten his grip or bite, increasing difficulties to break loose by 1.)

3 - Seizure: This terrible power inflicts the same effect as it's namesake affliction. With but a touch, the victim is send to the ground, their bodies locking up in violent convulsions. Mortal victims may even choke to death as their tongue blocks their airways. (Costs a bloodpoint, user rolls Willpower against diff 6. Duration is a number of turns equal to number of successes gained. The victim suffers a 4-dice penalty to all actions, and suffers 1 point of soakable bashing damage each turn.)

4 - Body Failure: A user with this power has gained the frightening ability to shut down vital organs entirely by touching a victim. This is even devastating to supernaturals as organs fail and brainfunctions are interrupted. (Costs a bloodpoint, user rolls Willpower against diff 7. Duration is a number of turns equal to number of successes gained. The victim loses 5 dices from all actions, and takes 1 point of lethal damage each turn, which only kindred can soak.)

5 - Marionette: As doth the puppeteer control his puppets, so may a vampire control a victim with this power. When cast upon a victim, the victim acts on the whim of the user, completely aware of what is happening but unable to act. Though this control is not as fine as the control granted by Dominate, it's effects are simply much more direct. (Costs a bloodpoint, user rolls Willpower against diff 8. Duration is a number of turns equal to number of successes gained. When this power is cast upon a victim, the victim may resist by rolling Stamina + Fortitude at a difficulty of the user's Willpower, with each success reducing the duration of this ability by one. For as long as the user maintains visual contact with the victim, the user may order the victim to preform any physical action. However, difficulties for all actions taken by both the victim and the user increase by 2.)

 

 

Oneiromancy

 

Based upon the ancient ways of greek prophecy, Oneiromancy was developed during the early research of the Tremere to aid them in establishing a future for themselves. Since then, Oneiromancy had slowly grown into disuse for the Tremere had thought they already secured their own future. Now with the prospect of Gehenna on the horizon, many Tremere have taken this path upon themselves once more in hopes of seeing what the future holds. Prior to using any power of Oneiromancy, a user must first spend at least 5 minutes observing the "signs" of what he wants to predict, after which the user will go into a trance-like sleep. The user has limited awareness of his/her surroundings during this sleep, and may wake up at any time during the sleep, but for 3 turns after the sleep has ended the user will be equally limited as though he/she had awaken during the day. (maximum dice pool equals his humanity/path rating) Oneiromancy may also be employed during torpor.

 

powers:

 

1 - Portents: The user sees vague and cryptic images of a personal event happening in his/her near future in his/her dreams. Directly after awakening, the user must start reading the signs or they are lost in his memory. The reading of the signs takes 10 minutes. (Costs a bloodpoint, user rolls Willpower against diff 4. This power is used before the user starts his trance, and during the trance the user will see images flickering by. When the user awakes, the user must spend 10 minutes reading the signs he/she saw in his/her dreams. If the activation roll was successful, the storyteller may give the user a small vision of an event happening to the user within the near future. Higher number of successes mean more of the future is revealed.)

2 - Foresee: The user may now gaze into the dreams of a victim, and by piecing them together can glimpse into a future personal event of someone else. The victim must be in the presence of the user and asleep, though if a user uses Psychic Projection to get close to a target, this will also suffice. (Costs a bloodpoint, user rolls Willpower against diff 5. Works essentially the same as Portents, exept for a subject different then the user. If the target of this power is a kindred, the user must spend a Willpower point in order to successfully see and understand his visions.)

3 - Dreamspeak: This power allows the user to send messages, threats or even nightmares to victims the user has previously met. The user may send simply messages, warnings, threats and may even be able to create a nightmare and impart these upon a sleeping victim. The victim will fully remember the message the user send, but may just dismiss them as mere dreams. (Costs a bloodpoint, user rolls Willpower against diff 6. Each success allows the user to send one turn of dreams to the target. The user must be in the Oneiromancy trance while sending the dreams, and the target victim must be asleep, or else the messages will disappear and not reach their destination.)

4 - Augury: Whereas Portents merely gives a single unguided vision of the future, Augury allows the user to gain answers to questions and problems. Augury grants the user a steady stream of dream imagery which is much better understood by the user then lesser powers, but beware. Dreams may not always give correct information, and at times may prove to be completely misguiding. (Costs a bloodpoint, user rolls Willpower against diff 7. During the trance, the user will gain the visions of this power. The storyteller decides what information the user gains, though this information should never be so grand that it ruins the plot of a story.)

5 - Reveal the Heart's Dreams: This power allows the user to gaze into the heart of a victim, revealing both their innermost desires and greatest fears. Through this power, the user may tempt men of power away from their station or render a rival defenceless. (Costs both a bloodpoint and a Willpower point, (2 Willpower points if the target is kindred) user rolls Willpower against diff 8. The results of confronting a victim with his greatest desire or fear is up to the storyteller, but beware that doing so has been known to cause Rötshreck in sensitive vampires.)

 

Path of Shadowcrafting


The Tremere have always been enemies with the Tzimisce, and as such they are also enemies with the Lasombra. In an effort to take away the advantages of the enemy, the Tremere have attempted to duplicate the effects of Obtenebration in Thaumaturgy, and thus was created the Path of Shadowcrafting. However, the Path of Shadowcrafting is but a weak substitute for the effects of true Obtenebration, for whilst Shadowcrafting draws on a mere absense of light, Obtenebration draws upon something else entirely...a tangible darkness. This still puzzles Tremere scholars who spend years attempting to duplicate it's effects. they are hoping they will make a breakthrough any night now... (Note, this path does not work for any kindred with no reflection)


Powers:


1 - Out Light: Adventually, all light will give in to the darkness, and that is what this power was based on. Lights in an area will gutter and fade, or even be completely snuffed out. (Costs a bloodpoint, user rolls Willpower against diff 4. The user can focus on a single lightsource within view and attempt to disable it. The user cannot target anything larger then a torch, a modern neon sign or a lightbulb.

Succes effect chart:

1 succes: The lightsource will flicker momentarilly.

2 successes: The lightsource will strongly flicker for several seconds.

3 successes: The lightsource will produce no more then a dim flickering of light for 2 turns.

4 successes: The lightsource bleaks out completely for 2 turns, then resumes burning normally.

5 successes: The lightsource is totally extinguished, neon signs and lightbulbs fry out and candles are extinquished.)

2 - Shadow Taunt: Through this power, the user may gain control of a distant shadow that was not his/her own. The shadow will stretch and contort to vaguely reflect the user's shape (as much as possible) and act exacly as the user does. If the user points at something, so will the shadow. However, the shadow cannot break away from it's source, and cannot speak or become tangible. Also, this power works on no shadow cast by Obtenebration. (Costs a bloodpoint, user rolls Willpower against diff 5. Each succes grants one turn of control over the target shadow.)

3 - Coruscating Shadow: By using this power, the user can strip the shadows themselves of their resting place and surround himself with them causing the user to become envelloped in a dark writhing ball of shadow, making it difficult for anyone to attempt to percieve the user. (Costs a bloodpoint, user rolls Willpower against diff 6. The sphere of shadow lasts for 1 turn per succes. For it's duration, any attempt to interact with the user are at +1 difficulty, including attacks and attempts to percieve the user. Also, the user gains 2 dices to Stealth rolls as the shadows help concealing the user.)

4 - Night's Veil: By using this power, the Tremere can extend existing shadows in unnatural ways, covering even sunlit areas into shadow. This allows the Tremere to mask his escape by darkening an area, or even walk through an area normally covered in the sun's rays without risk. (Costs a bloodpoint, user rolls Willpower against diff 7. Each succes rolled streches existing shadows by 1 yard of it's original position. All areas that are thusly engulved in shadow act as though they were in the province of night, the user or any other vampire can walk through them without any fear of the sun. However, if the user, accidently or purposely, steps outside the shadows into the sun, this power's effect ends emmidiately, possibly stranding the user in the sun's rays.)

5 - Abyssal Pact: A master of Shadowcrafting can summon a tangible darkness that feeds on it's victims, causing a truly horrific effect as the darkness itself attacks it's victims like a school of hungry barracuda. This power may even be used in some slight way to counter Obtenebration. The creator of the Path of Shadowcrafting, now a gibbering madman, insists that this power showed him that there are creatures of darkness that wish all light vanquished and feed on the essence of all who bargain with them. (Costs a bloodpoint, user rolls Willpower against diff 8. Both the user and his target have to be in complete darkness, so a street under a moonles night or in a dark closet would be fine, but mere shadows will not suffice. The user must somehow sense his target, by smell, sound, hearing, before being able to cast this power. For every 2 successes the user scores, the target takes 1 level of Lethal damage as the darkness around attempts to consume him/her. Additionally the victim loses 1 Stamina die for the remainder of the scene as the darkness leeches his/her very vitallity from the victim's skin. Vampires can spend blood to regenerate this lost Stamina. Additionally, the user can use this power against Obtenebration powers, with every 2 successes scored on the useage of this power removing 1 succes from the target obtenebration power. If the user botches, the darkness instead turns on him. 6 dices are rolled, with the same effects discribed above on the user.)


 

   

Path of Transmutation

 

This power allows the user to overomce the laws of chemistry, as he causes guns to melt into pools of metal, wood to fall apart and turn doors and and walls to vapor.

 

powers:

 

1 - Fortify the Solid Form: By strengthening the integrity of an item, the user may increase it's strength. Feathers can be used as clubs, pencils become stakes, and even turn the outside of a car into armor plating to rival a tank. (Costs a bloodpoint, user rolls Willpower against diff 4. User must declare if he/she wishes to increase an items' defensive or offensive qualities. A object turned offensively gains one dice worth of damage for each success as a weapon up to a maximum of 5 dices, and a object used as a shield may soak 1 health level of damage per success, up to a maximum of 5 health levels.)

2 - Crystallize the Liquid Form: This power allows the user to turn any liquid into a solid material. While this does not change the other properties of the object (aka, form or temperature) it can be used on any liquid, save for those still inside the body of a subject. However, it can be used on blood leaving the body, to turn it into a solid material that cannot be consumed by kindred. (Costs a bloodpoint, user rolls Willpower against diff 5. Every success allows the user to solidify 1 point of blood or 2 pints of any other liquid.)

3 - Liquefy the Solid Form: The user can now turn materials into a liquid pool. This can apply to any materials, from wood (which turns into a putrescent pool) to metal and everything in between. However, it does not effect living subjects. (Costs a bloodpoint, user rolls Willpower against diff 6. User may use this power on anything within sight. The object turned to liquid will remain so for a single night, and then revert back to it's original shape. However, items usually revert back distorted and twisted, and will be rendered useless.)

Success effect chart:

1 success: An object the size of a lighter may be effected.

2 successes: An object the size of a telephone may be effected.

3 successes: An object the size of a computer may be effected

4 successes: An object the size of a car may be effected

5 successes:  An object the size of a railroad cart may be effected

4 - Gaol: This power allows the user to temporarily solidify the air, turning it into an indestructible barrier. This air barrier cannot be destroyed, not even with Potence. Anything trapped within the now solid air will be able to breathe, but only breathe a liquid-like oxygen material, which their bodies might not readily accept. (Costs a bloodpoint, user rolls Willpower against diff 5. User can solidify any air within 50 yards of his/her person. 1 success will solidify a piece of air the size of a brick, and 5 successes a piece of air the size of a phone booth. If a victim is trapped within the barrier, he/she might need a moment to adjust if they do not immediately accept the liquid air. If the victim is released, the victim must cough out all of the liquid air in order for it to transmute back to a gas, this causes one level of bashing damage on victims. All barriers lasts for one night.)

5 - Ghost Wall: The user may now vaporise any non-living body of material, allowing the user to pass through walls with ease, or make enemies fall through the floor which used to be solid. (Costs a bloodpoint, user rolls Willpower against diff 8. Each success increases the amount of material to be vaporised, with one success needed to vaporise a laptop and 5 to vaporise a city bus. The vaporisation lasts for 1 night, afterwhich it will reform as though nothing has happened. Until then it looks like a transparent cloud with no distinguishable features. If something reforms inside the body of a victim, that victim will take a number of health levels worth of aggravated damage of the storytellers choice.)


 The Vine of Dionysus

Long ago, cults roamed free in ancient greece, of cults of vampires that would partake in all the mortal pleasures in known to man. Orgies, wine and debaucheries of all kinds, and some Tremere took inspiration from these horrid rituals, making them their own in Thaumaturgy. Tremere who practise this path call themselves Thyrsus, and often wear an ivy or pineapple shaped jewel to show their dedication  to this path.

 

Powers:

1 – Methyskein: This power allows the user to send a victim into a drunk state, causing a slightly euphoric feeling in the victim whilst having all the same disadvantages of being drunk, such as slurred speech and clouded judgement. (Costs a bloodpoint, user rolls Willpower against diff 4. Each success increases the duration of this power by one night. For it’s duration, the victim will suffer a one-die penalty to all Dexterity or Intelligence based rolls. The victim may make a Stamina roll at diff 6. If the user fails in casting this power, the target will not be effected, but will feel a slight “buzz” which might cause some disorientation. The victim may attempt to resist the effects every night once, but after the first 3 nights of being effected mortals will have to spend a Willpower point to make the stamina roll. Vampires on the other hand react differently to the effect of this power, and for them the Stamina roll increases in diff by 1 per night, up to a max of 9.)
2 – Omophagy: According to myth, the greek god Dionysus had the ability to incite fierce animalistic urges into victims. This power allows the user to do the same, forcing a target to become overwhelmed with a sense of hunger. The victim will no longer be able to reason what he/she is doing, the only thing that matters to the victim will be sating their hunger until they cannot do so any more. (Costs a bloodpoint, user rolls Willpower against diff 5. User must make eye contact with the target. When successful, the victim gains the derangement Gluttony. This causes a mortal victim, when the victim is consuming food, to continue to attempt to eat more and more until the victim is physically unable to consume any more. A vampiric victim will not only drink any mortal he/she feeds from completely dry (even if the victim doesn’t need the extra blood) but will also attempt to consume the remains of their victim. Also any vampire with only 3 or less bloodpoints in their system will frenzy if confronted by the sight, smell or taste of blood. This power lasts a single night, though a victim may spend a Willpower point to become immune to the effects of Omophagy for the remainder of that night. Note: just as normal, vampires will vomit anything they consume that isn’t blood. )
3 – Hamartia: A much more dangerous and less subtle form of Methyskein, this power allows the user to send a victim into a extremely dangerous euphoric episode, maybe resulting in this such as delirium, perversity or possible torpid stupor. The victim will feel stronger then ever before, but in reality is weakened far more then he/she realises. (Costs a bloodpoint, user rolls Willpower against diff 6. Each success lengthens the duration of this ability by one night. While under the effects of Hamartia, the victim will lose 2 dices from all dice pools, but will gain 2 dices in Strength related dice pools. Targets can resist the effect of this power by making a Stamina roll against diff 7 and scoring more successes then the user. Note that everyone under the effects of this power will act differently, some might stare in front of them glassy-eyed, and some might attempt to “engage in conjugal relations” with the people around them, gender notwithstanding.)
4 – Enthousiasmós: Through this power, the user can exude a pheromone from their bodies, which will send anymore nearby them into a druglike stupor. Victims will hallucinate and feel a strong sense of happiness as long as the user is close enough. Victims will most likely see thinks line fauns and fairies and might even hear music, and are completely content just sitting there passively enjoying the feelings of happiness. (Costs a bloodpoint, user rolls Willpower against diff 7. If successful, the user will effect everyone within a 10-foot radius of him/herself. Victims suffer a 2-dice penalty to all Dexterity and Intelligence rolls, and will be completely passive, happy to while away their time under the effects of the euphoria. The effect lasts for one night, and victims may spend a Willpower point to shrug off the effects for 1 turn.)
5 – Oinos Aimatos: This power turns the user’s blood into a powerful poison, and was developed by a vampire of ages past who liked others to believe he was a god. Anyone who drinks the user’s blood while the user is under the influence of this power will be send into a stupor similar to that caused by Enthousiasmós. (Costs a bloodpoint, user rolls Willpower against diff 8. If successful, the user’s blood will cause the effects of Enthousiasmós in any who drink even a tiny drop of his blood for one night.)

 

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